So.. is Telltale planning a "hard" adventure series soon?

edited December 2010 in General Chat
Don't get me wrong, I love all Telltale's products and will continue to support them, but I'm somewhat tired of playing these games on autopilot. From time to time something resembling a "challenging" puzzle appears (the dimensional puzzle in Sam&Max s.3.ep.4 was truly fun, although I got irritated when Sam started solving it for me because I simply wanted to see all the scenarios), but I cannot remember getting stumped even once in the last Sam&Max season, even on hints set on zero. It could be that I homed in on Telltale's wavelength so well that I can subconsciously filter out all the important clues in the dialogue trees and whatnot but.. it just seems soo easy. Like an interactive cartoon, not a brain burner.

So.. is Telltale planning on releasing a product that will be geared towards more demanding point-and-clickers? Something on the level of the 2nd chapter of MI2, for example? It would be refreshing to go to sleep with a headache because I'm irreversibly stuck, instead of munching on beer & pretzels while I storm through yet another episode... :)
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Comments

  • edited November 2010
    Probably Jurassic Park.
  • edited November 2010
    I heard they were making Phantasmagoria 3.
  • edited November 2010
    Probably Jurassic Park.


    And hopefully Back to the Future.
  • edited November 2010
    tredlow wrote: »
    I heard they were making Phantasmagoria 3.

    I read that as "Fantasia" as in the Disney Musical movie, and I instantly thought that it would be hard due to the note matching.
  • edited November 2010
    Define "hard." Do you want the same stuff Telltale has always been doing with the difficulty ramped up, or a more Sierra-style game where everything kills you or, even worse, puts you in an unwinnable situation?

    That said, Jurassic Park is supposed to be a departure from Telltale's usual style, so that might be what you're looking for.

    (P.S.: Telltale, if you ever try making things Sierra-style, treat death like in The Tomb of Sammun-Mak, where it takes you back to where you were with no true repercussions. Also, no unwinnable situations ever.)
  • edited November 2010
    (the dimensional puzzle in Sam&Max s.3.ep.4 was truly fun, although I got irritated when Sam started solving it for me because I simply wanted to see all the scenarios)

    That was not a puzzle. That was pure trial and error and one of the worst puzzles they ever made.
  • edited November 2010
    der_ketzer wrote: »
    That was not a puzzle. That was pure trial and error and one of the worst puzzles they ever made.

    If by "trial-and-error" you mean "systematic experimentation," and by "one of the worst puzzles they ever made" you mean "a completely logical and straightforward if slightly tedious puzzle," then yes.
  • edited November 2010
    Trial and error? In my adventure game? Oh that is SINFUL. Trial and error is only used in, like, ALL adventure games. Not all the times the puzzle in question WAS trial and error based, of course, but I fail to see how it's different from using a seemingly irrelevant inventory item on some other random foreground thingamabob and see that it actually works.
  • edited November 2010
    der_ketzer wrote: »
    That was not a puzzle. That was pure trial and error and one of the worst puzzles they ever made.

    You never read the scroll or whatever it was did you?
  • edited November 2010
    Falanca wrote: »
    Trial and error? In my adventure game? Oh that is SINFUL. Trial and error is only used in, like, ALL adventure games. Not all the times the puzzle in question WAS trial and error based, of course, but I fail to see how it's different from using a seemingly irrelevant inventory item on some other random foreground thingamabob and see that it actually works.

    Heh.
  • edited November 2010
    and by "one of the worst puzzles they ever made" you mean "a completely logical and straightforward if slightly tedious puzzle," then yes.

    No I meant worst piece of crap puzzle I ever had to solve in a game after 2001.
    PainDealer wrote: »
    You never read the scroll or whatever it was did you?
    I did.
  • edited November 2010
    der_ketzer wrote: »
    No I meant worst piece of crap puzzle I ever had to solve in a game after 2001.

    I did.

    So what was the problem? Why did you have to solve it through trial-and-error?
  • edited November 2010
    Probably Jurassic Park.

