my name is supyreor catte: That's a perfect example of my complaint above. Single click interface just means Kathy automatically only does what is necessary to complete the game. I am one of those adventure gamers that likes to examine everything and get all of the backstory and worldbuilding.
If a game is designed with single-click in mind from the beginning then ok, none of those things existed in the first place. But to convert an existing game with multiple verbs to a single click interface is to simplify the existing game by throwing stuff out. Your post is a perfect example of that.
Pfft, good luck with that:
https://steamcommunity.com/app/370910/discussions/0/3118147979122922889/#c3133918821800475802 Krusbert: I'll pitch in here! I stand by my response in that Steam thread, but I'll elaborate further: We have examined every line of dialogue in the game that we had to cut this way, and any significant missing information (such as Grandma Rain's full name) will come up at a some point later in the game.
I was sceptical about this simplification at first too, until we actually looked at the concrete dialogue and summarized what had to go and what could be reworked to remain in the game in other forms.
I was personally the most bummed out by losing out on some silly little jokes breaking the fourth wall, like prompting Kathy to swim in the lake or mopping the floors in the jail ;) But I think cutting those is a small price to pay compared to the benefits of what we believe is the preferred and smoother interface overall for the majority of players.
We would be happy to keep supporting the old verbcoin if this was a patch of the original game, but it is not. The whole game code has been recreated from scratch in a new game engine, so to support these controls would mean coding a whole alternate interface, which just isn't realistic I'm afraid.
So, I'm really sorry if you guys are disappinted, but the single click interface is here to stay!
Well, it's good that you found another place for info like Grandma Rain's name, but the difference is that in the original version it was information the player had to seek. In the new version it sounds like the information is just presented at a scripted time and that's still a perfect example of what I was saying about player agency. I'm sad to hear about the loss of joke responses. Again, the decision making has been taken from the player and given to Kathy, who just makes the correct decision to move the game along.
It's a more... walking-sim way of doing things. This isn't a slight against walking sims, they are what they are. I don't mind if a new game is designed that way but I hate to see an existing game simplified like this.
I am still doubtful about your claim that people actively prefer a single-click interface. That Facebook survey of adventure game fans suggests otherwise. I think the most you might be able to claim is that many people are indifferent, but there's no preference for single-click.
The only explanation is that your target demographic is not adventure game fans. That's perfectly understandable, you are running a business after all. It's just sad to realise that not even point-and-click adventures are aimed at point-and-click adventure fans any more.