PC Controls are a nightmare for the old fans :(

edited July 2009 in Tales of Monkey Island
Why????? Why Telltale decided to use WASD or that uncomfortable mouse method to control Guybrush?

Was really so hard just keeping the classic, and PERFECTLY valid point and click interface to move him?

I really really really hope Telltale eventually releases a patch or something. This control scheme makes the game a lot worse for people used to the old Lucas adventures...it's too console-based.
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Comments

  • edited July 2009
    I miss point n click. WASD is a nice alternative though.
  • edited July 2009
    No, they aren't. There may be some "old" fans that don't like the WASD + mouse combo, but it is not a "nigthmare" for all of them.
  • edited July 2009
    unless you're 80 and have parkinsons I don't see why the new controls are a problem.
  • edited July 2009
    Do I miss them? Yes.
    Did I hate these? No.
  • edited July 2009
    This has been discussed extensively in another thread:
    http://www.telltalegames.com/forums/showthread.php?t=9796


    Basically the cinematic camera movements and angles necessitate a control scheme like this. They won't ever "fix" it or issue a patch.

    The good news is, I think we can adapt to the new controls. Think of it as very old-school, as all early graphic adventures had keyboard controls. Think King's Quest, Space Quest, Police Quest, Colon Quest, etc.
  • DjNDBDjNDB Moderator
    edited July 2009
    I've been playing Lucasarts games since the 80s and as many others discussed point and click a lot before the game was released.
    If you want to know why there's no P&C, just read this thread.

    I must however admit that i adapted to the drag+move mouse controls within some minutes. I am glad they were integrated within the last few days, because we whined a lot ^^
    Initially they were not supposed to be there at all, leaving us with WASD only.
  • edited July 2009
    I have been playing Adventures ever since Comi. And I always hated that my character would run across the whole screen when I missed an object and clicked the backgroung instead.
    This does not happen in the new system and THAt makes me a happy pirate...
  • edited July 2009
    DjNDB wrote: »
    I am glad they were integrated within the last few days, because we whined a lot ^^
    Initially they were not supposed to be there at all, leaving us with WASD only.

    Well there we go! And yet people are still whining. Considering I, and I guess many others, use a mouse pretty much every day so I got used to clicking and moving the mouse very quickly... not sure why other people are struggling so much.
  • edited July 2009
    Well there we go! And yet people are still whining. Considering I, and I guess many others, use a mouse pretty much every day so I got used to clicking and moving the mouse very quickly... not sure why other people are struggling so much.

    I think there is slightly less whining. Those of us that whined about W&G are less whiny now that we have some form of mouse control. Of course I have my own reasons for liking this new control scheme, but that would require people to read 100s of post to find out why. ;)
  • edited July 2009
    The click and drag method works well, and I like it. Flows much more smoothly than keyboard controls.

    That said, I see no good reason why I can't click on a spot on the ground to walk to it. Telltale has suggested that direct control allows them to position the camera in places where the ground isn't visible, yet, in this episode, the ground is visible nearly in nearly every interactive shot. There's really no reason why controls needed to be compromised for a handful of only-slightly-more-interesting shots.

    I felt that Sam and Max Season 2 had perfect controls, and also that it was an appropriately cinematic game.
  • DjNDBDjNDB Moderator
    edited July 2009
    LuigiHann wrote: »
    The click and drag method works well, and I like it. Flows much more smoothly than keyboard controls.

    That said, I see no good reason why I can't click on a spot on the ground to walk to it. Telltale has suggested that direct control allows them to position the camera in places where the ground isn't visible, yet, in this episode, the ground is visible nearly in nearly every interactive shot.

    I see. Now that you mention it, they could enable point&click additionally to drag+move. If there is ground, you can Point&Click, if there's not, you can drag+move.
    I don't see that happening, though.
  • edited July 2009
    But you ONLY play point-n-click adventures? You don't play FPS, with WASD+mouse control? You don't use the PC for writing with the keyboard?
    So what's the problem with those controls? Why do you need so badly a mouse-only control? What do you need to do with the other hand?
  • edited July 2009
    I wrote with YES because i still want back the good ol` P&C!
    And if it`s possible i want it back.

