"Pick up", "Push", "Open" and other lost verbs
My native language is Portuguese, and that was a bit of an impediment for playing some games when I was a kid, but I believe Lucasarts adventure games thought me most of my English. I really can't remember when I knew it well enough to play those games, but I do remember playing them with my brother when I was 7 or 8 and he was 12 or 13 and that being very significant. Before that, all I could read was "press start button", "options", "easy", "hard", "game over", "congratulations", "thank you for playing", "the book is on the table", those kind of things. That learning is pretty understandable, and it's been several years since I realized that. Adventure games back in the day not only obligated you to read full dialogues to find out what you had to do next, but you also had to choose what you'd say and make sense with that. It also thought you to verbalize, creating full sentences for your actions ("Pick up mug", "use mug with barrel o' grog", "walk to the sun"). Later, since Sam and Max Hit the Road, I believe, with those games becoming more and more intuitive and getting rid of the HUD filled with verbs, that was lost. Nowadays you have no verbalizing of any kind, with the same kind of click doing the "look", "pick up" and "use", and that makes sense, I mean if you click a door you probably want to open it, close it or go through it, but I always felt that some richness there was lost. It also made those games a lot easier, since you have many times less possibilities for your actions.
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I totally agree, but maybe a good compromise was the Curse dobloon. However, I love the TellTale interface. It make the designer focus on the complexity and fantasy in gameplay, and not to the "discover the right verb" challenge. However not all the TellTale game designers in TellTale are able to use properly this simple interface as a way to build an alternative challenge with the making of various and fantasy puzzles. Grossman for example with his "Lair" did it perfectly. Darin a bit less...
*By "more practical approach" I don't mean purely hiding the verbs like they did in SMI:SE - that may have looked nice on screen but was a bit tricky to get used to! (well, I thought so!)
EDIT: Also, I was going to mention this funny thing that happened with a text-based game named "Zork" that some friends and I loved playing. There was one point in the game we couldn't get past for a long time because we couldn't type the proper action, and it was something completely obvious. I'll just copy and paste the whole ordeal from our chat's "traditional phrases" page:
Climb Down the Cliff Wall
There's not much story behind this one. There's a text adventure game named Zork out there where at some point during the game you are confronted by a cliff you must climb down. Nothing seemed to work at first. "Climb down cliff", "go down cliff", "climb down"... none seemed to work. However, it turned out that the incredibly obvious answer was "Climb down the cliff wall". We all felt really stupid after that one, boy howdy.
(Off-topic: So Opa-Opa, portuguese hein? Me too )
I agree
Klicking randomly on things and having guybrush do the talking, picking up and looking at on his own feels kinda like an aimbot for adventures...
I randomly clicked an object to examine it, but Guybrush immediately did something with it and I was like "umm ok..."
It's a bit like if you play Super Mario, but regardless if you touch the enemy from the top or from any other side, you automatically defeat it because "that's what most players would want to do anyway"
12 verbs like in SMI, 9 verbs like in MI2, maybe for today's market that's a bit too much, ok.
But CMI and the 3 verbs is the best interface I've yet seen in an adventure game, and even most other games (Runaway etc.) have at least TWO actions, one of which is "look" and the other "interact".
Excelent example!
CMI had the best item combining system as it was easy and quick to go through you inventory and check if some items could be combined