The "whatever's on your mind" thread

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Comments

  • edited December 2012
    I think it’s a joke name, sir, like Ophelia Sorus or Biggus Dickus, sir.
  • edited December 2012
    Gman5852 wrote: »
    If that's what you want, then let me direct you to Back To the Future the Game!

    humm i just had to install it again and check out the hint system, it is actually as good as i would want really (only checking the beginning of the game so far) i just never got stuck long enough to check the hints the first time, i will see if there is ever a time where a hint wouldn't be helpful, but it seems to be actually giving instructions rather than hints if you go far enough into the hints :)
  • JenniferJennifer Moderator
    edited December 2012
    Hector: Badge of Carnage had what you're talking about. It had hints, and then if you clicked for more of a hint it would give you that, and then if you wanted it to tell you exactly what to do, you clicked for it to do that too (IIRC I think Back to the Future: The Game did this too). Hector's way of doing it were like the UHS (Universal Hint System) files. And I quite liked that way of hinting, personally. I kind of wish more games would do that (and, preferably, keep it out of the way like Hector did, rather than all up in your face as a huge portion of the interface like BTTF).
  • edited December 2012
    Giant Tope wrote: »
    sweet jesus

    might as well add an insta-win button in dark souls.
    Didn't some Sierra game have something similar?

    Seriously, though, this is why we can't have nice things.
  • edited December 2012
    Jennifer wrote: »
    Hector: Badge of Carnage had what you're talking about. It had hints, and then if you clicked for more of a hint it would give you that, and then if you wanted it to tell you exactly what to do, you clicked for it to do that too (IIRC I think Back to the Future: The Game did this too). Hector's way of doing it were like the UHS (Universal Hint System) files. And I quite liked that way of hinting, personally. I kind of wish more games would do that (and, preferably, keep it out of the way like Hector did, rather than all up in your face as a huge portion of the interface like BTTF).

    yeah the hints in BttF are really good (maybe they could be in the menu rather than in the interface), i should have just checked them out before, but any time i have used hints in other games they usually leave out the detail that i am stuck on but this will actually tell you straight up what to do,

    this should be in all adventure games plus if there are any of the kind of mini games or brain teaser logic puzzles they should just be skippable/auto solved, eg, in the directors cut of broken sword they added a new bit a the beginning (which to me shifted the focus of the story to nicole as the main character, i don't know if i liked that) and there was 2 cypher puzzles i did the first one reasonably easy but the second was super frustrating so i tried the hint system and all it told me was that i should solve the cypher :mad: i wanted a solve cypher button
  • edited December 2012
    Getting stuck in adventure games is part of the fun. The wandering round using everything with everything. And then finaly getting past the problem! Also thats where you find all the easter eggs and stuff when your trying everything and talking to everyone.
  • edited December 2012
    coolsome wrote: »
    Getting stuck in adventure games is part of the fun. The wandering round using everything with everything. And then finaly getting past the problem! Also thats where you find all the easter eggs and stuff when your trying everything and talking to everyone.

    yeah i am stubborn enough to do that, but there comes a point where you have done everything and it is no longer fun, that is the point where i would use hints/guides
  • edited December 2012
    The only time I've really honestly wanted a "Win now" button has been in Jade Empire for the flight missions. I want the storyline stuff at the end of them, but I did sign up to play an RPG, not Galaga. Because I suck at those types of games.
  • edited December 2012
    How do I get a custom title?
  • edited December 2012
    DAISHI wrote: »
    How do I get a custom title?

    Go on User CP then edit profile details and its under "Custom User Title".
  • edited December 2012
    DAISHI wrote: »
    How do I get a custom title?

    Go to the custom user title setting at your control panel and change it.

    ACK! Ninja'd by coolsome.
  • edited December 2012
    6HON
  • edited December 2012
    Your estimated delivery date is:
    Wednesday, January 30, 2013


    But that's a long time away.
  • edited December 2012
    Currently preparing for massive crunkness.
  • edited December 2012
    Just wrote a blog about why I release shit for free. Very informative.
  • edited December 2012
    YAY SGT Slaughter is on Raw! You maggots!
  • edited December 2012
    Got my Wii component cable today, and man, does it make a huge difference!
    I mean not only does it affect Wii games, but it also improves Gamecube games (most support 480p even back then!), and Wii homebrew.

    Sure I could emulate my stuff on the PC at a better resolution, but the Wii emulators are easier to use since they are already pre-configured to the best settings.