    Apparently that might not even be as much an "adventure game" as we know them to do...
  • edited November 2010
    So what was the problem? Why did you have to solve it through trial-and-error?

    because a) I had no fun after the second try until I solved it
    b) I fealt it was a very very very cheap way to stretch the playtime. They should do 20 of those in one episode and it will be 10 hours long.
  • edited November 2010
    At some point they might change something on their own because it even gets boring to them but until this happens they'll probably continue as long as it sells. A majority of adventure gamers not buying the next season changes things a lot faster than complaining on the forum for years.
  • edited November 2010
    Probably not. They've been going towards easier and easier with Tales and Devil's Playhouse, and they seem to say they want to do more of the same. And well, it seems to have been working for them so I doubt they have a reason to change their plans.
  • edited November 2010
    der_ketzer wrote: »
    That was not a puzzle. That was pure trial and error and one of the worst puzzles they ever made.

    Nope, it was a good puzzle, one of the best in the entire season. Three options per dial is really not too much in terms of trial-and-error, and figuring out which dial affects what was a hoot, especially since that particular sequence definitely held most laugh-out-loud moments in the entire episode. In fact, I figured out the solution fairly early on but I tested out all the wrong options on purpose, just to torture poor Sam a bit more and see other reactions from him.

    I guess that other people enjoy their obvious puzzles (Satan left his microphone, ooh, and the camera even zoomed on it, oh, and gee, one of the three items I have in my inventory is kinda microphone shaped and it was spelled out to me three seconds ago that giant Max is attracted to it... hmmm.. what oh what should I do?) but personally I prefer stopping, gathering my thoughts and figuring stuff out instead of simply playing on auto-pilot.
    Define "hard." Do you want the same stuff Telltale has always been doing with the difficulty ramped up, or a more Sierra-style game where everything kills you or, even worse, puts you in an unwinnable situation?

    I told that in my first post. Something on the level of Chapter 2 in MI2, which took me the course of the week to solve. In those times it was not unheard of to be stuck on the game for hours, if not days, so it's kinda funny that today with the Internet and hints/solutions only a click away we have games that are laughably easy compared to the old ones.

    I know that todays gamers are a bit more casual and usually find difficult puzzles borderline insulting, but I thought it would be nice if at least one product from Telltale line was geared towards us old-schoolers who do not mind getting stumped and frustrated over a game and enjoy a fair challenge.



    Edit: Oh, btw, I always thought Sierras adventures were crap. I didn't really mind the killing (I learned quite early that with Sierra there's no such thing as keeping too many saved games), but realizing in Chapter 7 that you cannot progress since you forgot to pick up something in Chapter 2 or chose the wrong dialogue option in Chapter 4 was inexcusable. There is a difference between "challenging" and "sloppily designed and completely unfair", something which Sierra never learned..
  • edited November 2010
    The most memorable puzzle (not that it was hard but very enjoyful) of a TTG game i do remember was doing the monkey business in De Singe's lab. Contrary to many many many other puzzles this one was more unique and interesting.
  • edited November 2010
    The puzzles I love the most in an adventure game would probably be the ones where you spent hours finding the answer even though it's pretty obvious.

    (After 3 hours of trying everything on everything, I finally picked up the Idol)

    Those moments are usually the best ones.
  • edited November 2010
    I think Morgan Leflay was "hard" enough for you...
  • edited November 2010
    doodo! wrote: »
    I think Morgan Leflay was "hard" enough for you...

    She wasn't, you were.
  • edited November 2010
    tredlow wrote: »
    The puzzles I love the most in an adventure game would probably be the ones where you spent hours finding the answer even though it's pretty obvious.

    (After 3 hours of trying everything on everything, I finally picked up the Idol)

    Those moments are usually the best ones.

    Different strokes. I *hate* getting stuck for hours in an adventure game, because it's not like you have alternatives to pass the time in-game (random battles, mini-games, character customization, etc)--you just pass the same scenery and hear the same damn dialogue and music loop ad nauseum.
  • edited November 2010
    Tromeritus wrote: »
    Different strokes. I *hate* getting stuck for hours in an adventure game, because it's not like you have alternatives to pass the time in-game (random battles, mini-games, character customization, etc)--you just pass the same scenery and hear the same damn dialogue and music loop ad nauseum.

