Well, the bad news is that my game idea
didn't get picked, but the good news is that I get work on a
prototype for another genre of games that I love, the Adventure Game
(Point and Click) genre. However, it is not all sunshine and
rainbows, in my personal opinion there are some deep problems with
the adventure games of today.
The adventure game genre has been
around for a long time. It was once a very popular genre (in the
90's), but has since fell by the wayside and has become a niche
genre. While Double Fine was able
to raise some 3.4 million dollars via Kickstarter
to make a new adventure game, that does not mean the genre is in
anyway mainstream. Rather, it had more to do with the fact that Ron
Gilbert and Tim Schafer, two of the fathers of the genre, were going
to be creating the new game. While I do love adventure games, I have
not been playing them for long, so that gives me more of a fresh view
on what the genre does well and what it does poorly.
Most
of the people who play adventure games today are the same people who
were playing them in the 90's. While the number of gamers has grown
at a rapid pace since the 90's, the point and click genre hasn't
attracted a large percentage of these new gamers. I have been gaming
since 1998 (at the end of the adventure games), but I never really
got into them because I was a console only gamer until 3 years ago.
Only then did I get into adventure games, in fact, only because Sam
and Max: The Devil's Playhouse
offered a promotional hat that I could wear in Team
Fortress 2. I immediately
enjoyed the game, being a huge comedy nerd, the humor stood out and
sold the genre for me. Coming from being a mostly FPS gamer, the
characters, plot, and dialog were so much more fun and compelling
than anything I had experienced before. But
I quickly noticed some problems.
Not
to be an ego maniac, but I would list myself as an intelligent human
being. Never before in a game had I found myself completely stumped,
but in a point and click game this happened almost immediately. I
don't mind having a hard problem to solve, I know what I need to do,
and if I play for long enough I know I can figure it out. But, in
adventure games, I frequently find that this happens, but it is
usually because I have no idea what I am supposed to be doing. For
example, in Secret
of Monkey Island, why
would I ever think to step on a board 3 times to scare off a bird so
that I can pick up a herring to give to a troll. I never would, and
without a walk through I would have never figured it out. I know how
good it feels to figure out a difficult problem, but it adventure
games it is all to often a feeling of relief, rather than a rush of
joy. While I am trying to figure out this strange ordering of events
I spend an hour walking from one side of the town to the other,
because my character only moves at a snail pace and there is no fast
travel.
When you compact these two elements together it can become obvious
why many players trying adventure games for the first time find them
either frustrating or boring. It is easy to identify a problem, but
the difficulty is coming up with a solution. The second problem,
long travel times, is easy to solve; either add a fast travel, or
allow players to run rather than just walk. This seems simple, but
it makes the game much less grating when you realize that you missed
an item and you will have to walk to the other side of town. Action
games can keep the tempo up by throwing enemies at you on your
backtracking path, but once you run out of dialog in an adventure
game there is nothing to do but watch your character walk slowly
across the screen.
Unfortunately, the other problem is a little more difficult to solve.
We want to allow beginners to be able to progress at a reasonable
pace, but the same time though we want experienced adventure gamers
to be able to play the game without hints. Drawing from the limited
number of adventure games that I have played, in only one game have I
had a general idea of what I needed to be doing at all times. In Sam
and Max: The Devil's Playhouse there was a mechanic that allowed
you to see into the future. In the future sequence you would see the
last second or two of the solution to the puzzle in the area. For
instance, you would see that a monkey teleports off the edge of a
roof and falls to the street knocking him out. This mechanic did not
tell you how to solve the puzzle, rather it gave you a vague idea of
what the outcome needed to be. You still had to solve all of the
puzzles by using your own intuition, but at least you would have a
general idea of what you needed to be doing (which is much better
than wandering aimlessly).
My solution, is a little more scalable. We have decided that our
main character will have a small pet companion (like a hamster or
something). My thoughts are that we could use the hamster to
indicate hints based on the hint level. If user wants to play with
no hints, the hamster will not do anything. However, if they want to
play at the highest hint level, then the hamster will direct the user
by standing next to the door they should enter, or making motions to
signify the use of a certain object. This could easily be scaled to
any value in between as the user desires. Furthermore, the hamster
hint level could be scaled dynamically based on the amount of time
that has passed without the user making progress towards solving the
next level. Meaning, the experienced point and click players could
go through the game without ever seeing a hint, but those who are new
to the genre will receive more hints. Then everyone would be able to
complete the game without the use of a guide, and without wandering
aimlessly for the better part of an hour.
In conclusion, point and click adventure games are amazing
experiences that I wish more people played and enjoyed. However, I
believe that for this to happen some innovation needs to be done to
ease players into the experience. Recently, more gamers have
expressed the desire to play games that have more depth in terms of
story and characters. The best adventure games of times pasts
contain plots, characters, and locations that are leaps and
bounds ahead of any shooter that I have ever played. These games
have the atmosphere to impress gamers, but the mechanics need to
improve enough to not scare the new gamers off.
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