Patryn: What I hate is when adventures have mazes.
JMich: Depends on the maze. Monkey Island had a maze, and so did the first Gabriel Knight. However, if you were properly prepared, you knew just how to navigate them.
So I'll say "I hate when adventures have mazes that you can't find a map for".
Yeah, I should have phrased that differently. Of course, I meant mazes that you have to stumble through yourself and map them yourself.
Gabriel Knight and Monkey Island are good examples how mazes can be done.
Both the forest and the monkey head/hell mazes are actually puzzles which need to be solved and they're a breeze to get through then. Same in Gabriel knight with the swamp.
Example for bad mazes in adventures: Inherit the Earth.
Such a well made and beautiful game but all these damn mazes!!
Starmaker: In King's Quest VI, there's a puzzle where Prince Alexander has to throw a stone at a (sapient) object. If you haven't been doing things in a completely arbitrary order, he
misses, and the main, epic quest line
breaks. Individual puzzles in this game are very logical, no cat hair or yeti pies; it's this fake difficulty that spoiled an otherwise awesome game.
Hmmm... Which puzzle are you talking about? I don't remember it.
Jaime: Well, there are basically two things I expect from a good adventure game: that it be consistent in the type of logic it uses, and that that logic fits the setting. Specifically, when your adventure game takes place in the real world, then for god's sake adhere to real world logic. I've played adventures that shoot for a "mature", realistic setting, yet have the player pick up everything that isn't nailed down, from a cheese sandwich to an iron bar. Not even wanna go into the puzzles themselves. That kind of thing is OK in your typical wacky comic game, but when you're trying to be serious, than every little thing the player does undermines what you're trying to achieve.
Actually, I absolutely hate adventure games that limit your inventory. Yes, it's not realistic but that is how an adventure game is played.
If I want a limited inventory, I play an ultra-realistic RPG with inventory micromanagement and not an adventure.
But I agree that a "realistic" adventure should have realistic puzzles that fit within the game's universe.