Making big demands of the future.

Quiet Babylon

Swamped

Wednesday June 18, 2008 || by Tim!

Falling behind on my completely arbitrary and non-enforced posting schedule. So here is a link to a classic Old Man Murray article. Who Killed Adventure Games.


|| Filed under: criticism, game design ||
  • *snort*

    Yep, that's pretty bang-on. I remember running my invisible-ink revealing sharpie over the clues in the Space Quest (I) hint book more than a few times after nearly putting my fist through my Apple IIe's monitor in exasperation. Frackin' spider droid...
  • Even Grim Fandango (one of my favourite adventure games) had a sequence where you had to drive a forklift through a slot in an elevator to jam it. There were two plainly visible slots on screen so I spent 17 tries trying to get it through what was the closest one, I then gave up on that and tried dozens of other things, none of which worked. Finally consulted the walkthrough and discovered: Oh, it's the stupid OTHER slot you need to drive it in to.
  • Alice
    Are adventure games dead? I am so enjoying Legend of Zelda: Phantom Hourglass on my DS!!
  • Alice
    Ok, having read the article now, I can definitely concede that the writer has a point.

    In fact I'm nearly done the Zelda game now, and I haven't resorted to checking online walkthroughs even once, and I've been actively noticing how well-designed the puzzles are. Like, I'll be stuck for a while and then I'll think of something that I could try that actually makes intuitive sense, and it'll work, and I'll be all "Yay!"

    The contrast with the adventure games of my past is sharp, in this way.
  • So sharp.
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