[HN Gopher] Why Adventure Games Suck (1989)
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       Why Adventure Games Suck (1989)
        
       Author : lifeisstillgood
       Score  : 104 points
       Date   : 2024-07-22 17:02 UTC (5 days ago)
        
 (HTM) web link (grumpygamer.com)
 (TXT) w3m dump (grumpygamer.com)
        
       | sgbeal wrote:
       | Noting that it's dated 2004 and starts with:
       | 
       | > I wrote this back in 1989...
        
         | lifeisstillgood wrote:
         | It was a retrospective publication - after he "retired" the
         | first time.
         | 
         | The guy was making workd wide popular games while I was still
         | at school, And write this as part of a mission to ground his
         | next game design and shared it internally. Plus this was pre
         | www! Then he republished it years later
        
       | rightbyte wrote:
       | Like, how can he be so pessimistic when Grim Fandango was
       | released some years ago?
       | 
       | The game design advices seems fine though.
       | 
       | [edit, some years ago compared to 2002]
        
         | nottorp wrote:
         | "I wrote this back in 1989 while I was designing Monkey
         | Island."
         | 
         | The _first_ Monkey Island. Of course the design advice seems
         | fine, since he (and the old LucasArts) applied it in several
         | acclaimed titles that make all the  "best computer games ever"
         | lists after the article was written :)
        
         | soapdog wrote:
         | Grim Fandango was released in 1998, it is literally 26 years
         | old... also at that time Adventure Games were being eaten by
         | RTS, JRPG, and soon after shooters. It was easy to feel low
         | when looking at the scene.
        
         | nebulous1 wrote:
         | I think the adventure game portion of Lucas Arts was in the
         | process of dying at that point. They didn't release another
         | adventure game after Escape from Monkey Island in 2000. They
         | would have already cancelled a Full Throttle sequel. They had a
         | couple of attempts after this but they were both also cancelled
         | within a couple of years.
         | 
         | Grim Fandango was very good, but honestly the genre got worse
         | after it, not better. Overall the introduction of 3d to the
         | adventure genre had a pretty shaky start. Although there were a
         | couple of exceptions, the genre in general backpedalled for a
         | while.
        
           | rightbyte wrote:
           | Ye in retroperspective he was right.
           | 
           | It was at first some years ago with the 'indie' studios
           | publishing on Steam I've played nice adventure games again.
           | 'We Were Here'. Quite good but not very polished.
           | 
           | I think the early 3d mix of 2d backgrounds and 3d characters
           | was allright. Like Grim Fandango or Resident Evil. But ye
           | many of the early pure 3d games didn't work out at all.
        
       | tempodox wrote:
       | > Real time is bad drama
       | 
       | That paragraph recounts the reasons why RTS games never work for
       | me. When I'm gaming, I want to do things in my own time, not be
       | on someone else's clock.
        
         | nottorp wrote:
         | I read that as "time limits are bad drama", not how the game is
         | presented.
         | 
         | It can be badly done in a turn based game too, see XCom 2.
         | 
         | If you don't like RTS games you don't like RTS games, but this
         | is more about, say, a RTS where you also have a fixed time
         | limit for missions.
        
           | lifeisstillgood wrote:
           | I understand it as the game can adjust the time behaviour of
           | NPCs to improve the players experience. If you are a spy who
           | needs to meet your contact at the cafe at 1pm then getting
           | delayed by an interesting side quest and arriving at 1:20, in
           | the real world you screwed up and your mission is done. If
           | you do that in a game then it's boring and you probably won't
           | realise and wait hours at a cafe. Instead the NPC can simply
           | arrive 20 minutes late. There were games then that had the
           | real world clock approach and would be hard to play - I think
           | for monkey island he actually built a scheduler to avoid this
        
             | nottorp wrote:
             | I've played both monkey islands multiple times and I don't
             | remember any time limit. Everything went at the speed of
             | plot.
        
               | crb wrote:
               | As opposed to Maniac Mansion, where you could die if you
               | drained the pool and waited too long to refill it.
               | 
               | (Among many other ways, which you can find here:
               | https://www.maniacmansionfan.50webs.com/waystolose.html)
        
               | nottorp wrote:
               | ... and then Gilbert saw the light, wrote this article
               | and the rest is history.
        
               | pimlottc wrote:
               | The server you linked seems to be down, here's an
               | archived version:
               | 
               | https://web.archive.org/web/20240529033339/https://www.ma
               | nia...
        
               | _flux wrote:
               | I recall you need to do the mug'o'grog-puzzle fast.
        
               | oneeyedpigeon wrote:
               | I think the criticism is of less self-contained time
               | limits that involve multiple puzzles/locations. You can
               | retry the mug'o'grog puzzle if you're not quick enough, I
               | think.
        
               | nottorp wrote:
               | You sort of do, but you can always get a new mug if i
               | remember well.
        
             | dudinax wrote:
             | If you stay under water for ten minutes you'll drown in MI
             | 1. It's one of the few ways you can die.
        