    Well I guess the point is you shouldn't really need the alternatives since the adventure game is there to engage your brain and challenge you. If you need "alternatives", why not turn the game off and play some flash games instead?

    One thing I do not understand is why gamers of today get so easily frustrated, so each and every game has to be designed in such a way not to accidentally anger or bore the player too much. OMG, the player didn't progress further in the last two minutes, quick, throw a hint his way or entertain him with a joke or a mini-game! Phew, that was a close one...

    People have often said that adventure genre has to evolve, but look what this "evolution" brought us - exponential rise of so-called "hidden object games" which are nothing else then "adventure games for dummies". I know there are people who find those dry brainless "find all items from this list in this poorly rendered location" chores relaxing and perhaps even fun, but all I see in those games is cookie-cutter soulless bastardizations of something that was once a really good genre.

    Telltale so far hit a nice middle ground - their products resemble old-school adventure gamers very closely while still catering for todays "spoiled" casual and semi-casual audience (which is basically why in spite of existence of internet they do not only include an in-game hint system, they default it to the nearly maxed out setting). And they do a damn well job, it must be said. Still, I think it's kinda tiresome that in 2 hours gameplay you get 1h45min worth of dialogue and 15 minutes-worth of puzzles, most of which are so obvious even with the hint system turned off completely.

    I'm not saying Telltale should suddenly switch gears and go old-school. They found their niche and they should stick with it. I'm only asking if it's possible that they consider creating one product/game that will try to cater to people who want something more challenging then an interactive cartoon with an occasional puzzle. I know BTTF won't be it (I am looking forward to it very much, but if anything it will be even lighter then current games since the franchise itself will draw new crowd of customers who would also probably prefer a "casual" approach), and Jurassic Park smells more of something action/adventury then anything else. I hoped that Puzzle Agent will turn out to be a throwback to the good old days of actual challenge, yet it turned out to be an interactive puzzle book (which I actually rather enjoyed, btw, even though the puzzles could hardly be more repetitive).

    So.. Telltale.. at least one game which wouldn't be babysitting us through it the entire time? Please?
  • *snip*

    This.
  • edited November 2010
    taumel wrote: »
    The most memorable puzzle (not that it was hard but very enjoyful) of a TTG game i do remember was doing the monkey business in De Singe's lab. Contrary to many many many other puzzles this one was more unique and interesting.

    I agree with you there. That's the one puzzle that I thought of the most after finishing 'Launch of the Screaming Narwhal' for the first time. It was probably because Telltale threw a few different gameplay elements in there for that puzzle. It was like having a completely different interface.

    This brings me to my next point. Half of the reason why Telltale's games are easier than regular adventure games is due to the one-click interface. There's no different commands - it's simply 'click item' and the game does the rest for you. Usually, the only thing that mixes things up a bit are the aforementioned Desinge's Lab puzzle, as well as other obscure puzzles (face-off in 'Lair of the Leviathan' springs to mind), but any of the regular puzzles are just far too easy to solve. Heck, sometimes you can solve them accidentally. I'm not suggesting Telltale go back to the verb system, but something like the condensed 'coin interface' seen in Curse would do just fine.
  • edited November 2010
    Well I guess the point is you shouldn't really need the alternatives since the adventure game is there to engage your brain and challenge you. If you need "alternatives", why not turn the game off and play some flash games instead?

    One thing I do not understand is why gamers of today get so easily frustrated, so each and every game has to be designed in such a way not to accidentally anger or bore the player too much. OMG, the player didn't progress further in the last two minutes, quick, throw a hint his way or entertain him with a joke or a mini-game! Phew, that was a close one...

    Since the boards have been acting up, I'll have to give the shorter, less rude version of my response:

    I'm saying that adventure games can easily get repetitive, and not including obscure/convoluted puzzles helps the devs ensure that everyone gets to see the story they worked so hard on to the end.

