S.l.a.g.,u.

The moment I saw that magical folding map thing in chapter 4, I knew there was no way in Hell I was going to finish the game. I have been confounded by folding paper since I was a wee little boy, and failed in my every attempt to fold and cut holes in pumpkin shaped paper to make a jack'o'lantern decoration for my pre-school's classroom. Later in my life, I found myself faced with the mystery of girls' fortune teller paper popper devices, wherein I discovered that no matter what number I picked, or what color I preferred, my life would turn out horribly. And then I learned to read and write, and that's been a tremendous burden on me ever since. I hope you understand why following a terrain shifting folding map to solve some BBW's obscure food riddles would be nigh impossible for me.

I have a solution that would be mutually beneficial to everyone. I'd like an "I give up" button, similar to what Nintendo has provided in the New Super Mario Bros. Wii game. If Mario is getting his butt whooped too often, all he has to do is hit a green block, and the level will play itself for the player. Rather than having to alt-tab to some poorly worded strategy guide that gives away all the best jokes, how about a Monkey Island Super Guide for when players feel like giving up on going through the same dialogue trees over and over and over in the vain attempt to find one more clue at what the fudge is supposed to be combined into what and shoved into where to make who do what to how?

My fellow stupid, lazy adventure gamers, we must unite against the tyranny of hurty brain inducing puzzles. Join me in petitioning Telltale to dumb it down a little, that the needs of we, the lowest common denominator, can be met. WHO IS WITH ME!?

Comments

  • edited December 2009
    Err . . . no.
  • edited December 2009
    I hope that Humbre Wanderer is not talking seriously.
    If he really is, graphic adventure is not his game genre.

    Actually, I found the folding map puzzle very interesting and challenging, without being really difficult.
  • edited December 2009
    Something like the hint system in the Special Edition would be nice. The current one doesn't help me that much at all, "I think I'll go look for more stuff to plunder. Arrr!!!" possibly being the worst.

    The hints in Sam and Max were possibly best, as Max usually gave a hint as to which room I should be in next. Strong Bad's and Monkey Island's were both a bit too vague, and Wallace and Gromit is just plain frustrating, especially as Gromit, since he can't speak and so you can't get any important information about your surroundings.
  • edited December 2009
    Hahano
  • edited December 2009
    thats the second worst idea I ever herd!
  • edited December 2009
    I do wish that there was a button to prompt an in-game hint instead of having to turn hint frequency up and then wander around to wait for it to kick in.

    Also, the folded map puzzle ultimately
    doesn't have that much to do with folding. Each corner just has two different states, think of it as switches or buttons if you will, there's no real need to wrap your head around the directions or angles of the folds or anything at all like that)
    .
  • edited December 2009
    Hehehe, I got frustrated by the sight of that map at first, too, but then remembered that I am one of the people ranting about the TOMI puzzles to be too simple so I took the challenge and - voilà - it didn't take me too long to figure it out. And eventually I thought that puzzle was one of the best.

    Having played so many more adventure games, I've come across WAY more irritating puzzles, believe me..
  • edited December 2009
    I hope that Humbre Wanderer is not talking seriously.
    If he really is, graphic adventure is not his game genre.

    Actually, I found the folding map puzzle very interesting and challenging, without being really difficult.

    Graphic adventure games are wonderful, I love them! I've proudly bought Indiana Jones and the Fate of Atlantis eight times throughout my life, each time for a different yet wholly justifiable reason. I made Maggie die twice in The Dig, I'm done with 1.5 seasons of Sam and Max, I beat Day of the Tentacle before I learned algebra, and I bought the season pass of ToMI before it was released. Do not question my credentials, I don't need no stinkin' badges! (But if you want to see my XBL achievements my tag is BreaknekBeatnik.)