               | NeoTar wrote:
               | Even then it's a faux death isn't it? Doesn't Elaine tell
               | you that you could not have died there since the story is
               | told in flashback, so you don't lose any progress?
        
             | thaumasiotes wrote:
             | > I think for monkey island he actually built a scheduler
             | to avoid this
             | 
             | That wouldn't make any sense, since nothing in Monkey
             | Island moves.
             | 
             | (Exceptions: During Act I, the cook periodically leaves the
             | SCUMM Bar kitchen to visit the tables. Also during Act I,
             | you can trigger the shopkeeper to walk to the Sword
             | Master's house; he will return when triggered by your
             | actions in the shop. Movement can happen between Acts. On
             | Monkey Island, you have to lead a monkey from its location
             | to somewhere else. Herman Toothrot will show up in the
             | cannibal village at some point after you're already
             | required to have picked up the banana picker; his being
             | there is not relevant to anything. Otherwise, nothing ever
             | moves.)
        
           | Andrew_nenakhov wrote:
           | > It can be badly done in a turn based game too, see XCom 2.
           | 
           | I disagree. I hated turn limits in XCom1 (we're talking about
           | remakes, not original 1993 game, right?), because they
           | weren't really justified by the game world, but in XCom2 when
           | you are the scrappy resistance on quick hit and run missions
           | it really helps build up tension.
        
             | nottorp wrote:
             | > we're talking about remakes,
             | 
             | Yes.
             | 
             | > not original 1993 game, right?
             | 
             | The original 1993 game has a great example of how to put
             | time pressure on the player without an explicit time
             | pressure: terror missions. Diddle around and you get an
             | army of chrysalids on your butt.
             | 
             | > you are the scrappy resistance on quick hit and run
             | missions it really helps build up tension.
             | 
             | They had a demo day. I played the first mission, or maybe
             | made it to the second. Ran out of turns because I explored
             | an empty corner on the way to the objective. Uninstalled.
             | 
             | And yes, i finished the first xcom remake multiple times.
             | Hated every bomb disarm mission with a passion.
             | 
             | If you ask me, they kinda painted themselves into a corner
             | with the aliens on fixed patrol routes that you could just
             | wait around until the position was perfect. You couldn't do
             | that in the original xcom. But instead of fixing that, they
             | added ... turn limits. It's just bad game design.
             | 
             | Possibly too much world of warcraft. I've seen this trend
             | in games starting a few years after wow was out. People
             | thinking that if Blizzard does it into a MMO, it's okay to
             | do it in a single player game too.
        
               | nkrisc wrote:
               | How does WoW relate to turn limits?
        
               | nottorp wrote:
               | To fixed patrol routes. A younger designer who played too
               | many MMOs can think that's the only way to place enemies
               | in a game: either standing in one place or patrolling a
               | fixed route.
               | 
               | That may work in a rpg, but look where it got the tactics
               | game in xcom 2.
        
               | nkrisc wrote:
               | I'm still not seeing the connection to WoW. Games did
               | that long before WoW ever existed.
        
               | Andrew_nenakhov wrote:
               | I disagree on this. I played through the remake once and
               | never tried it again. But XCom2 was great and i liked it
               | far, far better than the first part. Btw in most timed
               | missions you don't lose on the spot when the timer runs
               | out, you just face more and more reinforcements, which is
               | completely justified by the setting.
        
               | nottorp wrote:
               | Not in the first or second mission. Way to welcome new
               | players, especially ones who are already suspicious since
               | they read the reviews...
        
             | bicolao wrote:
             | With XCOM 2 if you miss a tile in the last turn, you lose
             | the mission. It's not a great execution even if it does
             | apply time pressure. Long War or other mods handle this
             | much better by bringing in reinforcement, so you can't stay
             | for long, but you won't lose just because you miscount the
             | tiles.
        
         | nkrisc wrote:
         | Without a time limit, every game just becomes an optimization
         | game. Like playing a board game with a player who will spend
         | two hours thinking each of their turns through to make sure
         | it's the optimal play.
         | 
         | If you like doing that on your own, go for it. But for me it
         | just becomes boring and not fun. Not fun because if I choose to
         | spend a reasonable amount of time I know I'm leaving good
         | things on the table, and boring if I play every turn optimally.
         | With a time limit, the game becomes about prioritization and
         | making the most of a limited resource (time).
        
           | oasisaimlessly wrote:
           | So... a constrained optimization game.
        
             | nkrisc wrote:
             | Yes, any game with a goal can be described that way. I
             | still think there's still a meaningful difference in terms
             | of gameplay.
        
               | anal_reactor wrote:
               | Not really, you're just optimizing for some metric that
               | includes time instead of some other resource
        
       | Andrew_nenakhov wrote:
       | > Real time is bad drama
       | 
       | Not necessarily. The ending sequence with the plane on a motorway
       | in "Full Throttle" had me on the edge of my seat when I played it
       | for the first time, and on replays, too.
        
