The "whatever's on your mind" thread

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Comments

  • edited March 2013
    This is a good way to keep babies quiet.

    am+dad+shake.gif
  • edited March 2013
    MVJFKgn.gif
  • edited March 2013
    Mario knows how to treat babies.

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  • edited March 2013
    CSm.jpg
  • edited March 2013
  • edited March 2013
    Remember when everything that Telltale games did wasn't Walking Dead? I'm still waiting for a new Superbad, Sam 'n' Max, or Monkey Island... I want my genre back... I want the "I can't die, point and click" hilarity that I LOVE!!! Challenge my mind, not my patience for re-spawning and repeating everything... Someday? :confused: Maybe? Please?

    So sad, :(
    Lokistarr
  • edited March 2013
    lokistarr wrote: »
    Remember when everything that Telltale games did wasn't Walking Dead? I'm still waiting for a new Superbad, Sam 'n' Max, or Monkey Island... I want my genre back... I want the "I can't die, point and click" hilarity that I LOVE!!! Challenge my mind, not my patience for re-spawning and repeating everything... Someday? :confused: Maybe? Please?

    So sad, :(
    Lokistarr

    Never. TTG are too well fed from the money The Walking Dead made. You can buy a ton of babies from that.
  • edited March 2013
    lokistarr wrote: »
    Remember when everything that Telltale games did wasn't Walking Dead? I'm still waiting for a new Superbad, Sam 'n' Max, or Monkey Island... I want my genre back... I want the "I can't die, point and click" hilarity that I LOVE!!! Challenge my mind, not my patience for re-spawning and repeating everything... Someday? :confused: Maybe? Please?

    So sad, :(
    Lokistarr

    Yeahhhhh they've made one Walking Dead Game vs three Sam and Max games. You're okay.
  • edited March 2013
    I'm pretty sure we will see more series down the road when it comes to telltale.
  • edited March 2013
    lokistarr wrote: »
    Remember when everything that Telltale games did wasn't Walking Dead? I'm still waiting for a new Superbad, Sam 'n' Max, or Monkey Island... I want my genre back... I want the "I can't die, point and click" hilarity that I LOVE!!! Challenge my mind, not my patience for re-spawning and repeating everything... Someday? :confused: Maybe? Please?

    So sad, :(
    Lokistarr
    lokistarr wrote: »
    for a new Superbad
    lokistarr wrote: »
    Superbad

    Wow, clearly you aren't waiting if you don't even know the main characters name.
  • edited March 2013
    EPIC RAP BATTLES OF HISTORY!!!

    STRONG BAD

    VS

    MCLOVIN

    BEGIN!

    Seriously, though, they should make that one happen.
  • VainamoinenVainamoinen Moderator
    edited March 2013
    lokistarr wrote: »
    Lokistarr

    Registered before all of you... and first post ever. Welcome!

    And you're certainly not alone. ;)

    der_ketzer wrote: »
    Never. TTG are too well fed from the money The Walking Dead made. You can buy a ton of babies from that.

    That's not Walking Dead, that's "Hard Candy". And it's not TTG, it's "Madonna".
  • edited March 2013
    That's not Walking Dead, that's "Hard Candy". And it's not TTG, it's "Madonna".

    It's both.

    Let's just say it's a shame that Madonna became a big joke. I'd really want her to release another great album. But Hard Candy was not that and MDNE was as far from it as it could be.

    And now I wonder how many puzzles in Scribblenauts Unlimited can be solved with a "dead frozen baby".
  • edited March 2013
    Registered before all of you... and first post ever. Welcome!

    Ha, I got him/her beat by a month. :p

    I fully agree, though. Maybe there'll be another fun/silly game some day.

    Don't wait five years before your next post!
  • JenniferJennifer Moderator
    edited March 2013
    WarpSpeed wrote: »
    I fully agree, though. Maybe there'll be another fun/silly game some day.
    I'd pretty much guarantee that, considering the great comedic writers Telltale has working for them. :)
  • edited March 2013
    I'm glad there's finally a character in Metal Gear series named Sam.

    Metal-Gear-Rising-Revengeance-DLC.jpg

    And hes on DLC!
  • edited March 2013
    AHHHHHHHHHHHHHHHHHHHHH

    that is all
  • edited March 2013
    Ah, is Ha backwards.

    SCIENCE.
  • edited March 2013
    Now Batista is in Guardian of the Galaxy I wana get into it what comic should I Playstation-Button-Start.png on cos I'v never herd of them before recently.
  • edited March 2013
    Revengeance is terrible.
  • edited March 2013
    DAISHI wrote: »
    Revengeance is terrible.

    I was so fucking happy happy when I beat Monsoon and
    that insane bastard Armstrong
    .
  • edited March 2013
    What the flying f
    uck
    is Community?

    No-one ever answered this question.
  • edited March 2013
    Friar wrote: »
    No-one ever answered this question.