    Now, I don't love pixel hunting games. Those are terrible, I hate them. I also hate sitting and staring at a glowing rectangle going "durrr" because a puzzle is too obscure, or I'm over-analyzing an off hand chicken with a pulley in the middle related comment. I also don't want to be bothered by a puzzle enough to search for hints on the internet, risking spoilers and interaction with you horrible forum people, just because I want to continue an interesting story. Not to mention all the tasteless erotic ASCII art floating around at gamefaqs.com... oh god i am having flashbacks of admiral ackbar eating a banana wuurblhearble

    A better in-game hint system would be wonderful, but I still like the "I Give Up" button idea better. You people who play games because you like pain don't have to use it, but people like me will have a better alternative to finishing the story, without having to look up some hardcore Linkin Park fan's poorly edited machinima.
  • edited December 2009
    @HumbleWanderer:
    Nintendo's Super Guide is actually patented, so you won't see that in a non-Nintendo game anytime soon. (unless of course it was done differently)

    Anyway, I like the way SMI:SE did the hint system (even though I never saw that system, but I assume it was good from what I heard).
  • edited December 2009
    Why don't you use the Telltale walkthrough? That is worded with it's own jokes!
  • edited December 2009
    I think it's actually a pretty decent idea, especially for the more difficult visual puzzles. I would have loved it for the filing system in Escape, or to have it get all the insults for me in the various MI games. Sure it's fun the first time, but after doing it all once, not so much.
  • edited December 2009
    Guinea wrote: »
    @HumbleWanderer:
    Nintendo's Super Guide is actually patented, so you won't see that in a non-Nintendo game anytime soon. (unless of course it was done differently)

    Anyway, I like the way SMI:SE did the hint system (even though I never saw that system, but I assume it was good from what I heard).

    Did I say Nintendo Super Guide? I meant that Telltale should copy the, uh, Sega Mega Sherpa.

    Ooh, I want one of those now...
  • edited December 2009
    Isn't Youtube enough for you guys anyway? It's the same, minus spending the bandwidth.
  • edited December 2009
    My psychiatrist banned me from watching video game tutorials on youtube. Hearing shrill nerds scream "crawling in my skin" triggers psychotic episodes for me, and I don't know how many more pieces of Carson Daly's scalp I can staple to my toilet seat before I run out of room.
  • edited December 2009
    Well, you gotta sacrifice something for that thing you want anyway. In this case, it's nothing but your mental health.
  • edited December 2009
    I'm surprised the idea of a game that plays itself isn't far more popular than it is on these forums.
  • edited December 2009
    I'm surprised the idea of a game that plays itself isn't far more popular than it is on these forums.

    It's the craziest hunch, but judging by your past posts, I get an odd feeling that you're not fond of TOMI's puzzles. :p
  • edited December 2009
    ShaggE wrote: »
    It's the craziest hunch, but judging by your past posts, I get an odd feeling that you're not fond of TOMI's puzzles. :p
    A larger-than-acceptable portion of them are rehashed a lot and/or don't really require any thought at all to solve, anyway. There are good puzzles, and it's not a negligible number of them, but there's not nearly enough.
  • edited December 2009

    My fellow stupid, lazy adventure gamers, we must unite against the tyranny of hurty brain inducing puzzles. Join me in petitioning Telltale to dumb it down a little, that the needs of we, the lowest common denominator, can be met. WHO IS WITH ME!?

    Just use the walkthrough. What? don't want to use the walkthrough? Then WHAT KIND OF LAZY ADVENTURE GAMER ARE YOU?!! YOU DON"T BELONG IN SLAGU, YOU... UNLAZY PERSON!!!
  • puzzleboxpuzzlebox Telltale Alumni
    edited December 2009
    I'm surprised the idea of a game that plays itself isn't far more popular than it is on these forums.

    It's called a YouTube walkthrough. :p
  • edited December 2009
    puzzlebox wrote: »
    It's called a YouTube walkthrough. :p
    I'm pretty sure that the majority of people on these forums like the idea of the interaction, but don't like the effort of actually thinking or doing anything. They want to drive Guybrush around and choose dialogue options.
  • puzzleboxpuzzlebox Telltale Alumni
    edited December 2009
    I'm pretty sure that the majority of people on these forums like the idea of the interaction, but don't like the effort of actually thinking or doing anything.

    I'd hope that it's a vocal minority rather than a majority.

    How about The Secret of Pirate Island? It's an interactive DVD - you can influence the story's direction at various points throughout the movie. No difficult puzzles involved.*


    *This may be because it's aimed at an audience of under-5s, but hey. It's piratey.
  • edited December 2009
    Yeah, I'd prefer prompted hints or at least an option to enable hints on demand. I very, very rarely want a hint. But when I do, it's annoying to have to wait for them to be delivered every couple of minutes. Also, it'd be nice to have some control over what sort of hint you recieve, rather than the game guessing what it is you need to know.
  • edited December 2009
    Also, while I'm here, I do wish some old adventure game fans (and believe me, I'm an old adventure game fan too) would stop being so self-righteous about difficult puzzles and no-hints and all that sort of thing.