       | nox101 wrote:
       | I see this is a 2004 post of a 1989 article.
       | 
       | Still, I'm not sure what the definition of "Adventure Game" is.
       | To me, it's usually a game with graphics at the top (not required
       | but most common), and 4 or so lines of text at the bottom. Some
       | times you walk a character around. Other times you just type
       | "exit door", "open drawer", "take key" (or pick from a menu)
       | 
       | Those games might have been dead in some form (King Quest, Monkey
       | Island, etc...) but the basic form has been alive and kicking (a)
       | in the form of Japanese story games and (b) as indie games on
       | places like itch.io. It's covered with "story adventure games"
       | 
       | Of course most of those games would benefit from this list of
       | rules.
        
         | amiga386 wrote:
         | It's boom and bust. When adventure games became graphical, they
         | became massively popular, one of the top-selling genres of
         | games. But since 2000 they were in decline, almost to the point
         | of death. Gamers wanted 3D shoot-em-ups or simulators or other
         | genres, more than they wanted the old point'n'click adventures
         | they'd been playing for the past decade.
         | 
         | https://en.wikipedia.org/wiki/Adventure_game#Decline_(2000%E...
         | 
         | They haven't really come back, in that form, except as appeals
         | to afficionados. _Deponia_ (2012-2016), _Syberia_ (2002-),
         | _Dreamfall_ (1999-2017) did quite well, but I don 't know how
         | many people who hadn't played an adventure game before would
         | willingly pick them up. Then there are nostalgia-bait games
         | which Ron Gilbert is especially guilty of, e.g. _Thimble Park_
         | , _The Cave_ , _Return to Monkey Island_. You could also add
         | the remake of _Riven_ to that list.
         | 
         | If by Japanese story games you mean visual novels... they're
         | not really the same genre, even if technically they have you
         | moving around the place collecting things to solve puzzles. I'd
         | also argue that anything David Cage has done (Farhenheit, Heavy
         | Rain, etc.) are _not_ adventure games, he chases after
         | "interactive movies" as mentioned in the article.
        
           | cubefox wrote:
           | A few years ago, adventure games had a revival on
           | smartphones, especially with The Room series and the Cube
           | Escape / Rusty Lake games. They were greatly helped by the
           | fact that A) adventure games have no action and B) most
           | action games do not work well with touchscreens.
        
           | Deukhoofd wrote:
           | Telltale Games was big for a decade with their adventure
           | games, in which Gilbert was somewhat involved as well. The
           | Walking Dead from 2012 was one of the best selling video
           | games of all times.
        
             | amiga386 wrote:
             | I grant you, Telltale did make a good number of adventure
             | games in the classic style, e.g. Sam & Max, and then also
             | applied them to licenses like Wallace & Gromit and Back to
             | the Future... but I feel The Walking Dead was a different
             | type of game. More a narrative and character led game, like
             | a visual novel, rather than a puzzle game of any kind...
             | and as that was so successful, they stopped making the
             | point'n'click puzzle-type adventure games.
             | 
             | Would you consider them to be the same genre, an evolution,
             | or a different genre (that perhaps Telltale spawned?)
        
               | BeetleB wrote:
               | For me they are part of the same genre, but a different
               | subgenre. They are more like choose your own adventure
               | stories.
               | 
               | But still very satisfying!
        
           | rererereferred wrote:
           | Not sure about visual novels, but the Japanese Zero Escape
           | and Ace Attorney series are great. Maybe they meant those.
        
             | amiga386 wrote:
             | The Ace Attorney series are visual novel games; I'd call
             | them a crossover of genres.
             | 
             | They have the presentation of a visual novel (first person
             | perspective, characters look straight out at you, most of
             | game is paging through dialogue), but they also have
             | gameplay elements of traditional adventure games (looking
             | around multiple locations for clues, try every item in the
             | inventory to see what response you get, etc.) - I think in
             | Japan they'd call that an adventure game for being overly
             | interactive, but in the West we'd still call it a visual
             | novel.
             | 
             | I haven't tried the Zero Escape series, but after a quick
             | look at one on Youtube, it does look like that same mix of
             | visual novel with adventure game / puzzle elements?
        
               | sersi wrote:
               | Adventure games that have elements of visual novels have
               | existed for a long time in Japan even though they were
               | often not translated and sold outside of Japan. Examples
               | of this are the The Portopia Serial Murder Case (from
               | Yuji Horii who wrote the scenario for Chrono Trigger),
               | the Jake Hunter games, etc...
        
             | gs17 wrote:
             | I'd add Danganronpa to the list for people able to stomach
             | a much more "anime" take on the subgenre.
        
               | anal_reactor wrote:
               | I loved it so much!
        
