New Controll system is as Bad as in Grim Fandango

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Comments

  • edited July 2009
    you jar jar binks you
  • edited July 2009
    Unfortunately that cursor is still constrained to screenspace. To be a true 3D worldspace cursor, you would need to be able to move it beyond the screenspace limits. This would let you (for example) click on ground that was not visible in screenspace.

    hmm....perhaps memory serves me wrong then. I was pretty sure you could interact with things not visible in the screenspace. But since you do know how to do it properly, I think the excuses are running thin.....:D
  • edited July 2009
    Man with this thread the forum has reached a new low :-(
    sorry to say that I feel sorry for the Telltale guys they did an outstanding job with this game and all they get is bitching from as it seems people who have yet to grow up.

    People get a life this is a game an excellent one, your life does not depend on it, those guys have been working hard and probably with a load of overtime to get the game out to you, be a little bit more thankful and if not, then do it better :-)
  • edited July 2009
    thatdude98 wrote: »
    You're a joke. MONKEY ISLAND HAS NOT BEEN AROUND FOR NINE YEARS. NINE YEARS!!!!!!!!! AND NOW, WHEN IT FINALLY COMES BACK, ALL YOU SUPPOSEDLY "devoted fans" CAN DO IS COMPLAIN ABOUT IT! I'm with the side of the forums that actually cares about the game, which is a great side to be on! Telltale is a great company. They took MI and revived it, bigger and better than before. SO WHAT IF THE CONTROLS ARE A LITTLE WONKY?!!!!! WHO CARES IF IT'S EPISODIC?!!!

    So let me get this straight...the people who actually want it to be better and live up to the Monkey Island name instead of just taking it because it's Monkey Island...are the ones who don't care about the franchise?

    The logic is weak in this one.
  • edited July 2009
    aaaah

    don't get me wrong, i luved the game, the controls worked fine with me, i laughed the whole time, i'm really happy with the game

    i'm just saying that these people have the right to complain and some of these arguments are really lame
  • [TTG] Yare[TTG] Yare Telltale Alumni
    edited July 2009
    crkpt1 wrote: »
    hmm....perhaps memory serves me wrong then. I was pretty sure you could interact with things not visible in the screenspace. But since you do know how to do it properly, I think the excuses are running thin.....:D

    I'd like to try a cursor that could move beyond screenspace at some point, but I think I'd have trouble getting other people on board with it and finding time to work out all the kinks.

    Also we generally don't change/add control methods mid-season.
  • edited July 2009
    werpu wrote: »
    Man with this thread the forum has reached a new low :-(
    sorry to say that I feel sorry for the Telltale guys they did an outstanding job with this game and all they get is bitching from as it seems people who have yet to grow up.

    People get a life this is a game an excellent one, your life does not depend on it, those guys have been working hard and probably with a load of overtime to get the game out to you, be a little bit more thankful and if not, then do it better :-)


    i loved everything about the game, and the controls seemed fine to me...

    i just really don't believe THIS is a good argument
  • edited July 2009
    pantagruel wrote: »
    aaaah

    don't get me wrong, i luved the game, the controls worked fine with me, i laughed the whole time, i'm really happy with the game

    i'm just saying that these people have the right to complain and some of these arguments are really lame

    There is a difference between right to complain (The telltale guys are listening they have been overhauling the control scheme last minute thanks to the criticism in the W&G forums), and outright insulting those overworked "poor" fellows who probably really deserve some rest by now and some thanks!

    It is a manner of behaving like a grown up or a 6 year old wanting his toy!
  • edited July 2009
    [TTG] Yare wrote: »
    I'd like to try a cursor that could move beyond screenspace at some point, but I think I'd have trouble getting other people on board with it and finding time to work out all the kinks.

    Also we generally don't change/add control methods mid-season.

    which is fair enough, such a move would be even worse than a dodgy control scheme. Since this is a hostile and cruel world, youll just have to put up with being shot down with flack untill the proper solution has been installed!
  • edited July 2009
    aaaaaah

    the maturity arg is also lame...it depends on who defines "behaving like a grown up"

    these people hardly ever complained about the game itselsf, only about the controls...

    they don't have to patronize the telltale guys

    this is comming from people who loved the game
  • edited July 2009
    crkpt1 wrote: »
    which is fair enough, such a move would be even worse than a dodgy control scheme. Since this is a hostile and cruel world, youll just have to put up with being shot down with flack untill the proper solution has been installed!

    Ugh I think the forum just got its first troll... well not the first one but definitely the most aggressive one :-)
  • edited July 2009
    pantagruel wrote: »
    aaaaaah

    the maturity arg is also lame...it depends on who defines "behaving like a grown up"

    these people hardly ever complained about the game itselsf, only about the controls...

    they don't have to patronize the telltale guys

    this is comming from people who loved the game

    There is a difference between criticism and outright hostility!
    And what I could read especially in the last few pages was not criticism anymore but hostile behavior, in a way usually you can find in the ages from 3-5!
    Criticism = bring something to attention without insulting anyone
    Hostility = insult the programmers and insist on your point being right and not even discuss on a sane level

    huge difference :-)
  • edited July 2009
    werpu wrote: »
    Ugh I think the forum just got its first troll... well not the first one but definitely the most aggressive one :-)

    And he's finding himself well-fed in this thread.
  • edited July 2009
    ok

    so according to your terms they were hostile...

    thanks for the heads up...

