Tales of M I Asinine character movement!

edited August 2010 in Tales of Monkey Island
I know what I am talking about when it comes to these types of games. I have been Playing since Kings quest 1, space quest 1

I love these types of games I want to say that I stopped playing the demo 2 minutes into it because of how ridiculous the character movement is. I hardly ever come across a " control the character " type of game where the movement is this bad. I don't know what you were thinking. Horribly camera angle , horrible movement. I am so dissapointed because I like every other MI game you have made. I won't patronize this by purchasing the game nor even continue to play the demo.

OH yea by the way let me add what a ridiculous place to put the characters inventory screen !

a very angry MI fan
«1

Comments

  • edited July 2010
    *BEEP* you!
  • edited July 2010
    Awww, doodo! You beat me to it!
  • edited July 2010
    So you are terrified of change then, cool.

    PS: There are 1250125612521612652142136 other threads about this topic.
  • edited July 2010
    No change is good but not when it's for the worse. It would be great if the camera would follow behind GT and not on the side. Take Warcraft the camera follows behind the character. Makes it very easy to control. It is not rocket science and I'm not like the average joe shmo who is " eh oh well that's how they made it " no I will voice my opinion and not patronize the company any longer because of such a decision that makes game play difficult. It's not like these companies are amatures and don't know what the people like but they basically say screw you we'll design it however we want to just to be " different " and I don't go for that. I'm not a sheeple I am a person who can think for myself.
  • edited July 2010
    Some fan, Telltale has only made 1 Monkey Island game.
  • edited July 2010
    Some fan, Telltale has only made 1 Monkey Island game.

    Damn you beat me to it, I was just about to say this.
    Smoogy wrote: »
    OH yea by the way let me add what a ridiculous place to put the characters inventory screen !

    a very angry MI fan

    and not that you care coz youll probably bitch about this aswell, but the inventory can be accessed by the tab key or clicking the scroll wheel.
  • edited July 2010
    When I saw the title of this thread I thought it was going to be the tales of someone named M. I. Asinine.
    Smoogy wrote: »
    I know what I am talking about when it comes to these types of games.
    Always a risky assertion, especially when you don't know who made the first four Monkey Island games.
  • edited July 2010
    Smoogy wrote: »
    blah blah
    lens1921783_1220056619laughter-best-medicine.jpg
  • edited July 2010
    Smoogy wrote: »
    It would be great if the camera would follow behind GT and not on the side. Take Warcraft the camera follows behind the character.

    Man, it'd be great if in every movie ever, the camera was glued to the back of the main character's head. You're a cinematic visionary.
  • edited July 2010
    Okay, by "asinine character movement" is he referring to WASD controls or Click&Drag or both? It's not really clear.

    Also, someone was even complaining about the lack of Point 'n' Click when I was watching (I think it was at Manda's run of) Narwhal during the race. There are times when the camera is almost directly behind GB, as evidenced at the beginning of Flotsam Island where it's almost a straight line into the background from Guybrush on the beach to where Nipperkin is sitting, and the dock itself is almost on a flat plane heading away from the camera.

    89999120.png

    Now, you tell me exactly where Guybrush is supposed to stop walking at when you click on an area on the dock there somewhere near the Gazette. What if I didn't want him to walk all the way over there but only halfway? How does the game know how far into the background I want to walk? Also, if you walk GB to the left while still on the beach, the camera pans directly to its left with him and the perspective of where things are relative to the camera changes slightly.


    Having point and click in a case where there are multiple clickable areas right on top of each other in a 3D space means (as Telltale staff have already said) more work on the interface by creating movement hotspots and having to change them all again every time they adjust the camera angle during development, and therefore less time on everything else.

    If he hates Click & Drag, then I just have to say that, speaking for myself, having GB controlled by WASD alone has less control over precise diagonal movements, as well it reminds me a bit of playing Escape... and the less I connect ToMI to Escape the better.

    If he hates WASD... well, then idk what that's about because he compared ToMI to WoW, and WoW has WASD controls. Wait, why are we comparing an adventure game to an mmorpg? Hmm... whatever.
  • edited July 2010
    Having just speedran (spedran? spedrun?) the MI games, I can honestly say that the worst is Escape, and then after that it's impossible to tell the other games apart, because none of them really showed any problems.
    It seems your issue is really with the camera angles. They constantly change, rather than always following Guybrush about. I tried to empathise with this, but, well, all of the MI games do that.
  • edited July 2010
    Chyron8472 wrote: »
    If he hates WASD... well, then idk what that's about because he compared ToMI to WoW, and WoW has WASD controls. Wait, why are we comparing an adventure game to an mmorpg? Hmm... whatever.