           | Retric wrote:
           | The original Monkey Island was a smash hit for its time and
           | sold significantly less than 1 million copies.
           | 
           | So, while adventure games didn't take off like 3D shoot-em-
           | ups that doesn't mean they actually declined even if they
           | aren't posting 200+ million GTA 5 numbers. Monkey Island 2
           | special edition sold 459k units on steam that's far better
           | than the original Money Island 2's 25k on launch.
        
             | pandemic_region wrote:
             | In all fairness, it was easier to get the cracked warez
             | version back then then to find a shop that had these games.
             | At least in my country. So maybe sales numbers don't tell
             | everything in this case.
        
           | BeetleB wrote:
           | The genre has been doing well ever since The Walking Dead
           | games came out.
           | 
           | I recommend people play Life is Strange.
        
             | SJC_Hacker wrote:
             | The Telltale version? Telltale actually went out of
             | business a few years ago.
             | 
             | Even so, those aren't akin to the classic adventure games
             | like Maniac Mansion, Secret of Monkey Island, etc. They are
             | more like "Choose your own adventure" novels - but a major
             | criticism is you always end up in the same place at the end
             | so your choices are largely irrelevant.
        
               | BeetleB wrote:
               | Telltale went out of business, but the genre is doing
               | fine. Others continue to make games.
               | 
               | > They are more like "Choose your own adventure" novels -
               | but a major criticism is you always end up in the same
               | place at the end so your choices are largely irrelevant.
               | 
               | They _are_ like Choose Your Own Adventure novels, but I
               | think it 's unfair to say you end up with the same
               | ending. I know games where, based on your decisions,
               | people may die in the middle of the game. Whether they're
               | alive or not does lead to a different story.
               | 
               | Even in The Walking Dead series, there's a game with a
               | very different ending depending on who you choose to get
               | killed.
               | 
               | The games are much easier than the old adventure games of
               | the 90's. For me, though, that's a blessing. I simply
               | cannot devote as much time to solving those types of
               | games, and I appreciate they've made adventure games for
               | someone like myself.
               | 
               | The point is that if you liked adventure games, you'll
               | likely enjoy these games as well.
        
           | YurgenJurgensen wrote:
           | I have a firm belief that the original point-and-click
           | adventure boom was an accident. A lot of previously popular
           | but now niche genres follow a pattern: They applied some
           | constraint to their interaction that lead to (relatively)
           | high-fidelity graphics and/or storytelling on weak hardware
           | and with small budgets. Once technology advanced to the point
           | where said graphical fidelity could be achieved without those
           | constraints, all but a few hardcore players left for other
           | genres. Fighting games (where the machine could spend its
           | entire resource budget on two characters and a largely static
           | stage), rail shooters (where the fixed camera and scripted
           | encounters allowed the designers to very easily know how many
           | entities would be onscreen in any given frame, even to the
           | point of being almost entirely pre-rendered), racing games
           | (cars are easy to model, fixed tracks give the designers full
           | control of entity visibility, sprite scaling allowed for
           | 3D-ish effects before 3D acceleration existed), flight
           | simulators and space games (the sky/space is easy to render,
           | planes and spaceships are also easy to model compared to
           | humans). None of these genres are as popular as they once
           | were, probably due to the fact that even a go-anywhere open
           | world game with hundreds of living entities on screen can run
           | on modest hardware these days, so there's no benefit from a
           | graphical perspective of applying those restrictions.
           | 
           | The adventure game and the visual novel once occupied this
           | position. By being a series of (potentially entirely pre-
           | rendered) stills that could only be interacted with in a few
           | predefined ways, you could make impressive-looking scenes
           | even on 16-bit hardware. It would be a very long time before
           | anything as impressive as Myst could be made to run in real
           | time on consumer-grade hardware. I suspect a lot of people
           | only bought these games because they looked pretty, and once
           | that edge was gone, they realised that maybe they didn't
           | really like the genre in the first place.
        
             | sersi wrote:
             | I think that there's another factor to consider. The market
             | for computer game was both much smaller in the 80s and
             | early 90s but also tended to be much more educated. So,
             | games that are essentially puzzles with stories would have
             | much more appeal to that group of people.
        
         | a1o wrote:
         | I really recommend playing games from Wadjet Eye, like Gemini
         | Rue, Blackwell, Unavowed, they are all point and clicky
         | adventure games. I think that adventure games aren't dead, they
         | are just a niche.
        
           | two_handfuls wrote:
           | I remember pkayung the adventure game "Milkmaid of the Milky
           | Way" and loving the style. It's indie, and the text just
           | rhymes all the time. http://machineboy.com/milkmaid/
        
           | tmtvl wrote:
           | I really (really, really,...) love Technobabylon, it's my
           | favourite Wadjet Eye-style game. Shardlight was also pretty
           | good.
        
           | Gormo wrote:
           | Primordia is fantastic in terms of art and story.
           | 
           | Resonance has some unique mechanics that are actually
           | effective at restoring some of the reactivity and world-
           | building flavor that was lost when adventure games moved from
           | parser to point-and-click interfaces (while still using a
           | solely point-and-click interface). It's also a really good
           | game on top of that.
        
