The Grumpy Gamer Speaks
Ron Gilbert, well-known for his work during the golden age of LucasArts adventure games, is also well known as The Grumpy Gamer. Gamasutra has up an interview with Gilbert, discussing his career in the post-Threepwood period of his life. From the article: "It's actually kind of frightening, you know. You sit down with a publisher and the minute you mention anything like an adventure game or something story-based or adventure-game-like in any way, the meeting's basically over. So the publishers do have a huge resistance to this. And I think a lot of it is that they cannot point to anything like this that is successful in the market today. So it's very difficult for them to put anything behind it. It's a very difficult process."
games today are lacking in story and adventure when compared to games of old. Sure they look great, but they lack that compelling factor.
Lose: misplace or fail || Loose: not bound together
I love hearing from the experts how we all suck for even DARING to like Grand Theft Auto.
Give it up already. We told you what we like, now learn - or please - go away.
Adventure games are what got me hooked to on games to begin with. Zork is the first that comes to mind and that led me to delve into the MUD communities. Story lines are a big thing for me and if the game has a very crappy story line, the game just doesn't do it for me. Of course if the gameplay blows, then that won't do it for me either. Adventure games are however not nearly as productive as say shooters are MMO's. Companies realize this as do the consumers....
Maybe you should try shopping your game around to some of the self funded developers instead of the publishing houses.
Like id, 3DRealms, or Epic.
The grumpy gamer ended his interview by shaking his fist and yelling "You damn kids! Get of my LAN!!"
Some of the best gaming moments I ever had were from the Monkey Island/Sam and Max/Day of the Tentacle days. Never played them but from what I know Full Throttle and Grim fandango did extremely well critically too - I should also include Psychonauts here too, a game which I have absolutely caned recently?. For contrast I have had many other great gaming moments RE4, Bubble Bobble, Gradius etc.. You know what I'm trying to say. Fuck the publishers they really ought to look further than the balance sheet if they want their (read:our) industry to survive past PacManBisexual.
Rpg are what drove me to gaming, i'm not to keen on the old advanture game model, the text base game, the mud, they all seem like to much work, go east, look inside the chest... etc. Now rpg good old japanese rpg with the bad translation, and the combat system... that is the life. i still play ff4 once a year or so. just to rename tellah diner....XD Still it seem a shame that all the games nowadays are cutting back on the story writing to make better graphic. I still remember systemshock i know how a fps could have a good story while atomising bad guys. Now tell me why with most games todays you could sumerise the story in five line including all the plot twist?
I have to say that's really why I was dissapointed in HalfLife2... the story simply didn't do it for me.
HL was a journey. You started off with nothing and the character learned along the way... the bad guys changed and the demands on the player's abilities grew as well (this isn't a book it's a game. I want to learn stuff, even if it's how to take out the giant gorilla thing with the buzzy bee gun). By the end of the game I felt I'd done something.
HL2 looked way cooler but really, where was the story? It was hit and run, shoot everything and then, THEN, just as you get to the big Boss fight at the end... we get the Matrix effect and you're away with the fairies. There was no upgrading of the bad guys along the way, no new skills (notice how the boat and the dune buggy handled the same way? Learn it once, use it again and again) and OK, I enjoyed sending the sand lions in to fight on my behalf but really, that was the high point.
I'm not talking about the look (which was excellent) or the "feel" of the game (which I enjoyed) but the story line itself.
I am a leaf on the wind
to wondering why a publisher won't fund his game even though it'd probably be reasonable profitable. The answers obvious: games are so big right now, being a publisher's like a license to print money. Why waste even a few moments of time on a game that'd net you 1 million when there're others that'll get you 10 times that. Worse, no smart industry wants to risk fragmenting their market into niches if they can avoid it. That's why they music industry pumps out the same crap over and over again. That's what killed Working Designs, and it'll kill anything this guy tries to do with a major publisher, sooner or later.
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But it does suck. Badly. I feel like more people bought it to be "controvertial" instead of to have fun. But what the hell do I know? I thought it was incredibly stupid the second I heard what it was...
Yes, the adventure genre had its golden hour back in the Sam and Max/Monkey Island days, but there are still companies that are dedicated to the genre. For example, I can't wait for the guys at TellTale to release their first Sam and Max episode. (This is the company that was formed by those who were on the Sam and Max sequel team when LucasArts idiotically abandoned their Sam and Max development when it was estimated to be 90% finished.)
You're not going to make a successful adventure game for $10 million. But you can certainly make successful one for one or $2 million.