    Furthermore, please do not make assumptions about my gameplay habits. I enjoy playing on harder settings as well; that doesn't mean I want everyone else to be inundated by difficulty/vague design. Devs should let the player feel smart for solving a puzzle, not lucky (or stupid, on the other hand, by having blatantly obvious & simple solutions). For the most part, TTG's struck a good balance.
  • edited November 2010
    I don't like the constant implication that older adventure games were harder based mainly because of luck based or convoluted puzzles.
  • ShauntronShauntron Telltale Alumni
    edited November 2010
    It would be refreshing to go to sleep with a headache because I'm irreversibly stuck, instead of munching on beer & pretzels while I storm through yet another episode... :)

    You may have just answered your own question here.
  • edited November 2010
    I am...disappointed, in the kind of response this thread has been getting. The kind where people not only say that, yeah, Telltale's at a right spot when it comes to difficulty(they really aren't, as of late), but that difficulty itself is a terrible thing for games as a whole.

    I want to stress that videogames are an interactive medium. As a whole, they are meant to be experienced in a way that movies, books, and other passive media are not. When you start to feel like you're experiencing a narrative more than you're going through a gameplay experience, the game developers have DIRECTLY insulted you. They have spit on your face. They have farted in your general vicinity. You know why? Because the logic is that YOU ARE TOO DUMB to solve that puzzle. YOU ARE TOO DUMB play the game without hints. YOU ARE TOO DUMB to know that when you put hints to 0, you actually want characters to stop and say out loud "HEY MAYBE I SHOULD GO TO X, IT MIGHT HAVE SOMETHING TO DO WITH THIS Y IN MY POCKET". They are insulting YOU in a very direct, pointed, and derogatory way.

    I found, when I was playing The Devil's Playhouse....I felt like I was playing against an older brother that had been instructed to let me win. The victory, the whole experience, is hollow. When you have one room, one item in your inventory, and a cutscene that clearly says "USE THIS WITH THAT", I wonder why they even had me do that at all. That's not interaction: that's tedium. When puzzle solutions are obvious before you're even told about the puzzle itself? That's just slap in the face.

    Chuck Jordan, of Telltale fame, made an excellent blog entry lately that I'm going to quote here(emphasis in bold is mine):
    Fable 2 had tons of in-jokes and meta-humor, which Fable 3 makes painfully explicit. John Cleese’s commentary is pretty amusing, albeit repetitious, but apart from that, all the character is loaded into one quest. Your character gets recruited by a gang of village nerds to act out a Dungeons & Dragons-type campaign they’ve organized. Throughout, the game developers make self-deprecating comments that just make everything worse. They comment that nobody reads item text, when the item text was one of the best things in Fable 2. They point out that players don’t like having to solve puzzles, drawing attention to the fact that there is absolutely nothing in the entirety of Fable 3 which requires the player to make any sort of deduction, strategizing, or any thought whatsoever. I’m as big a fan of self-referential and self-deprecating humor as anyone, but only when there’s at least some token attempt to fix the problem you’re making fun of.

    Seriously, guys, this kind of thing has to stop. Over the past year or so, I’ve been getting a little softer on my hard-line Videogames Treat us Like Idiots stance. After all, there’s two sides to the argument, right? Nobody likes to be frustrated. Games are so time-consuming as it is, why artificially drag it out for some mythical dollar-to-playtime ratio? It’s not as if solving arbitrary puzzles from some game designer is genuinely productive. Isn’t there value in pure interactive storytelling, without feeling the need to stretch it out with stupid puzzles?

    After playing Fable 3, though, I realized that’s bunk. Game developers — myself included — are chasing after some imaginary mainstream audience by repeating the worst mistakes of the television industry. They’re going after the Lowest Common Denominator. That’d be bad enough if they were good at it, but they’re terrible at accurately estimating the audience’s intelligence. It’s always done in the name of looking out for the player — removing confusion, not being so obtuse, not weighing a game down with stuff that people aren’t interested in. But it’s ultimately insulting, and it’s bad for games. I’ve always been able to justify my hobby as not being a complete waste of time, but lately I spend hours on a game and then realize I’ve done nothing but spend the whole time blindly mashing buttons like a monkey.

    I could always count on games like the Civilization series to put me in my place, but with Civ 5 it’s just annoying how little resistance there is. The last game that made me feel like I was having to think at all was Limbo.