         | derbOac wrote:
         | I think "adventure game" has broadened a bit in meaning maybe.
         | To me it means a game where the outcomes don't depend on
         | response speed or dexterity in a game task and where those game
         | tasks are diagetic content within a narrative. So basically
         | puzzles only, where the puzzles are a natural intrinsic part of
         | a story.
         | 
         | Everything else is UI. You can have traditional adventure
         | games, first-person adventure games, third-person adventure
         | games that are not really traditional, and so forth.
         | 
         | Just my opinion though. Traditionally "adventure game" meant a
         | sort of text-driven story game without combat or dexterity-
         | based tasks, and it often still does. But I see the term get
         | applied more broadly than that.
        
         | wavemode wrote:
         | I think "story-driven game with no combat or dexterity" covers
         | it decently well (story-driven in the sense that, the story is
         | the primary, usually sole, focus - making "progress" in the
         | game is equivalent to finding out what happens next).
         | 
         | Though some people tend to consider visual novels as being
         | distinct from adventure games, with a stipulation that a visual
         | novel has no "overworld" (i.e. you don't walk around on a map -
         | neither graphically nor textually - you just move from one
         | "scene" to the next. You move forward in time rather than
         | N/S/E/W in space.)
        
         | m463 wrote:
         | I think there are still "classic" adventure games around like
         | Deponia, but they run into those problems.
         | 
         | I think the way around this is to make things less trickier,
         | but at some point you get a story-based game/visual novel or
         | maybe a "walking simulators" like firewatch.
        
       | asimovfan wrote:
       | I agree with this and don't worry friends! I am going to make the
       | best adventure game ever soon! Have the plot ready already.
        
         | luqtas wrote:
         | you could make it with any violent elements ^-^
        
         | thaumasiotes wrote:
         | > Have the plot ready already.
         | 
         | The article stresses that the game shouldn't be thought of as a
         | movie, but... having played some high-budget adventure games
         | and some low-budget adventure games, it's clear that the
         | quality of the game is basically just the quality of the plot.
         | Good writing and bad art and software make for a good adventure
         | game. Bad writing and good art and software make for a terrible
         | adventure game.
        
           | YurgenJurgensen wrote:
           | As long as the puzzles are at least acceptable in quality. No
           | amount of writing could save, say, puzzles of the quality of
           | Colony Ship for Sale, Cheap.
        
       | scotty79 wrote:
       | Out of modern takes I really liked the game "The Captain" that's
       | like a chain of old point and click adventures strung together
       | with sort of rougelite like mechanics.
        
         | nebulous1 wrote:
         | Looks good. Gemini Rue is good if you're looking for something
         | adventure gamey. Return of the Obra Dinn is good if you're
         | looking for something related but different.
        
       | zokier wrote:
       | It's interesting how this was republished just at the cusp of the
       | rise of indie games. And indie games certainly have been
       | exploring lot of the ideas mentioned.
        
       | freetanga wrote:
       | I think the genre has gotten smaller, but higher quality. Games
       | are more a work of love than a marketing hype.
       | 
       | Thimbleweed Park, Kathy Rain, whispers of a machine, Disco
       | Elyseum, Unusual Findings, Sexy Brutale, Darside Detective,
       | blacksad, obra-dimm, takes two, Orwell, unheard, shadows of a
       | doubt, 12 minutes...
       | 
       | I actually enjoy these slow-burn games a lot
        
         | ykonstant wrote:
         | I do agree the quality has increased significantly; we view old
         | adventure games through quite a bit of rose-tint and tend to
         | ignore significant warts. To add to your great selection, I
         | think the whole Blackwell series is a modern adventure game
         | masterpiece.
        
         | pfdietz wrote:
         | > blacksad
         | 
         | Is that based on the comic?
        
           | freetanga wrote:
           | I think so, never heard of the comic
        
             | pfdietz wrote:
             | https://en.wikipedia.org/wiki/Blacksad
        
               | sersi wrote:
               | Yes it's based on the comic and absolutely worth playing
               | if you like me love the comic.
        
         | cmiller1 wrote:
         | To be entirely fair, the guy who wrote this article CREATED
         | Thimbleweed Park.
        
           | freetanga wrote:
           | I know. And while I have lots of respect for him, I felt the
           | ending was a bit meh
        
             | BeetleB wrote:
             | Meh is an understatement. The ending was terrible.
             | 
             | Gameplay was great to that point though.
        
               | HellDunkel wrote:
               | The ending was uninspiring at best unlike the rest which
               | is very enjoyable.
        
               | thaumasiotes wrote:
               | That's exactly how I felt about Escape from Monkey
               | Island. The gameplay was great (although the 3D graphics
               | were awful...), but the ending completely ruined it.
        
