Are Adventure Games stuck in the past? - Podcast highlights

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  • Опубликовано: 8 янв 2025

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  • @SteamingPerson
    @SteamingPerson 2 месяца назад +2

    It's an interesting subject but I think the issue is mostly mechanically, as there isn't much that can be done with the classic Point and Click setup. You can change the graphics and context, but it doesn't really change how you interact with the game, whether you're picking up objects in Secret of Monkey Island or in Beyond the Edge of Owlsgard, the action is the same. There isn't much to the controls if you compare to other more dexterous genres. 2D Mario games have similar control schemes between each other but has nuances in terms of how Mario controls and how the levels are designed based on that. Adventure games consist of locked doors and keys in different forms, but the way to interact with them is the same.
    The addition of other gameplay in it tends to be just superficial, like the Nine Men's Morris in Conquests of the Longbow or segregate puzzles like Myst. In terms of more modern control schemes, I'd say Quantic Dream's games have done more in how to interact with the game in general, but even then one could argue it's the same actions just in a more convoluted way, although I'd like to see more of that being experimented with.
    Out of modern adventure games, I think the one that has been mechanically most interesting while keeping the core of an adventure game and implementing the new to the core, would be Disco Elysium. Having RPG stats dictate your actions throughout the game changed the way you moved about and approached the game compared to others. While in SoMI you can't sword fight because you have no training, that's just a click over to Captain Smirk and now you can. But in DE if you want to try to pass a physical puzzle you can gain XP by doing different things in your own order and interest and even discovery based on starting stats, so the world reveals itself and you interact with it based on your playstyle. And it's not simply a matter of multiple puzzle solutions. It managed to give individual puzzles and action a resource that you can spend at your discretion, as well as designing a game that allows for failure without impeding progress thanks to the time limit.
    Just to be clear, I don't think newer games staying true to the classic controls and format is a bad thing inherently, as the greats who do it distinguish themselves through other means, be it character, writing, graphics etc. Visual Novels generally lack much moment to moment player input besides continuing the conversation, but they have a big audience and have their own success.

  • @seanwelch71
    @seanwelch71 2 месяца назад

    NMS feels very different from traditional adventure games because it offers a variety of different adventure paths while leaving time, scale, and difficulty to you. Permadeath, while challenging, isn't a hardest game, its just shorter, usually. Easy is as complicated and difficult as you want to make it. The gamespace keeps getting more versatile with our Pay to Win mentalities.