The Making of The Longest Journey
Rock, Paper, Shotgun is hosting an interview/retrospective with Ragnar Tørnquist talking about the classic point-and-click adventure game The Longest Journey. The piece starts off with a surprise: the game was originally intended to be a platformer. "I wanted to tell a story, a specific story - and that's why we ended up making an adventure rather than an RPG or an action game ... We were all fans of the classic adventures from LucasArts and Sierra, and I'd made a bunch of text adventures on the Commodore 64 back in the day, so the genre was a natural match. But in the end it was all about the story, and finding the gameplay mechanics to suit that."
If you missed it when it came around, you can still get it for less than $8. Follow it up with Dreamfall and you are all set. For the rest you'll have to wait on Dreamfall Chapters
It's hard to believe that's how Micronians are made. Why don't we see it right now by having you both kiss one another?
The making of the longest journey began with a single step...
Bow-ties are cool.
*cuts to black*
The longest journey was an adventure. Dreamfall isn't. It is half adventure, half fighting game. What is worse, the fighting game is extremely bad, you wouldn't accept this kinda fighting game in a flash format that PAYED you to play it.
That is what killed adventures, the constant insistance of adding things onto it to make it appeal to more people. Adventures were ALWAYS good sellers, but that wasn't enough, so lucasarts went 3D, and killed the adventure. Broken Sword added sneaking and platforming, and the series nearly died from it. Dreamfall added combat and we only forgave it because so few other adventures exist.
STOP ADDING ELEMENTS TO GAMES JUST FOR THE SAKE OF IT.
Platformers don't suddenly add a long story segment to appeal to adventures, so why add platform gaming to adventures. Combat games don't suddenly get a rich plot to appeal to adventures, so why add combat to adventures. Action games don't suddenly add character development to their heroes, so why add action to adventures.
It ain't nothing new, leisure suit larry had a segment in it were you had to navigate down a river and avoid pigs on logs (don't ask), it was a very bad minigame. It played in a tiny window, was crap, hard to control, looked far more primitive then the main game, and just basically wasn't fun.
I don't mind mixed genre's where a game really focusses on combing two different game styles together. BUT in adventure land this doesn't happen, what happens that an extremely poor version of another game format is tacked on top. I don't mind combat in dreamfall. I mind that it is an extremely poor combat engine. It responds slowly, you have no special moves, it is just crap.
Put in a full copy of even streetfighter and I wouldn't mind, but not this 3rd rate reject of a fighting game roughly inserted in my adventure.
A fine dinner, deserves a fine wine. BUT just because I am eating dinner, does not mean you got to shove any rotted grape juice down my throat and expect me to like it.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
I found both The Longest Journey and Dreamfall to be fantastic computer games--some of the best I have ever played to be honest. TLJ was more or less just your classic old school adventure. Dreamfall, on the other hand, while maintaining all of those adventure elements, had such minimalist "gameplay" that I would almost describe it as more of an interactive book than anything. This is not necessarily a bad thing like it might sound to some; the strength of the game just has to revolve entirely around exposition and development of its plot, and for Dreamfall that made for a fantastic experience. I would agree with one of the other posters that the fighting elements were kinda lame and out of place, but fortunately they were pretty few and far between, so easily ignored in the greater context.
Overall, a couple of games I'd highly recommend to anybody with a penchant for plots who hasn't played them already.
I love point-and-click adventure games, but that one drove me nuts. Solve a puzzle, watch a ten minute movie. Repeat ad infinitum.
"Oh boy! Are we going to try something dangerous?"
If you think Half-Life, God of War or any mario game has story telling in it, then you don't know story telling.
The story in those games is nothing more then the intro to the killing. You play these games for the shooting/platforming, NOT the story. TLJ you play for the story, NOT the puzzles.
A long cutscene does not make for storytelling. It is the english language at fault again for not giving us enough words to detail the difference between a story that simply sets us in motion, and a story that moves us.
Take half-life, who IS Gordon Freeman, why did he choose this career, why is he going inside. Why doesn't he say anything. Who IS HE, WHY is HE.
Compare that with April Ryan, we know she is an art student that she struggles with finding a way to express herself, that she broke of relations with her family over her father (the original is less clear on why then the sequel). That she is a bit of a dreamer, at once wishing for the world to be more, but also afraid to loose what she has.
Play the game yourselve and then tell me again that Gordon Freeman is an equal personality to April Ryan.
Hell, play other classics like Gabriel Knight: Sins of the Father and tell me this compares to the storytelling in the games you mention.
Frankly kid, read a book, and learn what real storytelling is.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
...was a very successful melange of genres :
...mainly because you always had another - and usually rather complicated - solution to walk around or talk through.
:-P )
Mainly adventure game, but with stats and inventory management inspired by RPGs, and real-time fighting system (although I liked less the mouse-driven fighting system in the 3rd installement).
Lucas art's Indiana Jones and the Last Cursade also had a fighting system that didn't suck...
Which in itself embodies the principle of adventure games : Use your brain rather than your character's muscle and you twiching on the gamepad (... yes that. And a Diogenes syndrome helps, too).
Although the price for the best fighting-system-in-an-Adventure-game goes for Monkey Island.
(And some may argue that "The Loom" was nothing more than a glorified and overblown Simon game. Thus also mixing genre but still managing to achieve success
Adventure games can get melded with other genre, but that requires very thorough planning of it and trying to do a nice system that does interact nicely with the rest, and that bring some original new twist to the genre. Not some pale copy cat quickly tackled in.
"Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]
This game would have been great if not for the completely non-interactive half hour cut scenes. I fell asleep during one of them.
The fact that /. is covering an adventure game is a clear sign that adventure games are becoming mainstream again. Hurray! We adventure lovers have been waiting patiently for ten years or so, but finally they're back!
-- Cheers!
In other news, Quake III Arena is scheduled to come out December 2, 1999
Seriously, what is it with Slashdot posting stories 8 years too late these days?
... I would ask Mr. Tørnquist if anyone ever thought of the irony of including in "The Longuest Journey" series one of the shortest adventure games I have ever played.
When I finished The Longuest Journey I looked forward to playing Dreamfall and I expected the same gaming challenge. Yet, Dreamfall dissapointed me with it's shortness.
Adding 3D to adventures was a cost-cutting measure and had nothing to do with the featuritis you rightly complain about.
You're being ironic, but the funny thing is that you're right. I just bought Undercover (not yet out in the US, so linking to amazon.de) and Touch Detective 2 1/2 for my DS, adding to a number of point-and-click adventures I already own for that system.
:-)
There's an actuall point-and-click adventure revival going on on the Nintendo DS. If you haven't already, check out Trace Memory, Touch Detective 1, Hotel Dusk: Room 215, or any of the Phoenix Wright games for the DS. Have fun
I played TLJ right around the time I played Syberia (hey, what can I say. My PC at the time couldn't handle the newer games and I was raiding the $10 and under bargains on Amazon). I liked both games, they were similar in feel and gameplay.
I can't remember if it was April Ryan or Kate Walker, but occasionally you would find a switch or door that would not open and every time you tried to open it she'd say "It's sssssstuck." It probably sounds a bit weird but I would keep triggering that over and over, it was just so cute.
Of the two I think Syberia had a more satisfying sequel. Dreamfall was neat and whatnot, but it just left too many big questions open at the end. That's fine if you're going to be fairly timely about issuing sequels, but given their past history it makes me a little mad.
He took a duck to the face at 250 knots.