    But the new one is no Nightmare!!! It`s ok... I`ve playing
    only with Mouse-Controll and after a few time it goes around *ggg
  • edited July 2009
    What I miss is the ease of a single click to move somewhere. Now I have to hold a button down, and that means I can't do anything else while my character is moving and have to actively pay attention to something non-adventure gaming related.
  • edited July 2009
    plrichard wrote: »
    Do I miss them? Yes.
    Did I hate these? No.


    I agree. they aren't that bad. Plus I found in some cases if you point at a door and click he will move there.
  • edited July 2009
    i found the click and dragging rather anoying but felt fine using wasd, i tried using my xbox controller (using xpadder to make right thumb stick emulate a mouse) for a bit and still preffered wasd. took some getting used to but im fine with it now, id got over it in half an hour when i realised how good everything else about the game was.
  • edited July 2009
    The WASD keys might bring back bad memories of Grim Fandango or EMI's control scheme but in reality they're much easier to use. If a compromise with the controls means it works more naturally on the consoles, and therefore hopefully brings more new fans to adventure games, then I'm all for it!

    I do miss the good old point and click but comparing TMI's controls to S&M's, it seems that TMI is more responsive. Definitely having a hotkey to bring up the inventory saves time than moving the cursor to bring it up.
  • edited July 2009
    I kept on pressing right click to view the inventory, a la CoMI. And I also tended to click somewhere and wonder why Guybrush didn't walk to it.

    This adapting is hard.
  • edited July 2009
    Why????? Why Telltale decided to use WASD or that uncomfortable mouse method to control Guybrush?

    Was really so hard just keeping the classic, and PERFECTLY valid point and click interface to move him?

    I really really really hope Telltale eventually releases a patch or something. This control scheme makes the game a lot worse for people used to the old Lucas adventures...it's too console-based.

    Why do you people always need to complain about the controls? Can't you appreciate the fact that telltale have tried to find the best balance between point and click and controlling with the keyboard? Can't you appreciate that little thing? Let's face it, it's not that bad as having to rotate the camera for example in a real 3D game and they actually tried to make it possible to be able to control Guybrush only with the mouse, which I find very comfortable. (I like the possibility to use the keyboard though).
  • edited July 2009
    serweet wrote: »
    I kept on pressing right click to view the inventory, a la CoMI. And I also tended to click somewhere and wonder why Guybrush didn't walk to it.

    This adapting is hard.

    Me too. I think I nearly made it all the way through the introduction using the mouse only which certainly made it hard to find all the objects. It was only due to trying the demo of Wallace & Grommit which came with a tutorial that I realised this is how you move Guybrush.
  • edited July 2009
    serweet wrote: »
    I kept on pressing right click to view the inventory, a la CoMI. And I also tended to click somewhere and wonder why Guybrush didn't walk to it. This adapting is hard.
    LOL... I always right-clicked at the items in the inventory like in MI2...
    Of course I miss the old controls. but then, the new ones were easy enough. I wouldn't call them a nightmare. Sure, there could be the right mouse button... I don't want to complain here, though. The game is great and the controls are OK.
  • edited July 2009
    I think CMI had pretty much the ideal adventure game mouse interface, but I voted "No" because the poll was such a loaded question. Yeah that interface was great, but this one is perfectly fine, too. If point and click can't work here, point and click can't work here.

    I used WASD + mouse, and I honestly can't imagine how anyone could think it was bad or awkward. But then again, I play a lot of games, and WASD isn't at all foreign to me. But it's really easy to adapt to... Whatever. To each his own.

    I do appreciate the ability to control exclusively with the mouse, I think that's a great thing to have, in theory, but I couldn't stand the click and drag system in this game. Admittedly, I gave it a whole ten seconds before I dismissed it as crap and used WASD. I probably could have gotten used to it, but it immediately struck me as harder and more tedious than WASD by miles.


    I also appreciated Tab opening inventory, and E examining items in inventory. My principal complaint with the controls was the sluggish cursor, and those two keys made me very happy. I don't see why right click couldn't have opened the inventory as well, though.