               | soneca wrote:
               | Just so it doesn't seem _that_ unanimous, I feel always
               | obligated to say that I enjoyed Thimbleweed Park's ending
               | as well as Return to Monkey Island's ending. RtMI ending
               | actually grows in me each time I think or read about it.
               | I consider now to be one of the best endings I ever saw
               | in a game (I do not play that many games though)
        
             | sersi wrote:
             | Was disappointed also by the ending of Monkey Island 2 and
             | Return to Monkey Island. Ron Gilbert seems to love going
             | meta and breaking the fourth wall to the point where I'd
             | almost be shocked if he released a game that didn't do
             | that.
        
               | fsckboy wrote:
               | sounds like you need a game where the protagonist is
               | clearly trying to break the 4th wall, but can't. It's a
               | puzzle you need to figure out.
        
         | Gormo wrote:
         | Don't forget Wadjet Eye's entire catalog, including the
         | Blackwell series and especially Primordia, Resonance, and
         | Technobabylon.
        
           | toasteros wrote:
           | Resonance will always be quite funny to me. You start the
           | game as a dorky blond named Ed who unravels a government
           | conspiracy with worldwide ramifications.
           | 
           | Only a few weeks after the game's release date was announced,
           | we heard a dorky blond named Ed speak from a hotel room in
           | Hong Kong.
        
         | parpfish wrote:
         | I'm looking forward to see it how modern language models can
         | improve these games.
         | 
         | One peeve I've always had is that in a game like disco elysium,
         | I don't feel like I (the player) am solving a mystery because
         | dialogue trees are always leading you to the answer. Instead
         | I'm just watching the guy on the screen solve it. Dialogue with
         | an explicit tree would be rad
        
           | uniq7 wrote:
           | Games like Return of the Obra Dinn or The Case of the Golden
           | Idol may give you exactly that feeling.
        
         | quitit wrote:
         | Adding these titles into the mix:
         | 
         | - Hugo's House of Horrors
         | 
         | - Maniac Mansion
         | 
         | - The Goonies II
         | 
         | - The Cave
         | 
         | - Machinarium / Botanicula / Samorost (put together because
         | they're, at their core, the same idea.)
         | 
         | - Love you to bits.
         | 
         | And I think these also give that adventure story feel (find
         | objects & solve puzzles to progress a story), even if they
         | don't transport the player to far-away locations
         | 
         | - The Room series
         | 
         | - There is no game
         | 
         | - The Rusty Lake series
         | 
         | - The Stanley Parable
         | 
         | - Tangle Tower
         | 
         | - Chuchel
        
       | diffuse_l wrote:
       | He wrote this piece in 1989, and then went on and designed Monkey
       | Island 2, which did things like having solutions to puzzels
       | depend on other puzzels in differnet islands in the most annoying
       | way possible, on purpose.
       | 
       | So you have that...
        
         | layer8 wrote:
         | That's really ironic. I liked the _idea_ of the LucasArts
         | adventures very much, but they generally turned out to be too
         | "puzzly" for me, in that you got stuck if you didn't "get" what
         | the puzzle wanted from you, you missed some object you needed
         | to pick up, or you didn't mindlessly try out every object-verb-
         | item combination or every dialog path. And very often, things I
         | wanted to try that seemed sensible weren't possible.
        
         | santoshalper wrote:
         | Designing a good adventure game is much easier said than done.
         | I would eventually love to see him write that annotated
         | version.
        
         | ferfumarma wrote:
         | > in the most annoying way possible, on purpose
         | 
         | Can you elaborate? You are making a really strong statement of
         | intent.
         | 
         | I tried to search ("monkey island 2 design criticism") for what
         | you might mean, but I don't see any obvious description.
        
           | zug_zug wrote:
           | I'm not GP, but I've played a few adventure games and was
           | very excited to try Monkey Island because of its sense of
           | humor and style. But it felt basically unplayable to me
           | (basically it felt like the only strategy was brute force),
           | here's the puzzle that made me give up:
           | 
           | Give the jawbreaker to Blondebeard to loosen his gold tooth,
           | then give him the pack of gum. When he blows the bubble with
           | the tooth in it, pop it with the pin and the tooth will drop
           | out. Get the gold tooth, then exit the shop. (To get the gold
           | tooth on Mega-monkey, chew the pack of gum to get the chewed
           | gum. Inhale from the helium balloon, use the gold tooth in
           | the chewed gum and then chew the tooth in gum. It will float
           | out the window of the shop and land in the mudpuddle outside.
           | Use the pie pan in the mudpuddle to get the tooth).
        
             | tripa wrote:
             | You're describing a puzzle from the Curse of Monkey Island,
             | aka Monkey Island 3. Ron Gilbert had no involvement there.
        
             | NeoTar wrote:
             | That's not Monkey Island 2 (Monkey Island 2: LeChuck's
             | Revenge), it's Monkey Island 3 (The Curse of Monkey
             | Island), which Ron Gilbert was not involved with (I
             | believe).
        
