How Wadjet Eye makes point and click adventure games

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  • Опубликовано: 18 окт 2024

Комментарии • 29

  • @Yuniac
    @Yuniac 4 года назад +23

    The Blackwell series is one of the best games i ever played, i loved it so much. great video thanks!

  • @edwin4625
    @edwin4625 4 года назад +13

    Please do more interviews with former and current (if possible) point and click developers. I really enjoyed this video. Side note, you might want to equalize your audio with Dave's, where your voice is a whisper, Dave's voice is louder.

  • @gandolphcarter
    @gandolphcarter 2 года назад +5

    Dave Gilbert rules! I love how open about his process and encouraging he is, even though he might be encouraging present and future competition in a small market.

  • @speggeri90
    @speggeri90 4 месяца назад +1

    I’m really in love with the potential of an P&C, but there are only very few of the genre that I really love, namely Grim Fandango. Most games of the genre don’t come across or feel serious enough, or big enough. They sort of feel almost childish or uninspired. What Fandango has is a sense of scale and serious themes. It feels like it was made for more mature audience, and strucks a certain chord in my heart. I’ll always hold it as a benchmark.

  • @Gylfi0
    @Gylfi0 2 года назад +3

    The puzzles debate is interesting. a Puzzle as a thing came after years of games, with the established tradition, as a common place, and more with Lucasarts than Sierra's, i think. Sierra games didn't really have difficult puzzles, it was just easy to let a small information or detail slip which prevented you from winning. So puzzles are not a granitic thing, they're shapeless, a flowing thing.
    To make a "serious" game first of all you need interaction, so at least a couple of verbs that let you examine and touch most of the objects in a room. The "dispersion" of interaction brings misdirection and gives immersion but also inevitably creates the need to use an item with an item, so a puzzle. If you want to make the game at least a bit challenging that action has to be kinda hard to get right.
    It's not a "thing", puzzles, it's just natural if you make a game that lets you interact realistically with an environment. "adventures" are just normal interaction, from it naturally you have to find an item that goes with another. It's just "time" and our own heads that created "the puzzle"

  • @marcotine7119
    @marcotine7119 4 года назад +2

    This was good, especially in terms of advices. One of the things that struck me the most is how you would be better reconsidering what you're doing if it doesn't come naturally somehow (which of course doesn't equate to figuring out things and getting them done quickly). Me and a friend are struggling quite a bit with a story we'd like to tell in a videogame - we have the themes nailed down, the main characters, the systems and some of the progression, but making everything converge into the ending(s) we've envisioned in a satisfying way is proving hard, so maybe we're biting more than we can chew? I'm afraid the answer is "probably". Experience is what we lack. Some things won't survive the cutting floor (and that's by starting relatively compact already), and it'll take more time than we'd like. But it's part of the endeavour, and the journey will hopefully teach us what we need.

    • @inkvixen3141
      @inkvixen3141 4 года назад

      storytelling, you say... I can help with that.

  • @Hari983
    @Hari983 2 месяца назад

    Great video! I love Dave Gilbert's games. He's such a good storyteller.

  • @OscarNebeAbad
    @OscarNebeAbad Месяц назад

    I bought all the Wadjet Eye games... This people and their crew are pure gold. I enjoyed the games like I was back on 80s 90s. Totally based, bringing old school P&C to the game industry again.

  • @Cuzjudd
    @Cuzjudd 4 года назад +3

    Epico. Bought Gemini Rue, Blackwell series and Technobabylon. Need to get Unavowed

  • @lullaby8056
    @lullaby8056 Год назад

    I just finished the whole Blackwell series and I loved it! I'm also a fan of The Excavation of Hob's Barrow and Shardlight

  • @Cuzjudd
    @Cuzjudd 4 года назад +1

    Agreed about Space Quest 3. Was the hardest adventure game I ever remember. No Internet is a massive thing

  • @dumlepumle
    @dumlepumle 3 года назад +1

    Nice interview, was interesting to listen to. Just completed Unavowed and i really enjoyed it so i hope Dave will continue making good games.

  • @edwin4625
    @edwin4625 4 года назад +2

    I think Disney needs to allow other game developers to start creating Star Wars games again. Imagine having connecting stories in different game genres. Let's take for example Jedi Fallen order, two new developers create a connecting story after it. One of which is a point and click to tell more of the lore of Fallen Order then the next game dev makes a VR game finishing off the Fallen Order trilogy. It is just an idea but yeah. I'd like a game where it can be told in different genres to help introduce more people to different types of games for sure, even if they just want to finish a story series.

  • @EmilyRitcheson
    @EmilyRitcheson 4 года назад +1

    Really cool interview!

  • @Gendgi
    @Gendgi 4 года назад +1

    what a legend, thanks for the awesome video o/

  • @eur0man
    @eur0man 5 месяцев назад +1

    what i miss most in the blackwell series is the monolog from the main character when inspecting stuff or speaking with others, it makes the game feel more dead imo.

  • @paulsmith9192
    @paulsmith9192 Год назад

    @The Point & Click Devlog music in the video?

  • @megamike15
    @megamike15 4 года назад

    the issue is hard core adventure game players seem to think you need hard puzzles or the game isnt worth it.
    so alot of developers mostly the ones making adventure games in Europe tend to just make puzzles for the sake of a puzzle and it brings the game down.
    it's why i only really play wadjet eye's stuff and companies [ cliff top games inkle, grundislavgames] like them as they understand that.

  • @JulietGreen
    @JulietGreen 3 года назад +1

    I played all of the RON games... hahah

  • @wizard_still
    @wizard_still 3 года назад

    Хорошее видео. Как программировать логику игры?

  • @NostalgiNorden
    @NostalgiNorden 3 года назад

    His issues with Kings QUest 3 are my issues with Resonance.
    I could hardly make out of the prologue and it wasn't enjoyable.

  • @RealTwig
    @RealTwig 4 года назад +1

    Have you thought about using Godot for your engine?🤔

    • @pcd
      @pcd  4 года назад +3

      I think I’m leaning towards Adventure Creator in Unity now.

    • @davemccabe7773
      @davemccabe7773 4 года назад +2

      @@pcd That's what we build The Darkside Detective in. A really good tool for us, lots of flexibility and the basics are very user friendly so everyone on the team can do their bit (artists wire up scenes, writers sticking in dialogue, etc etc) while leaving the programmers to do higher-end stuff.

  • @iwantagoodnameplease
    @iwantagoodnameplease Год назад

    Wadget Eye's two main, consistent flaws in their games are 1: Still using AGS, which massively hampers the fidelity of their games and 2: There completely unchallenging, interactive-movie gameplay.
    They're nice interactive movies, but I often wish they required more brain power.

  • @aes0p895
    @aes0p895 Год назад

    cool video but the music is killing me. please omit in the future.

  • @QuadDamage3
    @QuadDamage3 3 года назад

    Love the video series, but I think you're wasting your time by going full solo venture. Get good at one thing, and focus on management/social skills to cooperate with someone for everything else.
    That very skill (or lack of) is what makes you afraid of a partner; can you make differing creative visions work?
    Makes a good exploratory video series as well. Point of a P&C game is to tell a story in captivating, exciting way. Not become a single man do-it-all over a decade. When you release, it's suddenly over. The thing you made your life about for x years, gone. Two months and everyone's either tried it or forgot about it. Your bank account is a bit higher, but your soul is empty, since all the meaning the project created for you has gone now. And given the effort, you have no wish to start all over again. So save yourself some time before that happens and explore possibilities of teaming up with someone.