    I admit I've never been too picky about controls. I've never complained about the controls in any of the MI games, including EMI. These controls seemed like an improved version of EMI, which is plenty good for me.
  • edited July 2009
    Sam and Max used point and click control. Starting with Wallace and Gromit, direct control has been used.

    What are the benefits of direct control? The artists can frame the camera however they wish, without making the world feel like the stage for a high school play, but rather a cinematic world.

    Are we really getting the full benefit here?

    I noticed that walking up to Marquis De Singe's office is a dynamic, cinematic experience. It's a great, truly awesome angle. But sometimes, the world feels like it's still built like a stage, built for point and click control.

    The transparency in benefit for the PC consumer is not at all unwarranted. If only the odd bits here and there feel built for the scheme, what is the point of it? If it is not done for the sake of console portability, then the PC audience should really see a lot more benefit in the flow of the world. If it truly lead to a more cinematic, "explorable" space, then perhaps Direct Control would be far more palpable. As it stands, it does feel like a few nice tricks that require us getting used to something that feels unnecessary to many people.
  • edited July 2009
    What do you need to do with the other hand?
    Eating chips ... which works well with the mouse-only scheme. Still prefer the keyboard-mouse combo, though. And I'm really LOVING the new camera angles this scheme allows for. Definitely don't want to go back to PnC if that means losing the cinematic feel.
  • edited July 2009
    I had an experiemnt yesterday. We got visit from some friends and one of their kids, familiar with console gaming, didn't know about adventure games. So at some point i asked him if he would be interetesd in seeing what an adventure game is all about.

    Due to the recent release i showed him The Secret of Monkey Island as well as Tales of Monkey Island. The funny thing was that he instantly groked the point&click steering method of The Secret of Monkey Island but moaned about the steering in Tales of Moneky Island he had issues with. Nothing more to say...beside of if you really think that it's only about die hard fans who don't like them, i would suggest reading some reviews about the game.

    One thing i also found quite interesting is that, he also liked the old graphics of The Secret of Moneky Island (PC VGA Version via SCummVM) whilst he also found that Tales of Moneky Island looked a bit poor (the 3d games he's used to from the console look better), which on the other side was interesting because personally i agree with him and think quite some 2D adventures are more timeless than 3d ones (subjective mix out of style and technology restrictions) but i'm not sure how much nostalgia is involved in my judgement here.

    Anyway, good boy! :O)

    As well as we iterate the point&click is king, TTG iterates themselves with the we need this for cinematic purposes and i still don't buy it. A few suggestions for how to improve it:

    a) The current steering could be optimized so that the direct mouse control feels a lot better (doing it in a way Grossman described it once or by performing simple gestures on the character for switching into movement mode, configureable).
    b) The gamepad steering could be fully supported and optimized (right analog stick for searching for investigating the scene).
    c) point&click still is brütal sexy. Actually i could imagine it would have worked very well in the scenes i've seen in TOMI. I care more about the steering than i do about some cinematic wigglewaggle. That's not what i buy an adventure for. Just define your scenes porperly and hey you can still use it in conversations cut scenes and so on.
    d) Make the steering options customizeable, like in any other bigger game out there.

    Offering some or in the ideal case all of these possibilities to the engine and we hoepfully have the since Wallace&Grommit introduced discussion ended.
  • edited July 2009
    Oh and i just forget to mention: TOMI is the first game, and i'm playing games since a pretty long time, which forced me using a third party tool for remapping the steering in order to beeing able to enjoy the game.

    They should have added a free Xpadder coupon with the game.
  • edited July 2009
    LuigiHann wrote: »
    That said, I see no good reason why I can't click on a spot on the ground to walk to it. Telltale has suggested that direct control allows them to position the camera in places where the ground isn't visible, yet, in this episode, the ground is visible nearly in nearly every interactive shot. There's really no reason why controls needed to be compromised for a handful of only-slightly-more-interesting shots.

    This. The mouse only controls are a fantastic addition, but the game still continually feels unnecessarily difficult to control. If I could still click on the ground to move when I could see it, and drag the mouse around when I couldn't then I think that would be a perfect control system. There could still be these shots Telltale are so into, but the rest of the game wouldn't have to suffer for them.
  • edited July 2009
    taumel wrote: »
    b) The gamepad steering could be fully supported and optimized (right analog stick for searching for investigating the scene).

