PixelBoy: With such a simplified UI, puzzles would need to be unbelievably good to compensate, but in most games, they are not.
Breja: I love the Monkey Island games, but honestly, the puzles in adventure games I think are often better designed now then they were then, when not making any damn sense was pretty much the norm. The absurdity of many clasic adventure games was such that even to this day it's the prevailing image of adventure games most people seem to have.
Well that certainly is true, more serious games never got similar reception as more absurd ones. But that also reflects what most players want from the genre. Newer games like Deponia owe a lot to old Sierra/LucasArts wackiness. On the other hand, we could have a bunch of games that carry the same serious approach, as for intance, Police Quest series. But just like back in the day comedy titles were more popular, they are still more popular today. There are of course exceptions, but generally speaking comedy sells in adventure games.
The same happens in every genre though. Some style becomes the dominating style. There are hilarious FPS games, but the most popular shooters are more serious WW2 games or something.
PixelBoy: But perhaps those who think that Thimbleweed Park is badly designed and Gilbert is wrong about everything could name some games which have a better design. I don't think there have been any examples of such mentioned yet in this thread, so it's kind of hard to guess which is the ideal game or design that people are refering to.
Breja: Pretty much every game developed by Daedalic (except for Whispered World, becasue seriously- fuck that game). Book of Unwritten Tales. Broken Age (at least the first part).
Yeah well... at least you added that "first part" there.
The second part of Broken Age is hardly well designed, at least if user-friendliness is the measuring point. You need to be running from one far end to another to retrieve a single object, so it's exacly like game were 30 years ago. The knot puzzle doesn't make much sense even if you know how it works. And the last puzzle with several resetting elements is one of the most annoying puzzles ever created.
(I could complain about the transporter too, but let's leave it be...)
I actually started writing a walkthrough for it, but never finished it, because it was just too annoying to replay it. I respect the developer's visions, but personally I think Broken Age is nowhere near as playable as the classic titles are even today.
Breja: It's as if I made an RPG where the player HAS to read every peace of fluff about the game world, every book, newspaper, note or whatever, in it's entirety, even though the game would be just as playable if there was an option no to, because I think that's how one should play RPGs and every other way is wrong, thereby making it super annoying fo people who just want to have fun with the combat or whatever. It's no skin off my back, it doesn't hurt me how they play the game and have fun with it, so why be a dick about how "hardcore" a roleplayer I am?
Well everyone can have their own opinions, but in the end it's the game creator who sets the rules of the game, and other people just have to follow. If developers want to make more money, they probably make the product more appealing to a larger playerbase. But if they want to be true to their own ideas, ideals and visions, they can choose something different.
If you don't like it, don't play it, it's as simple as that.
There are rules in every game. I might like fast sports cars better than horses on the chessboard, but whoever invented chess, chose to have horses there. I can play the game as it was designed, choose some other game, or perhaps create a game of my own. The core problem remains though, not everyone likes the design no matter what the game is, so it's better to be true to whatever vision is behind it rather than compromise it.
AlienMind: And while I'm on a rant... Did we actually like the 320x200 resolution back in the day? OF COURSE NOT, we all wanted to have infinite squared with trillions of animation frames to make it REAL. So don't treat us now like bad resolution has somehow positive traits.
No we didn't, because we didn't have any measuring point or alternative. But as soon as games started to "develop", and went 3D, like Simon the Sorcerer 3D or King's Quest 8, it was obvious (to the most of players anyway) that the beatiful handmade pixelart was not only visually better, but also supported the narrative better.
Many variations and experimentations in adventure game art over the decades have shown that the old pixelart is timeless, and using such approach works well even today. To the best of my knowledge, there have been no remake of any game where a later incarnation of the same title would be better than the old graphics.
Monkey Island remakes were generally disliked (and for a good reason). Gabriel Knight remake was not convincing either. Double Fine remakes like DOTT turn the old arts which was hand-crafted to perfection to look like any random Flash game, even if it's quite fateful to the material otherwise.
And no adventure game has used any cutting edge graphical technology since the mid 90s, so I think discussing resolutions or polygons is not really the right approach for adventure games. If someone wants to overheat (and overclock?) the graphics card, it's better to explore other genres. Taking any game from Wadjet Eye shows how the pixelart can be used even today and the games are not in any way hurt by such graphics.
And for the record, pixelart is not easy to create. I have been experimenting with a game idea of my own, and it would be more time consuming to create pixelarts than HD cartoon style.