stoicsentry: Problem 1: This mostly applies to the most linear among the titles. It drives me absolutely bonkers when I *SHOULD* be able to do something, but I can't because I didn't do something meaningless before it. Like, you're telling me I can't pick this key up because I didn't discover that some door was locked? Or, I can't have an important conversation because I have to go back and find someone that I needed to have a *meaningless* conversation with first. WHY??!!
I have trouble believing in your example. An adventure game that denies you access to an essential
item for any reason at all is a bad adventure game.
stoicsentry: Problem 2: Stupid puzzles. Not all puzzles are stupid. You know the kinds of puzzles I'm talking about. The kind of stuff that you would never even dream of unless you: 1, spend years completing the game OR, 2, read about it in a game walk-through.
If you're unable to figure out the solution through dialogue or clues left around the game, then it's either a bad adventure game or you're not listening hard enough. Often puzzles will not have dialogue clues, and will be based around experimentation, one example being getting the herring off the seagull in Monkey Island.
stoicsentry: Problem 3: Ultimately, my problem is this: these games don't actually feel like games most of the time. They are more like decent movies that you have to do a ton of work to watch. It's like popping in a DVD and having to solve ciphers to get to the next scene every 5 minutes.
Again, it sounds like you have a bad adventure game. A good adventure will place you in the driver's seat, you're not just a camera (a la DNF or Half-Life), you
are the protagonist. Your actions should feel like they are contributing to the overall
plot. If they don't, then it's a bad game or you're not appreciating it enough. An adventure should feel more like a book with yellowed pages and that lovely smell.
I'm going to point you in the direction of early LucasArts adventures, particularly Monkey Island (stay away from Escape from Monkey Island). The Dig is perhaps
the most plot-centric game I've ever played.
I'd also like to point you to Wadjet Eye Games, an indie dev named Dave Gilbert who is responsible for The Blackwell Series, Emerald City Confidential (not very good) and publishing Gemini Rue.
No single adventure is representative of the whole genre. That's not how adventure games work. Adventures are the best examples of video games
as art; suggesting that Gemini Rue is even anywhere near representative of LucasArts is like trying to compare a classical artist with an interpretive one.
I won't claim to be the be all and end all expert on adventures, to do that I'd have to play every single one, but I will say that it sounds like you've been playing a really, really bad adventure.
wodmarach: I'm not saying what games I've played for fear of fanboy retaliation. :wink:
If you're doing this, you're doing it wrong and so are the fanboys.