Action in adventure
Heatherlee
Telltale Alumni
Interestingly, when I asked about favorite recent adventure games, some action/adventures started coming up.
I had been under the impresion that adventure game "purists" didn't like to mix their action and adventure. Am I mistaken?
I had been under the impresion that adventure game "purists" didn't like to mix their action and adventure. Am I mistaken?
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I think I used to consider myself one of those purists, though, but I've recently realized how bored I got when playing some adventure games, even though the story was interesting enough. It's just that the time between the story bits and the puzzle bits and the time it took to figure out how to solve the puzzle bits turns out to be quite awhile. Especially when the character moves soooo slow (I'm specifically talking about Syberia here...). So I'm starting to think that adventure games could use a dose of action in them. Required or optional, as long as it's nothing that would require extreme dexterity. Not that I don't play those games, too, but it just might be overkill. Or perhaps have action sequences that you can't possibly lose no matter how hard you try, even if you keep pressing the "suck" button/key. That would help move the game along during those slow moments.
I've been wondering what it would be like if a Grand Theft Auto III-style of engine were made into an adventure game. Getting to and from a destination would be more fun. And it doesn't need to be the kind of violent shooter that GTA is. But consider what it would be like if, for instance, Sam & Max were made into that style of game, where they drive around to their different missions, nearly running over every pedestrian on the way, causing untold collateral damage to public property. And it could still have adventure elements of course, once they're at the destinations, but the city map would be full of all kinds of optional action fun to be had. They could also do their highway surfing thing, too (for the Sam & Max purists).
I don't know. But I'm up for Adventures having action in them. However, I think the genre title, Action/Adventure, is inappropriately used for most games out there, since there really are no puzzles that are story-related and no character interaction beyond shooting/killing/jumping on head. So create a new genre called Adventure/Action. Or Happy Happy Fun Time.
Oh, and following the LucasArts philosophy, you shouldn't ever die in an action segment, just be returned to the start of the sequence at worst if you fail at it.
I quite liked the Indy Jones adventures in that you could (almost?) always avoid a fistfight if you chose the right dialogue path.
And ignoring all I've said above about sandwiches and avoiding fights and not dying, KOTOR was my first (and only to date) RPG, and I play it in a more 'adventure style' - exploring, talking, object collecting. I haven't a clue about dice-rolls and hit points. And to me KOTOR is the most fun, interesting 'adventure game' I've played since Grim Fandango.
I do the exact same thing. It really is a Star Wars Graphic Adventure with some other RGB stuff I don't understand thrown in.
I feel that these days games that are cranked out with unbeleivable graphics and real life physics have lost that touch, the swagger that really made those early games special. If action can mesh with the rest of the game without seeming forced, I am all for it.
For instance...anyone here ever played Titanic: Adventure out of Time (and yes, you can laugh at me for actually having played that game--but in my defense, I hated it)? There's a segment not long before the ship hits the iceberg where you have to fight your way past a bad guy in your basic fistfight. Let me tell you, I hated that part. It was completely counterintuitive, there was no instructions or anything and no warm-up/foreshadowing that this would happen, and the bad guy moved like somebody'd lit his feet on fire, while my character didn't, no matter how fast I clicked the mouse.
That action sequence was a big part of why I ended up literally throwing the CD out the window. Drove me nuts.
Now, then we have the Old Mine Road sequence in Full Throttle. That, I loved. The manual actually gave clear directions as to how to switch weapons/throw punches/etc. If you lost, there weren't negative consequences (in Titanic, IIRC, you lost a bunch of valuable time by being unconscious). And it was just easy for me to coordinate things--timing and how you manuever your bike are a big factor in winning those sequences, and that, I could handle. Randomly throwing punches and hoping I took out a guy built like a brick blockhouse, as in Titanic? Not so much.
It would be interesting though if there were games that were genreless, that sort of encompassed all genres somehow. Maybe slightly like the Sims only you only control one person's life from birth to death and you can do *anything* that's possible in the real world. Now *that* would kick butt.
So back to the discussion at hand, what constitutes a "good" action sequence in an adventure game vs. a "bad" one?
Does it have to do with difficulty level? Whether or not it breaks the flow of the story?
I love that the actioney bits in Full Throttle aren't really all out action gameplay as much as they're just realtime puzzles. Yes you have to beat up a bunch of guys on bikes, but the different items you collect have to be used on the different guys, and you have to pick up the fertilizer somewhere else to use as a weapon against the girl with the chainsaw... or how in the destruction derby you can bash all the other cars but you've really got to figure out how to make one of them stall and then push it up a ramp to really complete the sequence. The execution of the actioney bits in Full Throttle wasn't the best, but the idea of these sort of realtime "in the moment" puzzles as the game's action sequences is really cool. The action in Full Throttle is also unique from instance to instance - isn't like Prince of Persia or something where every half hour there's another "action" part which consists of the same rapid button techniques you've been working at for the rest of the game - each "action" piece has its own set of rules.
I guess adventure games are like that in most aspects in general though - within a game a puzzle is generally never repeated, unless its some sort of thematic thing or a "new take on an old gag" (like how you have to assemble two different voodoo dolls over the course of Monkey Island 2). It's nice that in FT they took that approach to the realtime/action bits as well.
If you're using your game to tell a real story - if storytelling is paramount to your game design - it seems you would have to do a lot of rationalizing as a game designer to justify the fact that your character gets in 30 identical fights with minions, or swings from 200 ropes across 50 gaping chasms. That's the sort of action I don't particularly like in an AG.
Sorry for repeating myself... it's hard to go back and clarify what I mean in a post when I can't find the "edit post" button .
(Crap. I just found the edit post button. Ok then.)
This is the answer to Heather's question. I completely agree with this statement.
I just have to stray one last time. There is such a game, I had it when I was young on my c64, but lost the disk, and have looked for it ever since. Found it some years ago, it's called "Alter Ego".
http://theblackforge.net/perl/game.pl
Don't take this the wrong way, but i think i love you.
Cool!
*plays it*