What's more important in an adventure game?

edited April 2012 in General Chat
The puzzles or the atmosphere?

By "puzzles", I'm talking about puzzle quality, difficulty, abundance, etc., and by "atmosphere", I'm talking about story, characters, graphics, music, etc.

I think I might be in the minority in saying that puzzles aren't all that important for me. I play adventure games not for a challenge, but to experience the story. In fact, it sometimes annoys me when I can't get past a puzzle because it stops me from advancing the plot.

Some people would disagree, though, and argue that while the story is important, it can't hold a game up by itself. A good adventure game needs some good puzzles and brain-teasers to be worth playing. What's the point of advancing the plot if there's no challenge?

What do you think?

Comments

  • edited August 2010
    Atmosphere definitely. That's honestly why I loved Shenmue 1 and 2 so much, which are 2 of my favourite games. It was really amazing walking around Japan/Hong Kong, being able to speak to people, get directions, see all the different sights in all kinds of different weather. Especially in the original when it was Christmas, and it would snow. The story was amazing too, shame it was never finished. Puzzles are fun, but if there isn't much of a story, then quite frankly I don't have that urge to continue in order to reveal more.
  • edited August 2010
    puzzles are definatly the most important part of an adventure game, story is important but an adventure game cannot do without the puzzles

    for instance kings quest 1 had an extremely simple story compared to the rest of the series, but the puzzles were good and challenging, and they included the points system which added replay, so it spawned 7 sequils... meanwhile the first episode of "the silver lining" (unnoficial kings quest 9) was just released and it's getting horrible reviews because it's basically nothing but storyline with only 1 puzzle of any consequence, the story's pretty good so far but the lack of puzzles kills the first episode
  • edited August 2010
    Puzzles. That's probably why I both love and hate the Professor Layton games. Puzzles, puzzles, everywhere! Gah! But that said, you can't just have puzzles without a good atmosphere surrounding them, so they're both important. Puzzles are just slightly more so, IMHO.

    When all's said and done, you play games for a specific reason. You play first person shooters to shoot stuff (hence the name). You play platformers to jump around a lot. You play RPGs to beat up enemies in increasingly less turn-based battles. You play online games to be insulted by 13 year olds. And you play adventure games to pick up everything you possibly can, solve puzzles and talk to people.
  • edited August 2010
    A good adventure game obviously needs both to be good. Good puzzles without an athmosphere? Then I could just go and play Sudoku. And not to forget that good puzzles typically come from experiencing a story where the puzzles fit and vice versa.


    Good puzzles can only happen if there is a good story, setting, characters, etc.
    The puzzles don't even need to be challenging, just give you something to ponder for some minutes and then you can say "heh, clever".

    I clicked Puzzles, since if I want athmosphere, I'd just watch a movie or read a book. An adventure game defines itself through the puzzles (which as said are based on the athmosphere), therefore, if there's no good puzzles (or at least SOME gameplay that justifies the genre), then the developers should better have made a movie out of that thing.
  • edited August 2010
    It sounds to me like having to choose between having lungs or being surrounded by breathable air. They're equally important and both required for it to be considered an adventure game.
  • edited August 2010
    I think your stance might depend on the first adventure games you played. If you first played Zork or King's Quest, you'd probably say that puzzles were more important. The first adventure game I played from start to finish, though, was CMI. The puzzles in CMI were, in my opinion, secondary to the graphics and story in terms of quality, so that may be why I value atmosphere more highly.
  • edited August 2010
    The poll doesn't ask what's more required, however, it asks what you are more interested in. I say puzzles, because there might be some games that have an epic story, great dialogue and characters, but the game itself can be a true letdown. But then again, you won't want to play a great game with no good story. However, in this case, puzzles are what make the game. I play point and click games because time to time I need to take a break from just endless button-mashing to play a game that makes me think for once.
  • edited August 2010
    I say puzzles. While I think that story and atmosphere are important too, the puzzles are what seperates movies/shorts and games. If we removed the puzzles from adventure games, then we might as well be watching a movie. This is also why, in my opinion, the Devil's playhouse isn't quite as good as many people say. Sure, the story and atmosphere have been good, but the puzzles, especialy their difficulty, can definitely be improved.
  • edited August 2010
    I certainly think they are of equal importance. A lack of either can result in a less enjoyable game.
  • edited August 2010
    They're both extremely important, but I went with atmosphere. I usually don't feel motivated to complete a game unless there's something about the story, the characters, the dialogue, the art design, etc. that I really like. At the same time, though, it really annoys me when a game is all story and virtually no gameplay (like Dreamfall) or when a game features long, non-interactive cutscenes.