    It was at times a EFFING BRILLIANT show. Then it got put down by corporate suits and is running as a pathetic shell of its former self.
  • edited March 2013
    So according to Adventure Gamers, the SCUMM interface is bad and "archaic" and will probably net my game a low score there. Got it.
  • edited March 2013
    So according to Adventure Gamers, the SCUMM interface is bad and "archaic" and will probably net my game a low score there. Got it.

    Same reason we don't use rotating nobs to turn directions anymore.
  • edited March 2013
    We got some pretty heavy snow here today. So heavy it knocked down some fairly large branches from trees in the back yard. Fortunately, they didn't hit anything important. It's still snowing, though. There will be cleanup work to do when it all melts.
  • edited March 2013
    Does Magneto hate Jewish normal humans as well as the others?
  • edited March 2013
    So according to Adventure Gamers, the SCUMM interface is bad and "archaic" and will probably net my game a low score there. Got it.

    "retro doesn't always mean good" at the top of that review should be something all game makers should remember, i dont care what you liked as a kid most of us have moved on, in fact "retro usually isn't good" would be better
  • edited March 2013
    Honestly I still like the Scumm verb interface. When I finally finished The Secret of Monkey Island I played the Special Edition. There were a couple of times that I switched to classic mode because I couldn't do the puzzle without it.
  • edited March 2013
    coolsome wrote: »
    Now Batista is in Guardian of the Galaxy I wana get into it what comic should I Playstation-Button-Start.png on cos I'v never herd of them before recently.
    If you want to prepare for the film, you want the modern team.

    I'd suggest starting here.

    It's a $50 run no matter how you buy it. I'd suggest either "Add all issues to cart" and read the whole thing, or grab the first "trade"(Legacy) for $11 and start reading.

    The end of this run is a tie-in to the Thanos Imparitive event. It's very likely that elements of this Guardians run and Thanos Imperative will be referenced or lifted in the Marvel Cinematic Universe.

    After that, you'll want to start picking up the Marvel Now! run, which hasn't really started yet.
  • edited March 2013
    Remolay wrote: »
    Can I punch the person who thought that Evil Dead YouTube ad was a good idea? That thing scares the hell out of me before the Skip button works and I find myself rapidly clicking skip
    der_ketzer wrote: »
    There are ads on the internet? I never saw any of them.
    Thanks Adblock.

    I concur with der_ketzer.

    Adblock Plus, for the win.
  • edited March 2013
    If you want to prepare for the film, you want the modern team.

    I'd suggest starting here.

    It's a $50 run no matter how you buy it. I'd suggest either "Add all issues to cart" and read the whole thing, or grab the first "trade"(Legacy) for $11 and start reading.

    The end of this run is a tie-in to the Thanos Imparitive event. It's very likely that elements of this Guardians run and Thanos Imperative will be referenced or lifted in the Marvel Cinematic Universe.

    After that, you'll want to start picking up the Marvel Now! run, which hasn't really started yet.

    Thanks I'll try the legacy one first and then the rest later cos Il wana buy other comics (like Planet
    Hulk) and stuff in the meantime.

    They need to get one of these 2 lines in the movie.

    http://www.youtube.com/watch?feature=endscreen&v=Q5QU0uqgwuA&NR=1

    http://www.youtube.com/watch?v=iCt-HUn0AAU
  • edited March 2013
    DAISHI wrote: »
    Same reason we don't use rotating nobs to turn directions anymore.

    Can someone give me a good reason why a streamlined SCUMM interface is worse than a single mouse cursor that traditionally doesn't tell you what interaction it's about to do? Also I am taking into account a single mouse cursor that comes with a bar that tells you what you're about to do.

    Also give me examples of GUIs you love.
  • edited March 2013
    It sounds strange, but my mom (who is 63 years old) will be excited to hear that Might and Magic X: Legacy is coming out soon. She's played completed all the others in the core series.
  • edited March 2013
    Thanks for your help you tuna head.And after all I've done for you.
  • edited March 2013
    Can someone give me a good reason why a streamlined SCUMM interface is worse than a single mouse cursor that traditionally doesn't tell you what interaction it's about to do? Also I am taking into account a single mouse cursor that comes with a bar that tells you what you're about to do.
    The core idea goes like this:

    The SCUMM interface was developed largely to solve the core problems of Sierra's parser interfaces, which it did, but ultimately introduced new interface problems to be solved.

    Let's look at a history of the three major types of adventure game interface for the period: Text with text parser, graphics with text parser, and SCUMM.

    bNb667T.png

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    What does the Sierra system change about its predecessors? It adds graphics, of course, but there are a lot of other smaller changes, including:

    -Movement is handled with keys mapped to directions and occurs within a screen, allowing characters to move within a scene rather than being a command to enter another scene.

    -Text descriptions are now largely limited to text boxes that pop up over graphics.

    This system added a new problem:

    -With text adventures, the words for items were in the body text. The Sierra sytem used graphics, so it was hard to tell if you simply couldn't interface with the rock, or if the developer thought the rock should be called a boulder, a pebble, or a burlap sack because you have really poor vision or the art is unclear and what you think is a rock happens to be something else entirely. This is largely "solved" inelegantly though the familiar "look" command.

