Posted September 04, 2012
I posted this over at the Tex Murphy BFG forums as food for thought (and discussion) while they work on the next TM game... What do Goggers think?
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I'm playing through the Tex Murphy games now (first time) and while they are quite amazing, they also have some of those good ole fashion adventure game frustrations as well. I thought folks might like to weigh in on some of these, or add your own ;)
Do you like these in games, hate them, or have your own ideas on how content should be approached?
1.) Timed puzzles that require a mastery of the movement controls (Not only do you have to jump correctly, land perfectly, move precisely, etc... but you are on the clock as well) Example: Fire Room - Pandoras Directive.
2.) Timed puzzles in general. To me this is often Brain vs. Brawn. Sometimes its interesting in small doses, but most often, it rips me out of the atmosphere.
3.) Dialogue options that aren't clear. You get asked if you want the chicken or the fish and without any context clues you pick one only to find that you picked wrong. Game over.
4.) Cinematic that drop you right into the action or timed puzzle (causing you to send popcorn flying as you flail for the mouse)... I'm not really showing my bias am I? :p
5.) Items that only appear AFTER you do something completely unrelated. I remember a scene in Scratches that fits this really well. Inside the house I looked inside a vase. Empty. Went out to the garage and picked up an item. Got stuck. Did some backtracking, the item in the vase only appeared AFTER I picked up the item in the garage. no story or reason why, I was just supposed to magically know to go back and search everything, every location, every time I did anything... or should the story help you progress somehow?
6.) Odd uses for the inventory items you carry. You have matches, a lighter, some gasoline, and a blowtorch, but if you want to start a fire, you need to find dry leaves, a stick, some string, and a couple of rocks.
7.) Letting death warn you of traps. I'm a big fan of clues. A little blood on the floor, a plank that is a different color, a map that shows a specific path, etc. What I have a hard time with is dying first, then letting that serve as my warning that the area is trapped.
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I'm playing through the Tex Murphy games now (first time) and while they are quite amazing, they also have some of those good ole fashion adventure game frustrations as well. I thought folks might like to weigh in on some of these, or add your own ;)
Do you like these in games, hate them, or have your own ideas on how content should be approached?
1.) Timed puzzles that require a mastery of the movement controls (Not only do you have to jump correctly, land perfectly, move precisely, etc... but you are on the clock as well) Example: Fire Room - Pandoras Directive.
2.) Timed puzzles in general. To me this is often Brain vs. Brawn. Sometimes its interesting in small doses, but most often, it rips me out of the atmosphere.
3.) Dialogue options that aren't clear. You get asked if you want the chicken or the fish and without any context clues you pick one only to find that you picked wrong. Game over.
4.) Cinematic that drop you right into the action or timed puzzle (causing you to send popcorn flying as you flail for the mouse)... I'm not really showing my bias am I? :p
5.) Items that only appear AFTER you do something completely unrelated. I remember a scene in Scratches that fits this really well. Inside the house I looked inside a vase. Empty. Went out to the garage and picked up an item. Got stuck. Did some backtracking, the item in the vase only appeared AFTER I picked up the item in the garage. no story or reason why, I was just supposed to magically know to go back and search everything, every location, every time I did anything... or should the story help you progress somehow?
6.) Odd uses for the inventory items you carry. You have matches, a lighter, some gasoline, and a blowtorch, but if you want to start a fire, you need to find dry leaves, a stick, some string, and a couple of rocks.
7.) Letting death warn you of traps. I'm a big fan of clues. A little blood on the floor, a plank that is a different color, a map that shows a specific path, etc. What I have a hard time with is dying first, then letting that serve as my warning that the area is trapped.