    Re: the early King's Quest games: they may not have had much in the way of stories, but I really loved the atmosphere. The weird, surreal blending of Disney-inspired fairy tale settings and Greek mythology in the form of blatant Clash of the Titans rip-offs and terrible puns and morbid jokes and death sequences really appealed to me for reasons I can't quite explain. King's Quest IV is one of my favorite games in the series because it has such strikingly creepy and morbid moments (such as the zombie/grave-digging/haunted house segments) that feel almost completely incongruous with the Disney-like fairy tale whimsy of other parts of the game (the seven dwarfs' house, etc.)
  • edited August 2010
    sex, and lots of it...
  • edited August 2010
    doodo! wrote: »
    sex, and lots of it...

    That's what I was getting at with "atmosphere"
  • edited August 2010
    doodo! wrote: »
    sex, and lots of it...
    JfMee.jpg
  • edited August 2010
    I'm extremely intrigued by the "scratch and sniff" portion of that game cover. Do I even want to know?
  • edited August 2010
    Atmosphere, obviously. After all, where were the puzzles in *my* game?
  • edited August 2010
    Atmosphere, obviously. After all, where were the puzzles in *my* game?

    The puzzling part is that you're still doing this.
  • edited August 2010
    Avistew wrote: »
    The puzzling part is that you're still doing this.

    Only for atmosphere, mon chéri.
  • edited August 2010
    Oh, man. I love that game.

    The content might have been deemed racy when it originally came out, but by today's standards it's really tame. There were only a few sex scenes, and there was a setting for the raunchiness level of the game's descriptions. Even on the highest setting, things were pretty well left to the imagination (it was a text adventure, after all). Most of the game was just parodies of '30s pulp science fiction, and it had the most wonderfully cheesy puns. The puzzles were brilliant and verged on the surreal and the metaphysical;
    there's a part where you have to put some detangling shampoo into a "t-remover" machine in order to get "de-angling" shampoo to help out a Midas-like king who had accidentally turned his daughter into an acute angle.
    The game would a play out a little differently if you were male or female, and it had a really clever way of asking your gender: at the very beginning of the game, you really have to pee, and your gender is determined by the first bathroom you walk into.

    Oh, and the scratch-and-sniff card isn't what you're thinking. They were all non-sexual things, mostly food, that you could find in various rooms. The only specific one I can remember at the moment was a slice of moldy old pizza you find in a bathroom.

    But yeah. Great game. Wonderful atmosphere and puzzles.
  • edited August 2010
    there's a part where you have to put some detangling shampoo into a "t-remover" machine in order to get "de-angling" shampoo to help out a Midas-like king who had accidentally turned his daughter into an acute angle.

    That's the most amazing thing I've ever heard
  • edited August 2010
    They are both important in an adventure game yes, but if there is no intriguing story why would you want to solve it's puzzles?
    Otherwise I would just play a pure puzzle game, and they are not really interesting.
  • edited August 2010
    Interestingly a lot of games can't do both options right.

