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
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.
Don't get me wrong, I play San Andreas just as mush as the next guy. SA looks great, the game play is fun and the controls are easy. And yes, I can pull a lot of social commentary and some story out of it. I also turn SA off and fire up my old consoles and play Chrono Trigger or FF7. Even though these games look like crap by modern standards, I still enjoy them because, either because of the quality of the gameplay or the story. Heck, I even bust out the old Infocom text adventures on occasion.
Lose: misplace or fail || Loose: not bound together
Pointing out that GTA-style games aren't very good at storytelling isn't 'GTA-bashing'. It's obvious to anyone who knows anything about game design. I don't see any comments in the article by Gilbert that remotely qualify as GTA-bashing.
Of course, you probably didn't read the article...
using namespace slashdot;
troll::post();
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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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.
For me, instead of Zork it was Starship Columbus.
Falcon, Carrier Command and then later Fallout (+2,+Tactics) have caused me to invest years of my life and I wouldn't do any of it differently.
LK
"Hi. This is my friend, Jack Shit, and you don't know him." - Lord Kano
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.
Haven't you heard. To respond to an arcticle you just search for well known phrases and then say "This guy sucks because he's bashing <insert keyword here>".
:P
It's irrelevant that what was said is correct - it's the fact that <insert keyword here> was mentioned - which could only mean that <insert keyword here> was being bashed!
Gee, get with the program!
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GTA, all iterations, are pathetically overhyped. They offer the illusion of a 'freeform' world, but always become bogged down in a series of scripted missions that can more or less only go in one particular order. Then, we always get a samey 'story' about some gangster (Or Blaxploitation in San Andreas) and immature drug/sex/violence jokes. There are games that outdo every aspect of GTA, except they don't have to lower themselves to encouraging the player to murder civilians for no reason. Hell, even Fable and Freelancer were better than GTA. They looked a whole lot better too, and the worlds felt like they had been crafted with care.
And honestly the games suck right now. http://www.wowdetox.com/
A GTA player may not be saying... "hmm... I enjoy beating this whore, but when does the entire story climax... what is my character's raison d'etre?" but that doesn't mean they aren't making up a story for what's going on in their heads.
Dude, I think I can see my house from here.
If he had actually said that, you might have a point. But he didn't. What he said was
... which is absolutely true for most games. Most games have crumby stories. That doesn't stop them from being fun, since a lot of people (like you) don't care about a storyline. I like GTA, and I also like games with storylines (of the three GTA 3 games, only San Andreas had a storyline so's you'd notice, but even there it wasn't so much a story as a pretext). In fact, this is exactly the same opinion that he expressed in the interview; obviously you can't be bothered to take any notice of what he actually said:
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.
Nice troll - good to see your score reflects that (MOM SLASHDOT IS INSANE AGAIN). The moron was claiming that GTA didn't have a story line. Uh - lessie - that would be 100% wrong. But then you probably didn't play GTA otherwise you'd know that.
I mean What - The - Fuck - those voice actors were just making dialogue tracks for the porn stars?
Fuck you.
GTA3 - Story about a bank heist double cross and a series of mob bosses that double cross each other plus a media tycoon whose nuts, and the eventual catch up with said bank double cross.
Sounds like a fucking story.
Vice City - Cocaine deal goes bad, you have to track down and infiltrate the guy who did it, pick up a power-hungry parter (or 3) and double cross the origonal family that didn't reward you for going state's evidence.
Sounds like a fucking story.
San Andreas - Bad cops, toss you into the gang wilderness, and you have to build your way up with minor turf wars until you work with regional mob bosses and the governement.
Sounds like a fucking story.
The article - which I read - put out in glowing letters, that the open sandbox nature of the game lent itself for only player driven narritives. This is bullshit. So Mod me down fuckos, or play the goddamn game.
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.
Umm, GTA _DOESN'T_ have a big storyline. That didn't start happening until GTA III.
Furthermore, I'd say that Gilbert is right to say that the imposition of a storyline into the GTA template is done in a rather simplistic manner, as it just crowbars a linear story into the essentially non-linear environment.