    What ^they^ said. Loved the game, but as I play telltale games on a HD TV in the lounge with a few people gathered round, I'd love to see full support for joypad. It's great that you can already do most things with one, but adding cursor control via the right stick would be perfect for those of us playing the game on TVs in our front rooms:)
  • edited July 2009
    Probably been said lots of times but...

    I missed the Point & Clickcontrols but I was quite happy with the WSAD controls

    :p
  • edited July 2009
    i miss the old point&click style, but i was fine with wasd and the whole holding down left mouse button to walk and steer.

    controls certainly didn't hurt the game or anything :S. (imo)
  • edited July 2009
    Hi,
    I also miss the P&C style, WSAD is quite unusable for me, so I won't buy it as I can't really enjoy playing the game with this control type that use my nerves.
    Hope one day a real Monkey Island sequel will be released.
    The game is also quite slow on my 2.2Ghz;4Gb ram; 7900GTX....
  • edited July 2009
    I was sceptical of the WASD controls at first, but they work MUCH better than those in MI4 and i actually think i like them better than the point-n-click only MI1, 2 and 3.

    I'm a longtime MI fan, and i am definitely not having a nightmare with these "new" controls. Quite the contrary actually.

    Oh, and holy shit it's a good game!
  • edited July 2009
    I guess you were dead serious when you wrote OLD in the thread. Guess old people are stubborn and dont like to learn new things...

    OH SNAP :)
  • edited July 2009
    Uh haha?

    Ever heard the saying "if it isn't broke don't fix it"

    you young whippersnapper!
  • edited July 2009
    I just want the WASD controls to be character relative... not scene relative. I hate holding down two keys all the time for a diagonal move, though I am sure there are reasons why this was done.

    The click and drag also is a nice welcome addition, for those who cannot use or don't want to use their left hand.
  • edited July 2009
    Im fine with the controls, but I use Up, Down, Left and Right just like Escape.

    However, what I do miss is the option to EXAMINE, TALK TO, and PICK UP on practically everything.

    That was where the pinnacle of most jokes came from in the others games, where you'd go to pick up something which wasn't a valid inventory item and you'd be given a witty Guybrush remark.

    Now all you've got is click, and the combination system isn't to my liking either- I must say I still prefer the 'right-click' -> 'left click to combine'.

    However. I do love that Monkey Island is back and can't wait to play more :D
  • edited July 2009
    I started playing adventure games in the 80's and I've been Monkey fan since 1990. But I have to say that new controls aren't nightmare for old fan like me, so I think that you should say that new controls are nightmare for you and you shouldn't speak on my behalf without consulting me first about my opinion.

    Sure it took a moment to learn new mouse control, but now when I know how it works it's rather easy to move Guybrush around.
  • edited July 2009
    I like WASD, if it is used in a game to be camera relative instead.
  • edited July 2009
    I like all of the new controls. One of the things mentioned above was the walk up to the Marquis De Singe's house where the camera is panned up to look at the house. But what about walking away from it?

    The camera is panned upwards looking at the house and you can't see the ground behind you to click on and walk back to the dock. This is where the direct keyboard or click-drag controls work best.

    I was able to use the click-drag control instantly and used it all the way through the game instead of using the keyboard. It felt quite natural. Somehow I intuitively realised that the right-click was used to cancel interaction - skip dialogue, cancel the object you were holding, etc.

    Then I read the forum and realised that while you were click-drag walking, you could press and hold the right button and Guybrush would run! That was fun to try on the second playthough. It was much faster having Guybrush run places!

    Also the click-drag is great at moving diagonally. I didn't use the keyboard controls so I don't know what it was like to press two keys to move diagonally, but the click-dragging made it easy peasy.

    I say this is a good control system and I'm fine if it stays. It seems to me that some of the people who dislike the new controls are new customers to Telltale who haven't played perhaps Wallace and Gromit where there's a similar keyboard control scheme. I was quite disappointed by that statement above from someone who said something like "I'll wait for a real Monkey Island game to be released".

    This is real! I love it.
  • edited July 2009
    this mean the wii you will have to use the numchuk
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