    If i really had to choose, i would go for the puzzles and read a book for the mood thing because videogames are an interactive medium and puzzles fit better to it than a moody driven thing with puzzles which suck.
  • edited August 2010
    Puzzles are important to me, but probably in quite a different way than for other people. While I like adventure games mostly for their story and atmosphere, I won't play a game which has ridiculously hard puzzles. I don't like to get stuck searching for some illogical solution nobody but the game's creator would ever think of, gazing at a convoluted control panel where only one combination will work, playing the same scene over and over again in a trial and error fashion, ... I'm interested in the story, and want to move through it close to automatically; that's why I'll always prefer the "interactive movie" type games over the "Myst" clones.

    To give an example: "Secret Files: Tunguska" was really on the dividing line - I still had to look up some things (and I hate to admit defeat like that) but I don't think I would never have found them on my own if I had enough time to spend on these games. And to be honest, I still don't know how I stumbled upon the right solution for the coins and safe lock puzzles as fast as I did.
  • edited April 2012
    rhettricol wrote: »
    I think in an adventure game there are must hardest action to play because you can't play game without any action, twist or fun. So according to me it is must thing to play adventure game.

    We mean traditional adventure games, not action-adventure games.
    EDIT:Holy crap this is an old thread, uhh why did you revive this?
  • edited April 2012
    Gameplay always gameplay and since puzzles are more connected to that. Puzzles.
  • VainamoinenVainamoinen Moderator
    edited April 2012
    Yes, this thread was revived by a now-extinct spambot.
  • edited April 2012
    Honestly I feel that both elements are vital to a truly great adventure game but I voted for atmosphere because there's quite a few games I enjoy where atmosphere is in abundance but puzzles are lacking (in volume and/or quality).

    I good example of this would be 'Gabriel Knight: The Beast Within' or 'Phantasmagoria II'. I rank both games in my top 25 adventure games of all time but the puzzles are unimpressive in both games. It hardly seems to matter though when you're thoroughly absorbed within the atmospheric story.

    However, all of the adventure games in my top 10 list boast both atmosphere and wonderfully designed puzzles. Essentially it's the difference between 'The Longest Journey' and 'Dreamfall'. One is a bona fide classic and the other has a great story and atmosphere but is completely lacking in actual gameplay.
  • edited April 2012
    I think atmosphere because while the puzzles are inportant. There is one thing people need to remember if the atmosphere was crappy or nothing like what it was ment to be then the game's puzzles and gameplay would become a bit unenjoyable
  • edited April 2012
    St_Eddie wrote: »
    Honestly I feel that both elements are vital to a truly great adventure game but I voted for atmosphere because there's quite a few games I enjoy where atmosphere is in abundance but puzzles are lacking (in volume and/or quality).

    I good example of this would be 'Gabriel Knight: The Beast Within' or 'Phantasmagoria II'. I rank both games in my top 25 adventure games of all time but the puzzles are unimpressive in both games. It hardly seems to matter though when you're thoroughly absorbed within the atmospheric story.

    However, all of the adventure games in my top 10 list boast both atmosphere and wonderfully designed puzzles. Essentially it's the difference between 'The Longest Journey' and 'Dreamfall'. One is a bona fide classic and the other has a great story and atmosphere but is completely lacking in actual gameplay.

    I actually hate the majority of The Longest Journeys puzzles. I love it though. I love Dreamfall too, but it went too far in the opposite direction.
  • edited April 2012
    Puzzles. Can't have a decent adventure game without good puzzles. Take them out, and you get Jurassic Park. Ketsuron.
  • edited April 2012
    Both. Without puzzles, you have a largely cinematic experience; without atmosphere, you have a puzzle game.
  • edited April 2012
    And they have to be connected. I don't consider games like 7th Guest, Puzzle Agent, Jewels of the Oracle, and the like to be adventure games because their puzzles have nothing to do with the story. Well, Puzzle Agent's does to a degree but in a very roundabout way, kind of like Myst. The others, however, have absolutely nothing to do with anything. They're just random puzzles. But an adventure game MUST have many puzzles and a game world to base them on and give them purpose.
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