             | dsego wrote:
             | That was the toughest puzzle in Monkey Island 3 for me, I
             | remember being stuck on it as a kid for a long time, weeks
             | maybe, until we read the solution somewhere, either a
             | website or a game magazine. And it was the one puzzle
             | keeping us from progressing to the next CD I believe. My
             | father, not understanding english, was one to try every
             | item with everything, brute forcing his way around, even he
             | couldn't crack it. I think on easy mode this puzzle doesn't
             | require all the steps. The other tough one was the dueling
             | banjos, I think I had to write down the sequences on a
             | piece of paper. It's still my favorite game ever, left such
             | a big impact on me, from the intro music, humorous cut
             | scenes, drawing style, the sense of wonder and excitement,
             | everything was just perfect.
        
             | G3rn0ti wrote:
             | I remember that puzzle from Monkey Island 3. I mean, yes,
             | the game is tricky but think about all the hints the game
             | is giving you: ,,gold tooth", ,,jaw breaker" and I think in
             | the dialog tree with Blondebeard you could compliment him
             | about the gold tooth ... and the mud puddle where you dig
             | for gold using a pan like like gold diggers did in the
             | cliches about the gold rush. So I mean it could be worse.
             | 
             | You get the hang for these kinds of puzzles once you played
             | a couple of them.
             | 
             | On the other hand what I hate most in adventure games are
             | random logic puzzles to open a door or find out where you
             | need to go next. This is usually a cheap way to slow the
             | game down. Lucas Arts was guilty of this kind of thing
             | after Ron Gilbert left in ,,The Dig", too, which still was
             | a great game nevertheless.
        
           | Gravityloss wrote:
           | In my experience Monkey Island 1 was still relatively
           | reasonable with the puzzles but 2 was ridiculous.
        
       | wslh wrote:
       | Curious about how LLMs for generating graphics can revive
       | adventure games and have a second thought about this article.
       | 
       | Generating images in Adventure Games was a bottleneck since they
       | were mainly static and fixed within a small set. Now you can
       | generate original images based on the adventure situation.
        
         | Gormo wrote:
         | Adventure games have already been revived -- this article is
         | from 20 years ago, and there was a sustained resurgence in the
         | genre that began only a few years later.
         | 
         | LLMs are _terrible_ for this sort of thing.
        
       | soneca wrote:
       | The linked post about who killed adventure games is pretty good
       | too:
       | 
       | https://www.oldmanmurray.com/features/79.html
        
       | andrewstuart wrote:
       | Off topic but I find gendered writing really jarring and every
       | time I read "she" instead of "he" I get jerked out of the flow of
       | understanding.
       | 
       | I get why the authors do it .... they don't want to be sexist, so
       | they flip he to she.
       | 
       | It's much easier to read the gender neutral "they" rather than
       | "she".
       | 
       | For me anyway.
        
         | susam wrote:
         | The article is from 1989 and this used to be one of the common
         | writing styles back then. Of course, times have changed now and
         | (at least to my ears) "they" sounds more natural than "she" in
         | the current century.
        
           | andrewstuart wrote:
           | >> The article is from 1989 and this used to be one of the
           | common writing styles back then
           | 
           | I'm from the past and that's not my recollection.
        
             | relaxing wrote:
             | You probably blocked it out in an act of small-minded
             | cognitive dissonance.
        
             | TillE wrote:
             | Tabletop RPG books c. 1989 were doing all kinds of stuff
             | with generic pronouns. I believe Vampire (1991) primarily
             | but not exclusively used "she". Other games would use "she"
             | for the GM and "he" for players, stuff like that.
        
         | illusive4080 wrote:
         | Classically 'he' was used to be more universal. It was always
         | understood to include women as well. But that language is
         | frowned upon. When I read 'they' I think plural people not
         | singular like 'he.'
        
           | oneeyedpigeon wrote:
           | > When I read 'they' I think plural people not singular like
           | 'he.'
           | 
           | I'm sure you're aware that it's usually obvious in context,
           | like many ambiguous uses of language. For example,
           | 
           | > Every time the player has to restore a saved game, or pound
           | [their] head on the desk in frustration
           | 
           | Changing "his" to "their" doesn't make the phrase any more
           | difficult to read, imo. Maybe it's just something you'll pick
           | up with practice.
        
           | pessimizer wrote:
           | I think there's always been a good case for "they" rather
           | than "he" in those contexts, e.g. "the player" being referred
           | to as "they."
           | 
           | When speaking about "the player," you're not just speaking
           | about _one_ player, but anywhere from tens to tens of
           | millions of players. That 's a "they." And as they're all
           | acting individually and independently within tens to tens of
           | millions of individual game sessions, it makes sense to treat
           | that "they" singularly.
           | 
           | So from that perspective, it's not really a desexed
           | reference, but a reference to a multitude of people. But even
           | if you're talking about the person hearing a Catholic
           | confession, and it would always be safe to refer to each
           | _instantiated member of the class_ as  "he," "they" still
           | makes sense. _They_ are a bunch of priests.
        