    Needing a hint doesn't necessarily say anything about your intellect or ability or anything at all. While someone might be lacking if they fail to use an obvious key in an obvious door, most of the time I find people get stuck not because they can't figure out the puzzle logic. More often it seems to be because they just are not sure where the game wants them to be, at the moment, or they haven't noticed a small item that's pick-upabble, or they know what they want to do but have a trivial failure in implementing it (I remember I and a few other people got stuck on Spinner Cay because we thought we needed to get the rubber tree back to Spinner Cay - I figured out I didn't need to eventually, but I spent a good 20 minutes trying things.)

    I don't see what's so cowardly or stupid about wanting a gentle nudge from the game hinting at you where/how to focus your efforts, it doesn't seem to me to take less intellectual effort than wandering aimlessly until you stumble on the right thing - it just cuts out some of the time. Time which I don't think you should feel obliged to waste in order to feel 'legitimate'
  • edited December 2009
    i must agree on the no
  • edited December 2009
    Also, while I'm here, I do wish some old adventure game fans (and believe me, I'm an old adventure game fan too) would stop being so self-righteous about difficult puzzles and no-hints and all that sort of thing.

    Needing a hint doesn't necessarily say anything about your intellect or ability or anything at all. While someone might be lacking if they fail to use an obvious key in an obvious door, most of the time I find people get stuck not because they can't figure out the puzzle logic. More often it seems to be because they just are not sure where the game wants them to be, at the moment, or they haven't noticed a small item that's pick-upabble, or they know what they want to do but have a trivial failure in implementing it (I remember I and a few other people got stuck on Spinner Cay because we thought we needed to get the rubber tree back to Spinner Cay - I figured out I didn't need to eventually, but I spent a good 20 minutes trying things.)

    I don't see what's so cowardly or stupid about wanting a gentle nudge from the game hinting at you where/how to focus your efforts, it doesn't seem to me to take less intellectual effort than wandering aimlessly until you stumble on the right thing - it just cuts out some of the time. Time which I don't think you should feel obliged to waste in order to feel 'legitimate'

    For me, it's not exactly the implications of intelligence when using hints or walkthroughs, it's just that every time I get a hint to a puzzle, it kind of weakens the feeling of accomplishment I get when I solve it. There's nothing wrong with using hints or walkthroughs, I just don't like to use them.
  • edited December 2009
    Here's something nobody's addressing here: bad design!

    It's less so of a common occurrence now, but back in the old days of video gaming, there would be a phenomenon known as "hitting the brick wall." That's when a player is enjoying a game, coasting through intuitive if challenging puzzles, progressing and feeling a sense of achievement, and then, finds the brick wall - a poorly designed puzzle or challenge that cannot be surmounted except through tedious amounts of trial and error testing, or an outright resignation to getting the solution from an official source, breaking a game's immersion and diminishing the experience. Many a "screw this, I'm gonna play Counter Strike instead" was uttered due to otherwise intelligent games' having too many brick walls.

    This "brick wall thing" was once an inherent flaw in adventure games, and killed the genre dead for about a decade. In addition to ensuring that few people knew Tim Schafer's name until Jack Black started man-hugging him and that games like Grim Fandango were banished to the distant memory of a select few masochists, it also led to the announcement and then immediate cancellation of Full Throttle II, and the retail failure of Beyond Good and Evil, a travesty which I think we all agree was easily on par with that drunken David Hasselhoff video. Let's not allow the stink of the adventure game genre's dark age reemerge from the armpits of the Telltale staff. Get behind s.l.a.g.,u.! instead, and vote no on brick walls.

    Are you a hardcore adventure game enthusiast who never uses hint systems and likes to entertain others with behind the scenes trivia about Loom or amusing dialogue you heard one time in Culpa Inata? Congratulations on choosing to spend your life like that, but the rest of the world of warcraft can't be bothered to spend more than five minutes on one puzzle when there are better financed games with only slightly less soul waiting for their consumer denominations. Either ease up on your main thruster, or get sucked into that Star Destroyer's tractor beam.
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