    I dunno, I think with that component cable, the emulation looks top-notch, pixel for pixel.
    Should get a converter to allow me to use my SNES controllers on it.
    (Not to say my old SNES won't get used at all! No! My little bro uses it all the time, and I do get the itch to go old school from time to time. (Something about carts that make them special, make them "Yours" that just can't be beat))

    Also need Classic Controller Pro. Regular one is good, but its a little odd to hold at times. If I ever find a cheap Pro, I'll pick it up! :D
  • edited January 2013
    Well, it’s 2013, and to be honest, I really don’t give a shit.
  • edited January 2013
    This hangover is no joke.
  • edited January 2013
    I had a whole bottle of champagne last night, expecting a hangover in the morning, but I didn't get one. I must have done something wrong. Or I've invented the perfect combination of cheeses to prevent one.
  • edited January 2013
    Story pitch, I need your opinions on this, mainly whether I should use it for a novella or (RPG) Adventure game. I already got the title, Eldritch Fairytales.

    On a stormy night, a woman comes into someone's bookstore, claiming to be Little Red Riding Hood. She tells the owner that he might be the key to keep Cthulhu at bay, to not only protect the world against the Elder God, but also to save our fantasies from being overrun by darkness.

    Edgar was just a regular bookstore owner, who often spent hours on the Internet posting his stories, free to the public. Now he has to use both his knowledge of books as well as his experience as an amateur author to save the world.

    The story will also have several public domain characters. I did have some in mind.

    Diana, originally a Little Red Riding Hood, was trapped for ten years in a pocket world where all the information of the world collects. Even though she now has the knowledge of the current world, she's emotionally scarred by the experience.

    John Hunter, the huntsman who was supposed to kill Snow White, has come to world to find and destroy whatever has killed Snow White and drove the evil queen to madness.

    Rose the Red lost her sister White Lily at the hands of the vampire Carmilla. Now Rose the Red not only is searching for her sister, she's bent on killing her to give her at least some salvation.

    Depending on what I'll be turning this story idea into, this might be the entire main cast.
  • JenniferJennifer Moderator
    edited January 2013
    Nice. I like stories that combine public domain characters into one world. As for what medium to create it in, do whatever you feel is the most fulfilling for you. :) But if I were to choose, I'd love to see it as an adventure RPG. :D
  • edited January 2013
    Got a new phone enjoying the shit out of it.
  • edited January 2013
    My new phone comes tomorrow and I can't fucking wait.
  • edited January 2013
    My new phone comes tomorrow and I can't fucking wait.

    You get an SIII?
  • edited January 2013
    If you don't want to solve a puzzle, don't play games that contain puzzles. Adventure games aren't movies because they have good narrative, and they don't require flow. The point of a good adventure game is that the narrative can stop and let you explore around the game world. The narrative resumes once a puzzle is solved and stops again to let you go again. Puzzles don't need to be balanced out by story or by lowering the difficulty. Puzzles need to be balanced with PLAYER FREEDOM. That's why Back to the Future is a piece of shit, that's why Tales of Monkey Island is great, that's why Lucasarts games are great, that's why Sierra games are great, that's why Revolution games are great, that's why The Last Express is great, and that's why many jRPGs of the SNES era are great. Freedom. But don't blame the puzzle, don't blame the game, and don't treat the pace of the game like it's supposed to be a movie. It's not.
  • edited January 2013
    I personally feel like a game shouldn't just stop to puke the story down your throat for any reason that isn't actually dictated by the story itself (the player character being incapacitated and unable to move would be one such example) because we have this whole entire medium of storytelling that people just aren't taking advantage of ever and instead going to the easy way of making the player watch the story unfold as they do nothing, then making them do one or two more things before wrenching control away from them again and saying "AND THEN THIS HAPPENED" (spoilers: by this standard the entire point and click genre is poop)
  • edited January 2013
    If you don't want to solve a puzzle, don't play games that contain puzzles. Adventure games aren't movies because they have good narrative, and they don't require flow. The point of a good adventure game is that the narrative can stop and let you explore around the game world. The narrative resumes once a puzzle is solved and stops again to let you go again. Puzzles don't need to be balanced out by story or by lowering the difficulty. Puzzles need to be balanced with PLAYER FREEDOM. That's why Back to the Future is a piece of shit, that's why Tales of Monkey Island is great, that's why Lucasarts games are great, that's why Sierra games are great, that's why Revolution games are great, that's why The Last Express is great, and that's why many jRPGs of the SNES era are great. Freedom. But don't blame the puzzle, don't blame the game, and don't treat the pace of the game like it's supposed to be a movie. It's not.