    To be fair, you can move with WASD in WoW, but you can also move with the mouse, or with a combination of keyboard and mouse. Maybe that's what he wanted to see in ToMI, but for that to be effective, you'd also have to allow the player to freely move the camera (so that it stayed behind you and you could see where you were going), which I imagine would have been a lot of extra work for the programmers.

    Regarding being able to point and click, you can do that in SBCG4AP, but the trade-off seems to be a much more limited range of camera views.
  • edited July 2010
    Smoogy has a right to say what he thinks and quite honestly, I was rather turned off by the camera angles and movements in the demo, too.

    While I think the best part of a game to use as the demo is always the very beginning of it, this sort of wasn't ideal in TOMI since we had that graphic-card-performance-sucking-thunderstorm-on-extremely-rocking-ship-scene there. You try to get used to the character's movement but keep being distracted by the ship's movement, unexpected camera angle changes etc.
    I honestly say, the demo wasn't that smoothly for me too play either.

    As far as I know, Guybrush's walking animation was a little different on the ship though than it is on land, right? A little alteration like later on,
    when he's a zombie and walks in that creepy way

    But really, smoogy, try playing the complete 1st chapter at least. You'll see that moving Guybrush around actually works very smoothly.

    As far as the inventory goes: I don't like that popup - right side of screen thing either. I kept using TAB or "I" to open inventory but TTG wanted to make sure TOMI was playable with mouse input only as quite some of the old fans required this.
  • edited July 2010
    Obvious troll.
    This proves it:
    Smoogy wrote:
    Take Warcraft the camera follows behind the character. Makes it very easy to control.
  • edited July 2010
    That doesn't make sense anyway. Why would we need the camera to follow directly behind GB and possibly have the ability to have direct control of the camera in an adventure game? This isn't an action game, so it's not like we need to wheel the camera round to see enemies properly... and no other Monkey Island game (or Telltale/LucasArts adventure game in general) has such a camera control scheme.

    Why complain that ToMI doesn't have it? It makes no sense.
  • edited July 2010
    Absolutely true. I like those first-person point & clicks like Microids' Dracula, though!
  • edited July 2010
    This guy is like the exact opposite of me. I absolutely hate third person games that make you control your own camera. No matter how many times I try inverting things or playing with mouse sensitivity settings the camera always moves in a way that feels completely counter-intuitive to me. I much, much prefer Telltale-style games where the camera angles are fixed in place or on a track so that I don't have to worry about the damn thing.
  • TeaTea
    edited July 2010
    Smoogy wrote: »
    I won't patronize this by purchasing the game nor even continue to play the demo.

    So you have no statutory rights.

    Just try and get used to the controls. Remember that click and drag works too.
  • edited July 2010
    That's the first time in my life I've seen something that does affect your statutory rights.
  • TeaTea
    edited July 2010
    That's the first time in my life I've seen something that does affect your statutory rights.

    Limit one per customer.
  • edited July 2010
    Smoogy: if you find the controls to be too fiddly for your liking, I recommend you try the PS3 version if you have a PS3. I think the controls are actually improved in some ways there (moving the character with the analogue stick feels much better than using WASD).
  • edited July 2010
    I am a fan of both pointing and clicking and walking around..... I have been able to enjoy both methods...

    I imagine monocle fans still complain about people who wear regular glasses.
  • edited July 2010
    I am currently playing "Jack Keane", and I must say... point and click is hell in a 3D environment. Auch.
  • edited July 2010
    I really don't see the problem with click n drag, I admit I like point n click better but I think click n drag is a good alternative.
  • edited July 2010
    "driving" the character is not bad at all when you have a gamepad hooked up
  • edited July 2010
    "Asinine"? Ha! I don't know the meaning of the word!
  • edited July 2010
    But it sounded GREAT! :D
  • edited July 2010
    So you're 'very angry' because you tried to get used to it for a whole two minutes?

    As Mermaid pointed out, that portion of the game is particularly difficult to control. Once you're on dry land it's much more straightforward.

    And I must say, you're only denying yourself a great game. I'm sure Telltale would appreciate your custom but similarly, I doubt they're going to go bust if you don't buy the game.
  • edited July 2010
    Space Quest 1 and Kings Quest 1 used almost the exact same controls to move the character around. (arrow keys) Although wait are you talking about the EGA versions or ones with the updated SIERRA controls like in Space Quest 5 and such?