    hope they can learn, the heartless bastards

    BACK TO THE CONTROLS!
  • edited July 2009
    If you actually think the controls in this game are anywhere on the level of Grim Fandango or Escape from Monkey Island then you really need to go back and play those games. The controls in this game are leaps and bounds ahead of those games.
  • edited July 2009
    This thread has really surprised me. Of course, I've gotten used to the controls and they do work fine, but I'm surprised at people that love the controls. I have to say that so far my favorite controls have still been the Sam and Max games. I was really impressed how Telltale update the genre and kept the control scheme feeling good. I understand the cinematic perspective argument, but I think there are definitely still ways to make a point and click system work. But since everybody loves the new control system so much, looks like I will have to learn to deal with what I have. Hopefully the Monkey Island 1 remake still has class style controls.
  • edited July 2009
    Someone please lock this thread, they've started arguing about an argument!
  • edited July 2009
    Cent wrote: »
    This thread has really surprised me. Of course, I've gotten used to the controls and they do work fine, but I'm surprised at people that love the controls. I have to say that so far my favorite controls have still been the Sam and Max games. I was really impressed how Telltale update the genre and kept the control scheme feeling good. I understand the cinematic perspective argument, but I think there are definitely still ways to make a point and click system work. But since everybody loves the new control system so much, looks like I will have to learn to deal with what I have. Hopefully the Monkey Island 1 remake still has class style controls.

    i also prefer th s&m controls, but i have to say that the WASD mode didn't bother so much

    or the hula hoop
  • edited July 2009
    I'm really enjoying this game, and I'm dealing with the controls just fine, but I'm going to say my piece and leave it at that.

    You've stated your reasons for why these decisions were made, but what's bugging me is that you seem to be insinuating that it was the right decision and there's no possible way that all of these frustrated fans have a point.

    The fact of the matter is... if people are playing the game and finding it frustrating... then it IS frustrating.

    Form over function.

    Just because your art director, creative director or whoever thinks something is cool, that doesn't mean it does justice to the game. The camera angles look great, there's no denying that, however they've come at the cost of playability which is really what the focus should be on at all times.

    These games are about sitting back, contemplating what you're seeing, and thinking about the puzzles. Navigating around obstacles has nothing to do with the gameplay here, and adding this type of mechanic adds nothing to the game other than distracting the player from the core gameplay.

    "Direct control has proven a satisfactory control scheme for thousands of games and millions of gamers, so that's what we went with."

    How many point and click adventures has this control scheme worked for? Those thousands of games are platformer, fps, and other game types where movement of character is a basic part of the gameplay. Watching Guybrush walk from one place to another just serves to make him seem alive and in the world. There are no traps to avoid or enemies to kill. I don't need to do anything other than tell him where to go with a simple click. It's a simple task that I don't need or want to think about. I have puzzles and hilarious dialog to get to! (How many people sat and watched Guybrush walk slowly around the island maps of the old games without double-clicking to make him go faster?)

    I think you guys did a great job with the game, but denying that these issues exist just means that they'll never be addressed. We can't improve ourselves without admitting that there are things to improve, and I hope we can all (fans and devs alike) agree that nothing is ever perfect.
  • edited July 2009
    The controls in ToMI are far better than in Grim Fandango & EMI. The main reason I believe this is the case is the dynamic camera. Having direct control of a protagonist when using static cameras can be very confusing and annoying.

    For instance, in EMI, when walking along the main street of Melee Town (the dock) towards the SCUMM Bar when you get to a certain point near Carla & Otis the camera cuts to a close up of them but it was often that Guybrush wasn't near enough to be in the shot and so I had only a vague idea where the main character I was supposed to be controlling is.

    And in Grim I found it very hard to tell if Manny was looking at an item or not when he's far away from the camera, at the back of the scene. Very annoying in an otherwise brilliant game.
  • edited July 2009
    I'm really enjoying this game, and I'm dealing with the controls just fine, but I'm going to say my piece and leave it at that.

    You've stated your reasons for why these decisions were made, but what's bugging me is that you seem to be insinuating that it was the right decision and there's no possible way that all of these frustrated fans have a point.

    The fact of the matter is... if people are playing the game and finding it frustrating... then it IS frustrating.

    Form over function.

    Just because your art director, creative director or whoever thinks something is cool, that doesn't mean it does justice to the game. The camera angles look great, there's no denying that, however they've come at the cost of playability which is really what the focus should be on at all times.

    These games are about sitting back, contemplating what you're seeing, and thinking about the puzzles. Navigating around obstacles has nothing to do with the gameplay here, and adding this type of mechanic adds nothing to the game other than distracting the player from the core gameplay.

    "Direct control has proven a satisfactory control scheme for thousands of games and millions of gamers, so that's what we went with."

    How many point and click adventures has this control scheme worked for? Those thousands of games are platformer, fps, and other game types where movement of character is a basic part of the gameplay. Watching Guybrush walk from one place to another just serves to make him seem alive and in the world. There are no traps to avoid or enemies to kill. I don't need to do anything other than tell him where to go with a simple click. It's a simple task that I don't need or want to think about. I have puzzles and hilarious dialog to get to! (How many people sat and watched Guybrush walk slowly around the island maps of the old games without double-clicking to make him go faster?)

    I think you guys did a great job with the game, but denying that these issues exist just means that they'll never be addressed. We can't improve ourselves without admitting that there are things to improve, and I hope we can all (fans and devs alike) agree that nothing is ever perfect.

    couldn't agree more
  • edited July 2009
    I thought the controls were really good. I love the wasd keys to move and shift to run. :D
  • JakeJake Telltale Alumni
    edited July 2009
    Hey guys thanks for all your feedback. We have read everything everyone's said and will be taking it under consideration. I'm closing this thread now because it got a little ugly but thank you very much for expressing your concerns about the controls!
This discussion has been closed.