This really sums up the problem with the current video game industry. The big wigs apparently have this ridiculous attitude that spending more will mean earning more, but only with certain genres. Otherwise, it's just not worth it because they apparently believe that they "have" to spend big bucks. Look at how many licenses are purchased every year, particularly from sports organizations. You can't tell me that in all circumstances changing the offical logos, changing the names of the players, getting very talented voice actors who sound like the real announcers but cost 1/10th a much, but keeping the exact same game play suddenly means death for the game. People want games that they can play and enjoy. Changing a name from NFL to "Pro-Football" thereby saving who knows how many millions in licensing costs might turn a few narrow-minded morons away, but if the game is really good, people will buy it. History has shown that time and time again. A probably-now-forgotten company originally called "Apogee" comes to mind.
And that brings up another question. Does he really need a publisher? With electronic distributions as popular as they are, the increase in the number of people who have broadband, and the increasing popularity of delivery methods like Steam, does any game company really need a distributor to hold them back from at least an initial release - just enough to get the word spreading about the games that he releases? Again, look at Apgoee and its associated company iD, both of which were very popular from the electronic/shareware release method. No, it won't work with all types of games, but in this world of broadband and the Internet, where we only had dial-up and BBSes, I think that electronic distributin has a much better opportunity for success than ever.
Just my two cents.
The Overrated mod is for reversing inappropriate, positive mods, not for voicing disagreement with a post.
One of the things that made adventure games good back in the day is that if you got stuck on a puzzle, you really had to nut it out. Walkthroughs and hints were not as easy to come by. Much of the gameplay in an adventure game is the solving of the puzzles, if you can easily get help when you get stuck, there isn't that much gameplay in such games. I think this is why games like Psychonauts are the next logical step, they have similar elements but more elements to them than the old adventure games that are purely problem solving.
Blessed are the 1337, for they shall pwn the earth.
Huh? No successful story-based games? What about (off the top of my head) ...
- Baldur's Gate 2
- Planescape: Torment
- Star Wars: KOTOR 1
- Oblivion
- Neverwinter Nights
- Diablo 2
- Day of the Tentacle
Not only do each of these games feature great stories, they are among the top-rated PC games of all time on sites like Metacritic. The raison d'etre for these games are their stories, and all of them were highly successful in stores.
At this point I'd half expect someone to be able to make a game in their freaking basement, and then jump start a studio off just a few thousand digital download sales, with a few thousand in revenue. I mean really, we've got the Gimp, various free audio editing tools, Python is Free/Free. Studio recording equipment is Ass-cheap. What's stopping people?
You sit down with a publisher and the minute you mention anything like an adventure game or something story-based or adventure-game-like in any way, the meeting's basically over.
Your Honor, how do you explain the existence, and subsequence release of the popular Nintendo DS adventure-attourney game, 'Phoenix Wright: Ace Attourney' (Originally a Game Boy Advance game: 'Gyakuten Saiban' roughly 'Comeback Court')
What about Knights of The Old Republic (not 2), Planescape Torment, Baldurs Gate, Fallout, DeusEX (not 2), System Shock, Oblivion just to name few?
I would be a grumpy gamer if the other guys took off without me to play "house" with Snow White.
I can't believe that the slashdot crowd hasnt even mentioned Myst, which is going to make a comeback via GameTap
Why do game companies spend so much time and effort designing very complex game scenarios that are only used for 2 minutes of gameplay? IMHO the focus should change from ultra-complex money sucking graphics to exploring new ways of gameplay and more interactivity with the envirnment. Just check some of the old ZX Spectrum games and how much fun can be pulled out of so little computing power - http://www.worldofspectrum.org/. Keep the graphics, but don't forget it should be entertaing even without them.
And honestly the games suck right now. http://www.wowdetox.com/
To me it sounds a lot like what "Fable" was supposed to be. Where did Molyneux go wrong? Wasn't it theoretically the storytelling?
It's "when".
And the answer is: somewhere around 1999.
Nintendo thinks more people will buy an affordable 480p console than an expensive 720p console. Yo muthafscka Wii!
Why is stretching an image not acceptable? In 2006 we have smarter line art stretching algorithms such as Scale2x/Scale3x and hq2x/hq3x, and we have LCD HDTVs that stretch SDTV to 720p and also stretch 1080i to 720p. Heck, on a 1280-pixel monitor, you can emulate a 640-pixel monitor.
Why is running the game in a window not acceptable? For one thing, it lets the player more easily switch between the game and the online hint book.
Third choice: Vector graphics. Ever heard of Inkscape?