    And retained old problems:

    -"Verb guessing"
    -What can I interact with? This problem was exacerbated by drawing environments, generally while the written word can outright "ignore" elements in a frame as long as it gives the player a rough idea to build a picture on, the Sierra interface requires drawing graphics, which may contain visual elements with which you can't interact. The problem then becomes "I can see it, but how do I know if it's important?"


    What does the LucasArts system change about the Sierra system?

    The MOUSE.

    Everything important about the SCUMM interface involves how it bounded half of the interface to the mouse. Let's look at a series of problems and how they're solved differently in both interfaces:

    How do I know what to interact with?

    Previously: Type "Look", try to find keywords.
    SCUMM: Hover over an item. If the cursor doesn't activate, it's not important. The player can now "scan" the room with the cursor and create a mental image of important details by noting each interactive object.

    What can I do?

    Previously: Memorize or consult a list of valid commands.
    SCUMM: There they are, as a list at the bottom of the screen!

    I want to do something!

    Previously: Type it.
    SCUMM:
    1. Select verb from bank.
    2. [OPTIONAL] Click inventory item.
    3. Click item.

    I did the wrong thing!

    Previously: Type another thing.
    SCUMM:

    1. Drag cursor back to verb bank. Pick another verb or, if using step 2, possibly the same verb with a different item.
    2. [OPTIONAL] Drag cursor back over to inventory, possibly selecting the same item but with a different verb.
    3. Drag cursor back into the frame, possibly with either the same verb or the same item, or the same combination on a different interactive element in the frame.

    Do you see the new problem? Because there are a few.

    They bounded the interface to the mouse cursor! The problem is that, unlike a text parser at the bottom of a screen, the mouse cursor is a thing that moves around within a frame, that a player has to follow and keep track of. When your cursor leaves the inventory or the verb bank, the mobile part of your interface is leaving the static part, and there's a lot of dragging into and out of the game's frame.

    Also, the space! Woo, look at how much space the box at the bottom of Monkey Island takes up! Previous games had most of the screen space taken up by the world, but now a good chunk is taken up by static interface, even though Monkey Island drops Sierra's concept of "points" and makes timers invisible to the player, actualized by in-game graphics.

    Modern interfaces, with two-click, verb coin, or scroll wheel interfaces largely try to solve these by bounding the ENTIRE interface to the mouse. All verbs travel with the mouse through a now full screen pane. Verbs being bounded to the mouse means that there's no "Drag down to verb bank, then drag up to the game world, then back down to the verb bank" rigmarole. Further, by bounding the interface to the mouse, the player is able to focus entirely on the space they're supposed to be looking for clues, not looking at it, dragging down, dragging up, and trying something. There is a more immediate language and less lag time between the player going "Let's do a thing" and that thing being tried.

    The argument for a wider verb base in the SCUMM games has the core problem of trying to justify itself.

    In the screenshot above, Monkey Island has 9 verbs, right? Curse used a Verb Coin with three verbs, nine is a lot more than 3!

    Except, in practice, that's not how the verbs end up working inside a player's head. Your average LucasArts-style adventure game ends up looking like this:

    kmtNci4.png
    (graphic blatantly stolen from this old blog post about adventure game interface design)

    To the player, SCUMM has effectively five verbs, and it's not generally hard to tell which to use. You're unlikely to confuse a person for a thing you need to "pull" or "open", nor are you likely to try and "talk" to a door.

    The idea behind disliking the SCUMM sytem then comes down to "Why do we need these extra verbs, if there is rarely a point when choosing between them is significant for the player? Are the benefits of the verb bank worth more than the benefits gained by excising it? Is three verbs that much more valuable than what are effectively five verbs?"
  • edited March 2013
    Finally, someone extremely helpful, unlike CHYRON.
  • edited March 2013
    I like doritos but not really they're kind of bad
  • edited March 2013
    Can someone give me a good reason why a streamlined SCUMM interface is worse than a single mouse cursor that traditionally doesn't tell you what interaction it's about to do? Also I am taking into account a single mouse cursor that comes with a bar that tells you what you're about to do.

    Also give me examples of GUIs you love.

    Rather Dashing gave a good breakdown of the pointlessness of clicking on words then the interaction, but a game that does the interaction part well is the broken sword games, it still has the problem of trial and error item combination and usage but it proved how unnecessary the words at the bottom of the screen are, i cant really think of a great solution to the problem of all the items in the inventory except maybe having less items and loosing items you don't need and for combinations maybe they could highlight the one it can combine with, considering there is only one solution and basically only the player character (not the player without just an educated guess) can know what that is because potentially they could all combine it is just annoying to try all the combinations out, unless it was maybe a physics based puzzle game (think garrys mod puzzle game) or there were multiple ways of combining things, they might as well just tell you which items to combine.
This discussion has been closed.