"I Know You Are But What Am I?"
Although GTA doesn't do conventional linear storytelling, it does offer a compelling environment (ok, I'll say it -- a sandbox, if you will) for those who want to create their own mental narrative.
Right. So what you're saying is that GTA doesn't tell much of a story at all, but instead encourages people to make up their own story. In other words, GTA doesn't have much in the way of storytelling. A sandbox is not a storybook.
And there's nothing wrong with that. The world has room for both. They serve different purposes and are enjoyed in different ways. Let's all say it together: "GTA is a great game with primitive storytelling."
I simply cannot understand why so many people assume that any statement of the form "X does not have Y" must be a criticism of X. "Thank God Slashdot got rid of the pony theme." "STFU ur gay! Only Slashdot-bashing Digg fagboys would bash Slashdot for not having ponies! It does so have poines anyways!!!1"
One is narritive and one is background. In your world, "plot" must mean wallpaper, "dialogue" must mean sound effects, and "video game" means pong.
The story was driven by "characters" saying "dialogue" over "scenes", with "plots". Oh I'm sorry -that's fucking "setting" to you. A movie has - um - what then?
Play the game or STFU.
I've played many hours of GTA, and it's a great game, but I've had zero emotional response to the "plot".
Whereas "The Dig", the Lucasarts adventure, had me yelling "No!" at the screen because I was so upset by something that happened. Actual emotional involvement. And I'm not being nostalgic; I didn't play The Dig until a few years ago.
GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
You know what else GTA doesn't have?
Aliens.
If corporations are people, aren't stockholders guilty of slavery?
### The Internet, or at least mainstream use of it, killed the Adventure Genre.
The adventure genre died off quite a while before the internet got mainstream, back around in 1997. Beside from that, walkthroughs have been popular long before that, for pretty much any adventure game, except Maniac Manison back on the C64, I had a walk through right at hand when playing it. Its simply isn't a lot of fun to walk around for hours and hours in an adventure game, getting stuck is no fun and walkthroughs prevent that frustration.
### Most adventure games last a day at most
Guess what, most other games from those days don't last any longer either, especially not when you cheat. Today its really not that much different, games have gotten longer, but so did adventure games, The Longest Journey takes a good 20-30h, Dreamfall takes a solid 15h and the other ones aren't that far behind. Fahrenheit was rather short with 7h, but than that game was more interactive movie than classic adventure game (little to no running around, little to no freedom), so thats excusable. Beside, not everybody wants to run around like in FinalFantasy slaying the same old monsters over and over again in endless boring random encounters, some people acually like to have games without useless gameplay that is only there to stretch the game.
What you described was a setting. What actually happened was a rather bland story. No-one's disputing the existance of a story in these games, we're just saying that some, mainly older, games tell them with better "characters" saying better "dialogue" during better "scenes", they jsut have fucking better "plots". Make pointsthat actually pertain to the discussion, or shut the fuck up.
Do elaborate, I want to understand why.
OMG!!!???!! There's better plots than GTA?! Holy FUCK!
That's great - that's - really - great.
I think the point was that the article claimed NO plot outside of user-directed play - vs - the real world. Broadside? Meet barn. You missed.
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.
San Andreas had aliens - in the area 51 lab where you got the flightpack. But you DID PLAY the game didn't you?
IMHO, GTA has about as deep a story as ICO... crap happens in the game and I make up the story in my head. People love Ico's "story" and bash GTA's, but they have about the same level of exposition as far as I'm concerned... GTA actually has more, to be honest.
For the record, I'm one of those people who bash GTA's story and love Ico's, but I think describing the storytelling of GTA as "primitive" just because it doesn't adhere to standard forms is nosogood. I see what you're saying though.
Dude, I think I can see my house from here.
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!!
http://skeptobot.blogspot.com/ - A site for the Renaissance man and woman
Slashdot Burying Stories About Slashdot Media Owned
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
I read the article - although I'll admit I'm amazed that you claimed you did. Your literacy rate is somehow - lacking.
While you're at it - why not go back to Digg? There's lots of retards there for you to play with!
<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.