    Player Freedom by its nature, means including the ability for a puzzle to be solved. It's why you have easy modes on games.
  • edited January 2013
    DAISHI wrote: »
    Player Freedom by its nature, means including the ability for a puzzle to be solved. It's why you have easy modes on games.

    That doesn't make any sense. I've never heard of an unsolvable adventure game, and I doubt very much you have either. If that was the case, said game wouldn't have a walkthrough, and I challenge you to find an adventure game not recently released that doesn't have a walkthrough.

    I don't know if you guys have stopped to think about how subtle storytelling is in a lot of adventure games, and how much story is fed to you in the course of the gameplay. The only time that story actually grinds the game to a halt in many adventure games is when the player character isn't there. But that's necessary. In most adventure games, this doesn't even take that long, and most of the story-building unfolds as the player moves around and uncovers it.

    You people keep fighting for this imaginary slight on videogames you imagine puzzles have caused, but what you don't seem to get is that without those puzzles these games wouldn't be GAMES anymore.

    From Wikipedia: Games are structured playing. Key components of games are goals, rules, challenge, and interaction. Games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational, or psychological role.

    Stories in games are there for entertainment, as are settings, and to make games more interesting, but the GAME ITSELF in an adventure game is the fact that you must solve the tasks set before you using the inputs you are given. That is how adventure games work. Anything can be an adventure game. Contrary to popular belief, you can make an adventure game with a gun as your only input if you want to. You can make an adventure game with your colon as the only input if you want to. You can make an adventure game where you're a rock at the bottom of the ocean. As long as you can create an input, a goal, and a challenge, you can make an adventure game. When you take away the challenge, it's not a game for intelligence anymore. About the best it is is a game for kids. Hell, even when I was a child, I played adventure games. If you take away puzzles altogether, it's not an adventure game, it's just a set of menial tasks.

    The difference is, player freedom is what adds the biggest element of ENJOYMENT and FUN. When I say player freedom, I don't mean godmode where Guybrush sees the Matrix code. Adventure games aren't GTA. There will always be some restrictions. Puzzles are restrictions. That's why you solve them. When I say player freedom, I mean let the player have room to breathe. And never ever push him at a puzzle. Let him initiate it on his own. Let him find it, say oh hey I have to do a thing here and something neat will happen or I'll find something or someplace or someone. And then figure it out. That's how it works.

    By the way, I break the don't push the player rule at the beginning of my own game. I'm currently trying to figure out how to fix that.
  • edited January 2013
    I should probably point out that this is what I kind of feared after seeing how popular TWD got, a whole new impatient audience thinking/expecting that adventure games are mainly story-focused experiences with LIGHT puzzle elements.
  • edited January 2013
    Icedhope wrote: »
    You get an SIII?

    Hells yes I did!
  • edited January 2013
    Elf needs food badly.



    I'm hungry.
  • edited January 2013
    I love coffee... without coffee I wouldn't be alive.
  • edited January 2013
    Going for minor surgery today.
  • edited January 2013
    I should probably point out that this is what I kind of feared after seeing how popular TWD got, a whole new impatient audience thinking/expecting that adventure games are mainly story-focused experiences with LIGHT puzzle elements.

    I don't know, I thought the Walking Dead (at least the first episode) required quite a few problem-solving skills. The challenge in TWD is not just that you've got to know what you're supposed to do, you've got to figure out the best way to go about doing it.
    Johro wrote: »
    Going for minor surgery today.

    Good luck, dude.
  • edited January 2013
    I agree with SB. The Walking Dead presents a psychological challenge. I think that technically counts according to the definition.
  • edited January 2013
    Boarding has started. I'm about to get back on a plane to France, again. I don't know when I'll get to be back, again. I don't know if next time is the one I'll be able to stay for good, again.
    This is annoying, but starting to just get familiar. Not sure if I am happy about it.
  • edited January 2013
    99,000 words written.
  • edited January 2013
    I survived.
  • edited January 2013
    Avistew wrote: »
    Boarding has started. I'm about to get back on a plane to France, again. I don't know when I'll get to be back, again.

    Bon Voyage! You could try to convince him to come out there to see you, too, y'know. Or both fly to Canada.
    Johro wrote: »
    I survived.

    Congratulations! Time for a celebration, subject to whatever follow-up medications you might have to be taking!
This discussion has been closed.