Fantastic - Or: How to design games

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Post » Sun Apr 05, 2009 1:25 pm

[quote="thomasmahler":1z27cn7j]Since we're at Adventure Games now - Let's put this into the room: How could you make another Monkey Island Sequel work?[/quote:1z27cn7j]

Funny written script and hints. (and more hints if you're stuck or die)
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Post » Sun Apr 05, 2009 7:52 pm

I just bought a super simple game on the Xbox Live Community Game Store:

http://www.youtube.com/watch?v=Y-R_w8UYB_A

That game is fucking addictive! It's addictive because of the same reason Harvest Moon is addictive - you're basically doing labor, but you're getting more and more cash and you can invest the cash in getting shit done faster, improving yourself.

Simple premise, AWESOME time-waster. If you have an Xbox, buy this game.
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Post » Sun Apr 05, 2009 11:02 pm

that looks pretty cool! i like these kind of very simple games; they are so honest about the one thing the game revolves around. they avoid much of the non-gratifying sloth by staying close to their core.

the mining part reminded me of clonk, although that is an entirely different affair. it is more complex, but i always got a similar feeling of accomplishment when harvesting resources & building something from them. it also worked awesome in cooperative multiplayer.

about wasted time: i'm also concerned about wasting time with these kind of games, which is funny, because i don't have that strong a feeling of time-wasting with other, more complex games. arguably, i'm still wasting the same amount of time regardless which one of these i play, right? what do you think of this analogy: i feel less guilty about reading a book that has an intriguing story, an accomplished author, or is scientifically relevant, than reading a book with white pages just because i like the way the book feels in my hands? it's basically the guilty joy of pushing buttons ;)
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Post » Mon Apr 06, 2009 12:04 am

Yeah, I think the simple answer to your guilt is that you could learn more by reading that book that could probably even change your point of view on various things than 'wasting' your time with a task that's basically just repetitive and formulaic.

Now, if you compare the book and the game again - what happens if you play the repetitive game with a girl you know? Would it change whether or not you'd feel guilty? The outcome of the book could be that you become smarter or that it would affect you in some deeper way, the outcome of playing a game with a girl could be sex / a relationship, whatever.

We're just always comparing the outcome of the things we're doing is what I'm saying. Let's take the uber-addiction that is World of Warcraft - I'm pretty sure that most of the 'druggies' that are hooked on WoW don't keep playing the game after they reached the level cap because the quests are still so much fun or because they really still feel the urgent need to get the bracelet that'll add +2 to strength - I'm pretty sure they keep playing cause there are a lot of cool people that are playing with them that are in the same ballpark as they are.

So, would you still feel more guilty if you'd prefer a game where you'd have fun and where you'd socialize to a book with an intriguing story? I'm not sure it's about the complexity of the game, rather, it's about the outcome and what we hope to gain.
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Post » Mon Apr 06, 2009 1:21 am

Most of the people I know who've played World of Warcraft have ended up playing it compulsively - to the extent where their in-game socialising interfered with real-world interactions. Some players sounded happy, but some of them said they couldn't stop, and those who had quit sounded relieved and vowed never to return.

So I try to stick to games which have limited content: if you're on something like Planescape: Torment, you know that you'll eventually reach the end, and won't find yourself playing just to reach the next level or get the next bit of gear. There's always a chance that the game will introduce something that will challenge your ideas (like the Unbroken Circle of Zerthimon, which was a weirdly religious experience).
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Post » Mon Apr 06, 2009 4:42 pm

[quote="Mort":16ezf71o]... but some of them said they couldn't stop, and those who had quit sounded relieved and vowed never to return....[/quote:16ezf71o]

Been there.

Done that.

Reformed World of Warcrack player.

~Sol
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Post » Tue Apr 07, 2009 3:37 am

Adventure games killed themselves with illogical puzzles and pixel hunting.

I played most of the Lucasarts classics and they were by far the best of their kind. But then, some people regarded them as too easy. So now you know why they're gone.

I'm all up for reinventing them. Perhaps with AI and dynamic outcomes?
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Post » Tue Apr 07, 2009 9:31 am

[quote="Madster":2ovs9j72]Adventure games killed themselves with illogical puzzles and pixel hunting.

I played most of the Lucasarts classics and they were by far the best of their kind. But then, some people regarded them as too easy. So now you know why they're gone.

I'm all up for reinventing them. Perhaps with AI and dynamic outcomes?[/quote:2ovs9j72]

Re-inventing, or improving retro adventures sounds attractive.

Fahrenheit could be seen as a modern adventure.
Or the upcoming game (from same creators): Heavy Rain.
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Post » Thu Apr 30, 2009 12:02 am

People complained that Farenheit was too linear, but then again that's the very definition of story driven.

There were a few (2 or 3) adventure games that had AI that let NPCs go about their own business on their own time. They were impressive, but also very hard and slow to play, as you had to wait on NPCs because they were busy like getting groceries or whatever O_o

sounded good on paper, not so good when played, I guess.
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