So why did Lucasarts stop with adventures?
To be honest I think this guy might be too blame with his "getting adventures into the mainstream" crap. Now its RPG he tries to bolt ontop of it to create some frankenstein monster, back then it was 3D.
Yes I know some people loved Grim Fandango and the last monkey island but can it be a coincedence that these were also the last adventures? A long line of 2D adventures, a handfull of 3D and bam, the end of the adventure era.
I am not totally against 3D but that one MI game didn't really do anything with 3D just made it a bitch to control. The sleeper hit The Longest Journey also used 3D but in a 2D world so that 99% of the time it behaved just like a old 2D game but with 3D models. Mmm, 3d April in her undies.
Adventures worked when they were adventures. Easily controlled puzzle games that were fun to play. Who here really thought the fighting scenes in Full Throttle were fun? The 3D world in the last monkey island. For that matter any of the mini arcade games that Sierra always tried to squeeze in?
If the adventure is going to make a comeback it is going to be in the form of the old adventure. Just the adventure and nothing but the adventure. If you look at the small successes that is exactly what happened.
Stop listening to game reviewers who laud every game that does something unusual and simply rely on your gaming audience.
This guy says it himself, there is a market for old scumm games but then totally fails to realize what this means by saying he wants to add RPG elements. Hello! There is a market for old scumm games. That is it! The OLD scumm games. So any new game should NOT try to add anything new. If people wanted that they would be playing the new games.
The whole adventure debacle reminds me of the new coke crap. Except that game developers like this guy seem unable to grasp the fact "people upset with new product, lets give them old product back". Instead he keeps coming up with new recipes while the customers just want their old coke back.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
Nintendo DS, this platform already within the last months has had two higly successful adventure game releases one being Phoenix Wright the other one Another Code by Cing. The next one, Hotel Dusk already is in the line, adventure games fit perfectly into the lineup of the machine, which also has a very high emphasis on adult puzzle games like Dr. Kawashis Brain Jogging,and also the stylus is a perfect blend to point and click mechanisms.
I just thought i'd add that i'm a long time adventure gamer, finished off most of the old lucasarts games and sierra classics, and i actually find that phoenix wright on the ds has some of that old magic....it's a bit short, but well worth it.
The Internet, or at least mainstream use of it, killed the Adventure Genre.
When most people didn't have access to the Internet an adventure game could last months, you could be stuck on a puzzle hoping that the next monthly issue of your favourite magazine had some hints, or that your mate down the road managed to figure it out.
These days if somebody gets stuck it's a couple of clicks on Gamefaqs and they have their solution. Most adventure games last a day at most unless they start putting some action based sequences in at which point it's less of an adventure game, and less appealing to those who liked pure adventure games.
When an adventure game lasts one day because the player has found the solution online they'll say that the game was too short, or too easy, even too obvious (despite them looking up the solutions) Once you lose the brain scratching the adventure genre is dead, and the current generation of gamers don't seem to want to have to think.
It's a sad state of affairs because Adventure games are probably my favourite genre but the reasons for their demise seem clear to me.
"Go play any recent Square RPG (well, not the weird SaGa ones) - they're basically 3D adventure games with a battle system thrown in. I'm playing Chrono Cross right now and it's just like playing Grim Fandango, except I get to beat people up more."
I'm sorry, I respect your opinion and all, but I must disagree. RPGs have indeed taken a few elements from adventure games, but not really to the extent where I'm thinking to myself "Hey...who put their adventure game in my RPG?!"
I was alluding earlier to a true balls-to-the-wall adventure game that was an adventure game form the first keystroke in MSWord to the last closed beta bug to the boxed copy on the shelves. A title that just wants to be a pure adventure game all along, not a cross platform, genre splitting hybrid. No combat...no time constraints...no boss battles...no leveling...no dying...no jumping puzzles, etc..
Certainly no super-deformed, gargantuan-eyed, Japanese, insular misconceptions of American pop-culture with absurd story arcs and dialogue written by grade school students on LSD, who fantasize about falling in love while saving the world, hot dogs, and "...", (For some reason they go on about "..." a lot.) all the while being drop-dead serious about it.
Shudder. No thanks. I decided several years ago that I'd had enough and will probably never play another Square RPG again. (Well, except for my old GB titles, perhaps.)
This was a big reason why I gravitated strongly towards the PC in the late eighties and haven't looked back since. Sure I try things out on the console side every once and awhile that I really enjoy (GTA, Fable) but the platform really doesn't speak to me, excite me, inspire me, entertain me, or even motivate me the way computer games do. There are many other reasons as well.