    So: let’s all cut it out with the dumbed-down games, folks. And stop making excuses to justify it. There’s just too much potential to keep wasting it.
  • edited November 2010
    I agree with Rather Dashing absolutely. Devil's Playhouse in particular was so bad with that that partway through my first time trying out 305 I just went "well, I'm bored", closed the game and never finished it. And since then, every time I think "I should go back to it and finish it some day", it feels like a chore more than anything else, so I doubt I ever will.

    I thought Chuck's blog about it was brilliant, although I regret he got his epiphany after leaving Telltale.
  • edited November 2010
    Gut feelings...

    I never thought that TTG made the best adventures but i honestly thought&hoped that they were the rescue considering the people behind inthe beginning and that the first games from them delivered that technical brilliance i missed in many other adventures which were made after the golden era.

    Their poker game had some nice humor and showed the potential, Bone was something i didn't get those days but which i appreciated much more afterwards and then *boom* there was another Sam&Max again. Now whilst i never was the biggest Sam&Max fan. The first season was packed with attributes i missed in adventures for so many years. It had a decent flow, it was technically very well done (at least on my PC), it wasn't too short. Sometimes it was a bit weird as well, annoying Soda Poppers, no inventory combinations, way to brave Sam&Max conversations and mostly not this challenging riddles and boring conversations but i still loved it for the potential TTG showed and a) hell it was point&click and b) we knew that they couldn't make it too hard for the first round.

    It simply felt like a solid and not cheap done adventure experience again. How i hated getting the games later than on GameTap those days but nevertheless i loved TTG for doing these kind of games again and was looking into a bright, niche or not, adventure games future. The forum also was a comfy place, Emily (tell her, i miss her) was still at TTG and dunno whilst obviously everything wasn't perfect those days as well, it felt just awesome.

    But then through all those years something went wrong.

    On the bright side they enhanced their marketing, they enhanced the technical aspects of the engine and ported the games to many new platforms (some worked better than others), they enlarged their distribution channels and they overall seem to do well and grew pretty fast but thy didn't enhance on the aspects i do really care about, there TTG stagnated and due to the reiterations it felt getting worse.

    They killed point&click and tried to sell it to us for some stupid reasons. I remember quite some arrogant and technical wrong statements from them to this one. So far they haven't delivered the promised Mac ports for the older games. Whilst the graphics improved, music sometimes was the same, sometimes it got worse, the conversations depending on the episode, got better but still not on a level you would really care about. They for sure dared more with Sam&Max but many of the characters, feel so one dimensional.

    TTG often operates on a black white level on teenager niveau. No shades of gray, decisions you might regret afterwards, characters you really care about, situations which trigger emotions you have deep inside of yourself, a really interesting story, complex unique and interesting riddles, inventory combinations, no improvements here.

    Yes, Sam&Max 3 had a grain filter which your couldn't turn off but still the same boring uninspired situations you were used to from the games before, talk to boring i-don't-care-about-characters, do things for three times to get item X, … wow, what a disappointment! Although to be fair the psychic powers were a really good idea but they were only used in an interesting way in a few situations.

    Hey, what does TTG stand for? TellTaleGames.

    What about the story telling part? If the aspects like the story, like more unique riddles and more complex emotions would have evolved the same way like they have enlarged their platforms, then we would be in a adventures gamers heaven or hell, depending on your personal preferences.

    I'm also very disappointed that we still don't get translations on a regular basis. How do you tell stories best? In some esperanto or in your local language you feel a lot more connected to?!

    Really, typing these lines kind of upsets me considering all the stupid conversations i spent my time on the forum, talking about such basic obvious stuff. Therefore i'll also stop here. If TTG isn't a company which is after the masses and the short money and instead wants to deliver quality content for adventure gamers they have to change quite some aspects.

    Enhance on aspects which are important for telling a story and playing an adventure games and whilst i'm at it i also would welcome point&click for computer platforms as well as translations of the subtitles. Care about the riddle designs, the story and the characters.