    I mean I preferred the point and click to move your character too and all, but I wouldn't necessarily characterize the controls as asinine.

    It would be fun to walk through the world in a follow cam or a 1st person view too I suppose, but I would reckon that this would cause the artists to have to create bigger scenes and such and doesn't add enough value to justify the extra effort.
  • edited July 2010
    Kolgax wrote: »
    Space Quest 1 and Kings Quest 1 used almost the exact same controls to move the character around. (arrow keys) Although wait are you talking about the EGA versions or ones with the updated SIERRA controls like in Space Quest 5 and such?

    Well, the Sierra AGI games had that whole "tap arrow key once to start moving, tap it again to stop" thing. Maybe he just doesn't like holding down the keys?
  • edited July 2010
    As far as the controls go, I started this game with the Wii version, which thankfully had the same control scheme as MI2 on the 360.

    Then I nabbed the PC version for the sake of the graphics.

    Wow.

    I admit it, I had tons of trouble playing that way. Tons. So what'd I end up doing?

    I started using the click 'n drag controls....with a WACOM tablet. It's kinda scary how well it works. (I'm guessing because it's easier to know which way I'm "pointing" and it's far easier to keep track of your cursor.) I certainly doubt anyone had *intended* the game to be playable this way, but those of you who happen to have such a thing on your puter might enjoy it.

    Heck, it's only because of this that I don't rank this game as hardest to control. :P (MI4 will hold onto that title for now.)
  • edited July 2010
    I will never understand anyone having trouble with WASD or even click and drag. They're both completely simple beyond all words and take less than 30 seconds to get used to and another 30 seconds to master.
  • edited July 2010
    Having played both SBCG4AP and Sam & Max Season 1 recently, (been meaning to get around to the latter for a while) I can now totally appreciate the difficulties in integrating a point and click interface with a 3D environment. Lots of "no, not that way, that's not where I clicked! Why are you going that way? I MISS CLICK AND DRAG!" Even with the changing camera angles, I find click and drag so much easier in comparison.

    And given that the controls in the early King's Quest games involved a lot of fiddly navigating on stairs/ledges/pathways to avoid falling to your death, I wouldn't say that's much of a comparison. I'm not sure which one I hated more, the underground pathway in KQ1 or the damn spiral staircases in KQ4.
  • edited July 2010
    I like the arror key movment better then point and click
  • edited July 2010
    I like the arror key movment better then point and click

    I can't really say what feels better to me, but arrow key movement - if done well - definitively isn't a bad thing (if it's not the Sierra way "press once: start moving, press twice: stop moving thing, that was awful).
  • edited July 2010
    Mermaid wrote: »
    I can't really say what feels better to me, but arrow key movement - if done well - definitively isn't a bad thing (if it's not the Sierra way "press once: start moving, press twice: stop moving thing, that was awful).

    No, that was brilliant. Wouldn't work with a modern game though, as the scenes in the old Sierra games had a static camera and you only really ever needed to move in eight directions.
  • edited July 2010
    StarEye wrote: »
    No, that was brilliant. Wouldn't work with a modern game though, as the scenes in the old Sierra games had a static camera and you only really ever needed to move in eight directions.

    Not so brilliant really considering all the "watch-where-you-step-or-you're-dead traps (you could fall from a cliff or step on a wrong flagstone that made you fall into the abyss.)
  • edited August 2010
    Irishmile wrote: »
    I am a fan of both pointing and clicking and walking around..... I have been able to enjoy both methods...

    I imagine monocle fans still complain about people who wear regular glasses.

    Glasses are just double monocles stuck together.

    Hmmm... double monocles...
  • edited August 2010
    Mermaid wrote: »
    Not so brilliant really considering all the "watch-where-you-step-or-you're-dead traps (you could fall from a cliff or step on a wrong flagstone that made you fall into the abyss.)

    Couldn't you use point'n'click to move as well? Did that work with those scenes? I didn't play many Sierra games which had this in - but I knew saving early and saving often was a must when playing any of them. I only ever completed LSL 1-3 and PQ1 and 2. Never any of the Space Quests or King's Quests.
  • edited August 2010
    StarEye wrote: »
    Couldn't you use point'n'click to move as well? Did that work with those scenes? I didn't play many Sierra games which had this in - but I knew saving early and saving often was a must when playing any of them. I only ever completed LSL 1-3 and PQ1 and 2. Never any of the Space Quests or King's Quests.
    None of the AGI games had mouse support. Point-and-click movement wasn't an option until their early EGA SCI games like Leisure Suit Larry 2 and King's Quest IV.
Sign in to comment in this discussion.