In all honesty, I'm just scared because I'd be lying if I said I didn't see the writing on the wall. Each year that goes by since the PS1 came out in '95 or so, I see PC gamers becoming ever increasingly in the minority. I walk into my local EB and Gamestop and am horrifically hurt and saddened to see the PC games carelessly crammed away in the furthest, back corner of the store, huge, gooey bar-code stickers slapped over 50% of the sides (the only visible portion of the box) of unshrink-wrapped, dog-eared boxes. Contrast this with a local Walden Software 10 years ago that had over half of the store space dedicated to PC games.
Since the arrival of the XBOX, I see many (at one time) die-hard PC companies fold or jump ship to (at best) cross platform, lowest common denominator detritus. I see 1.5 million people splooging over mainstream titles like Halo 2 and wonder "Do that many people not know that Half-Life did it better, smarter, and cooler back in '98? Are there that many people out there in console land who have never played an engrossing (and dare I say "better") FPS before Halo on the PC?"
Maybe I'm just bitter and unyielding - fearing change. Maybe I know all too well what I like and see that it's no longer matching up with the mass market. Either way, I'm pretty upset and I want desperately something to be done about it. I certainly don't know what to do, and even feel that I'm actively trying. Frankly, I'm terrified. The day they stop making engrossing, mature, dark, funny, deep, detailed, immersive, atmospheric, complex PC titles, be them adventure, RPG, action, FPS, is probably the day I stop being a gamer...and that's too horrible for me to even think about.
Do elaborate, I want to understand why.
Peter left Bullfrog Productions to form his own company, Lionhead Studios, at that time.
The real problem with Peter is a fairly simple one. He goes for "Wiz! Bang!" more heavily than he goes for "Once upon a time...."
None of the games he's done have had stories that were deep or complex. The closest he's ever been to that were Fable and Black and White. Both of which were over ambitious games where the story was present and actually tied to the game, but the games themselves did not live up to the hype. Primarily because rather than spending time on things like storyline or ensuring the games had any sort of deep complexity to them, he spent time on making sure your animal knew how to throw poo or you could boast that you would do your next quest naked.
The man has vision, but he lacks the ability to cause it to bear fruit. And when this invariably happens, he attempts to cover up the shortcomings by piling on meaninless eye candy.
From TFA, Gilbert describing what he would want to do with a game: You've got the action, some light combat, you know, Diablo-style combat going on with it, but it is also infused with really good adventure-game-style puzzles and adventure-style sensibilities to the storytelling. So what you can do there is take those puzzles and that storytelling that really appeal to people on a certain level, but you can fuse it with the kind of action and mindless play mixed in.
While I pretty much like what Gilbert says in TFA, here is going completely in the wrong direction. He does not seem to realise that the people who want stories and adventure-style puzzles are turned off by mindless action sequences. Mixing up different styles is a surefire way to make a game fail miserably. Try to please all, and you wll please none.
The reason why most modern adventure games are 3D is not that 3D is fancy. It's that 3D is cheaper than 2D. Creating good 2D characters is incredibly expensive, since you have to draw up to hundreds of consistent frames for each character. 3D is cheaper than 2D.
THIS EVIDENCE ON BATTERY LIFE DIRECTLY CONTRADICTS THE WITNESS TESTIMONY!!!.
(flashing lights - music kicks in)
Hence geminidomino could not have finished the game in two hours!!
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Has no one played Dreamfall: The Longest Journey??? (Note: I did not have time to read prior comments, apologize if this was already mentioned...) I finished that game recently, it came out April of this year, and I was thoroughly impressed. Yes, it's an adventure game...and it was awesome. I'm just sitting here waiting for the sequel...and I find this article. *shakes head* It makes me sad. Adventure games are wonderful.
"Success isn't a result of a spontaneous combustion. You must set yourself on fire." - Arnold H. Glasgow
<Judge> The prosecution has a point...
-OBJECTION!-
<Phoenix> This is mere conjecture, the prosecution has no evidence that the defendent has bought a second hand copy of Phoenix Wright!
<Edgeworth> GYAAHH! *leans on desk*
Nintendo was bad during the NES/SNES/N64 days as far as violence and sex was concerned, but they've learned something. During the PS2/GC days, Sony censored some games, Nintendo didn't. But this is not the issue at hand. The issue is 2D. Sony won't allow most 2D games on their consoles, especially for US releases. Nintendo will.
That's why you have tons of 2D games on the Cube and the DS, but not a whole lot on the PS2 and the PSP. Sony thinks it's bad for business.