    Otherwise i'm out of buying TTG games. I already went from, i couldn't wait for the release date to i don't care if i finish episodes i already bought anymore. And just to make this one sure, this isn't my fault, because inside of me there still is this chaotic curious child which loves very good games. But for continuing pumping out mediocre games, i'm sorry, i have better things to do with my time.

    TTG should have stayed a smaller company, concentrating on quality adventure games for adventure gamers, also inventing unique content on their own. At least they also should have such products in their protfolio. I wouldn't mind paying double the price for a game i really like, instead of getting crap for a cheaper price.
  • edited November 2010
    http://tvtropes.org/pmwiki/pmwiki.php/Main/BrokenBase

    I think it's sad if we've hit this point. Can't we all get along?
  • edited November 2010
    Wait, so you're implying that the adventure game community has never ever been broken prior?
  • edited November 2010
    I thought that was sort of a given honestly.
  • edited November 2010
    Giant Tope wrote: »
    Wait, so you're implying that the adventure game community has never ever been broken prior?

    Certainly not. I'm talking about TTG fans in particular.
  • edited November 2010
    ...You haven't been here a whole long time have you? Also, I don't really get the issue of having a somewhat divided base. If a community was a hivemind, that wouldn't exactly be interesting, now would it?
  • edited November 2010
    I dunno, the posts about The Devil's Playhouse can get pretty vitriolic and you have some citing BttF as their jumping off point if it's not the direction they want. Looks less like friendly disagreements, imo. Anyways, my point is fairly moot (& slightly off-topic), so pay it no mind.
  • edited November 2010
    The entire "let's dumb down games so casuals can have fun" is a giant piece of crap. Who says that there are more casuals than hardcores? If you haven't counted, I believe only one person has said that they would rather have an easy game than a hard one. Besides, what would get you more customers: casual gamers who will more likely only buy the franchise they are interested in or hardcores who will buy almost every game you have as long as the games have some tricky puzzles in them. Since Back to the Future: The Interactive Movie has already pretty much confirmed to be easy, the game after Jurassic Park better be harder or else I may leave Telltale.
  • edited November 2010
    I guess I'll toss my two cents worth into the pond here.

    Challenging games are well and good, but I think there's a fine line between being challenging in a way that engages a player and being challenging in a 'Guide Dang It' sort of way, to take a term from TVTropes. The former is the type of challenge one really wants in a game, at least in my perspective. You want to be engaged in the experience, and there's definitely a certain satisfaction which comes with solving a puzzle for the first time with no help.

    When a game is hard for the sake of being hard, that removes me personally from the experience. I want to be challenged, not forced to have to go look up the solution to your puzzle on GameFAQs or need to have my laptop available at all times so I know specifically what I need to do because your game functions on moon logic. This is the reason that I have so little experience with the Sierra adventure games, the ones that I have played I enjoyed the stories to, but I ended solving 90% the puzzles by just using everything on everything else.

    My experience with TTGs has been mainly through Tales of Monkey Island and playing a friend's copy of the Sam & Max seasons (Minus 304 and 305) and while they may have tended towards the easy side of the spectrum at points, I found most of the puzzles were inventive and figuring out the solutions came pretty naturally if you were paying attention. So I don't really have a problem with TTG current difficulty. I can understand how some would want more difficulty and I wouldn't mind it kicked up a bit, but I really would hate to see the games become hard simply for the sake of being hard. Being tricky and inventive is one thing, being teeth-grindingly hard is another.
  • edited November 2010
    It's a good thing that they have a hint level thing. I think the problem is when even with hints on zero you keep getting them. It's a problem that can range between feelings like you were robbed of the experience to try and figure it out for yourself (when the solution is given to you before the puzzle, which happens in some cases, or when the puzzle is introduced not by presenting the puzzle, but by presenting the hint/solution) to feelings of feeling patronised ("a door just appeared! Maybe we should try and go see what's on the other side! Remember doors open by turning the doorknob.")

    I wouldn't have much problem with hints going as far as giving you the actual solution if you ask for it if there was also a way to remove them entirely. The games offer a range of hint options, it's annoying that among these, "no hints" actually means "more hints than I want or need".
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