Love of adventure lives on: lessons from an indie game designer
First posted on 01 February 2012. Last updated on 01 February 2012.
There has been very little difference of opinion amongst both adventure game enthusiasts and adventure game designers as to what is causing the current decline of the genre. Famed game designer Ron Gilbert saw the writing on the wall back in 1989, when he created a list of game design pitfalls in an essay subtly titled Why Adventure Games Suck (1). Sadly, his conclusions about the genre still…
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By Stage name • On 04 February 2012
• From
New York City -
By Mike • On 02 February 2012
• From
Durban
Adventures ruled up until the mid-90's simply because the mass audience did not yet own a personal computer.
What makes an adventure engrossing, however, is a different subject. As the previous commenter noted, a lot of players are bored by easy puzzles. Though it is true that the vast majority of players now vastly prefer easy adventures.
Ideally, an adventure could adjust its difficulty to the taste of each player. Not, unfortunately, easy to implement. But an easy game will never satisfy a puzzle lover, while a challenging game can be made easier with onscreen help. This to me is the best compromise.
These are useful guidelines for anyone wanting to make a game like Peter's, but that's all. I know Peter's not suggesting all games should be alike, but if they all had the same puzzle difficulty the world of Adventure Games would be half as interesting as it is now.
Look at Rhem, a game entirely based around frustration. I wouldn't play it if it wasn't. What people like isn't always what Ron Gilbert likes.