adventure game disscusion

cabfe

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The original Grim Fandango did have very poor controls, which is said to have been fixed in the remake.
 

Clord

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The original Grim Fandango did have very poor controls, which is said to have been fixed in the remake.
What they like to call as "tank controls" was adventure games attempt to become more console friendly after they went to 3D.


Mouse works so much better.
 
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Scythuz

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Yeah the new Grim Fandango has super smooth mouse controls, so much less of a faff to play than the original.
 

Clord

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Too bad it lacked some polish with its mouse implementation.


There are some places it could have been handled better, especially since certain viewpoints are important to puzzle solving.


Some places did need to use of arrow keys to really navigate properly.
 

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Too many battle triggers. Or a poorly designed leveling system that increases the difficulty of the enemies as you level up (oblivion).

In oblivion I had to make a new character to finish the main quest line. I had just been doing the side quests and leveling up. My character was incredibly weak compared to the enemies. (bandits wearing gold armour, dinosaurs). 
 

Sharm

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Battle triggers?  The majority of adventure games don't have any battles at all.  Oblivion is an Action RPG, not an adventure game.  Did you accidentally post in the wrong thread?
 

TalalAlgreby

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Maybe Choices that end with the same result? i've played a lot of adventure games and some of them gave me hard choices (i kept thinking what should i choose)

and in the end they both end with the same result -_-

i'm not Necessarily saying that all choices should have different output on the story (i know how hard that is to make) but if you put Hard situations in which the player need to choose carefully, it should have a different output.
 

cabfe

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Maybe Choices that end with the same result? i've played a lot of adventure games and some of them gave me hard choices (i kept thinking what should i choose)

and in the end they both end with the same result -_-

i'm not Necessarily saying that all choices should have different output on the story (i know how hard that is to make) but if you put Hard situations in which the player need to choose carefully, it should have a different output.
Exactly.

Choices have to be meaningful. And if they don't change the ending (it's sometimes hard to code different endings for a game), at least they should have an impact during the game.

But there's one thing I don't like about choices that change an ending. That's when they are offered to the player as their last action, regardless of what they did before. Actually, you only need to reload the last save to see all the endings. Convenient and faster for the curious people, but it feels so cheap...
 

demonhead

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I confused rpgs with adventure games. It's been awhile since I played an adventure game.

As for battle triggers. There was a long path in Final fantasy 10. I just wanted to walk to the end of the path and continue the story, but battles kept activating and I ended up not finishing the game because of it.

Oblivion sometimes felt adventurish to me, lots of interaction with the npcs like an adventure game.

I think the last adventure game I played was broken sword 3.

My favourite thing in broken sword was showing the npcs the tissue. Broken sword 2, the maggot. Broken sword 3 didn't have a funny item to show people, it disappointed me.

Something I don't like in adventure games is fake choices. Where either choice you make ends up with the same outcome. Such as "do we go left or right" and either choice ends up with you going left.
 

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