         | SoftTalker wrote:
         | If you went to school before about 1990 (?) you would get
         | marked down in any writing assignment for using "they" in a
         | singular sense. I did and I still notice it when reading.
         | Sometimes the context allows only a singular interpretation but
         | often it doesn't and it causes a mental stumble trying to
         | figure out what the author means.
         | 
         | We learned that "he" is neutral unless the subject is already
         | known to be male. I agree that using "she" in a neutral sense
         | is somewhat distracting.
        
           | vundercind wrote:
           | Graduated early 2000s. Gender neutral "he" was taught as
           | correct throughout primary and secondary school, neither
           | "they" nor "she" was permitted. "She" didn't become common in
           | writing-in-the-wild until after 2010. You'd see it in
           | academic writing occasionally before then, or explicitly
           | feminist pieces maybe.
           | 
           | "They" was more common but came off as very informal or low-
           | register (to those taught the other way, at least).
           | 
           | It did take me a long time to stop going "wait, who? I missed
           | who we're talking about" and start searching backwards in the
           | text when encountering gender-neutral "she". Did indeed make
           | things hard to read for years.
        
         | djur wrote:
         | Singular "they" was more controversial at the time and was
         | considered ungrammatical by some. "She" is unquestionably
         | grammatical and yet it seems to be persistently shocking for
         | people to read. (I would prefer "they" today, but this is from
         | the '80s.)
        
       | twoodfin wrote:
       | Not an adventure game, but it's amusing the degree to which
       | Infocom & Douglas Adams flaunted rules like this to the extreme
       | of high art for _The Hitchhiker's Guide to the Galaxy_.
        
         | oneeyedpigeon wrote:
         | I wondered if at least some of Gilbert's criticism was aimed at
         | HHGttG. I'm sure there's at least one case of "pick it up early
         | on or you'll later find out you've wasted most of the game" and
         | one of his 'bad puzzle' descriptions sounded like it could have
         | been a nod to the infamous Babel fish puzzle.
         | 
         | HHGttG was incredibly well written and creative, but I think it
         | was probably a bit 'mid' as an adventure game.
        
         | egypturnash wrote:
         | Infocom made (almost) nothing _but_ adventure games. From
         | 1980-1989 they made no less than thirty-nine text adventures.
         | And a database. Which lead directly to their downfall.
         | 
         | They never made a _point-and-click_ adventure game, but they
         | were the _kings_ of the adventure game when you could make a
         | pretty compelling argument that the images the home computers
         | of the time could produce were much cruder than what words
         | could evoke in the mind of the player.
        
         | djur wrote:
         | Infocom games were adventure games, just text adventures. The
         | tricks in Hitchhiker's are fun but not really great for
         | playability. The Interactive Fiction community has spent the
         | last few decades trying to figure out ways to get that same
         | kind of surprise and lateral thinking into a game without
         | making it feel unfair. Most of those games are for people far
         | more advanced in their puzzle thinking than I.
         | 
         | ("flouted" not "flaunted")
        
       | pteraspidomorph wrote:
       | I appreciate the dig at Sierra games and their reliance on
       | missable items. But he wrote that puzzles should make sense, and
       | went on to give us the rubber chicken with a pulley in the
       | middle!
        
         | oneeyedpigeon wrote:
         | I _think_ that chicken was a satirical dig along the very same
         | lines. IIRC, it clearly described the pulley and the resulting
         | puzzle - using a pulley on a wire - isn 't exactly cryptic.
        
           | robinsonb5 wrote:
           | As opposed to, say, the "monkey" wrench in MI2?
        
       | BeetleB wrote:
       | I prefer to call them interactive narratives as opposed to
       | interactive movies.
       | 
       | Aside: What Remains of Edith Finch is perhaps the most powerful
       | narrative game ever. Not an adventure game per se. But extremely
       | powerful storytelling.
        
         | ykonstant wrote:
         | I love it too; I also love the secret layouts of the house.
        
       | o11c wrote:
       | Full title is much less click-baity:
       | 
       | Why Adventure Games Suck And What We Can Do About It (1989)
        
       | jncfhnb wrote:
       | Interesting parallels to games today.
       | 
       | > It is bad design to put puzzles and situations into a game that
       | require a player to die in order to learn what not to do next
       | time.
       | 
       | I feel like this is not good advice anymore. Nowadays dying is
       | more common in games and less intrusive. In some games it's even
       | canonical that the character is dying. It's become less intrusive
       | and thus more ok. Even for puzzles I think this is bad advice.
       | Puzzles probably engage the player more when they're solved right
       | or solved wrong; vs when they're either solved right or in limbo
       | of not being solved yet. It encourages feedback on your solving
       | path.
        
         | jprete wrote:
         | The modern version would be "don't severely penalize players
         | for failures they can't prevent". I think in 1989 having to
         | start over was considered less of a punishment, because games
         | tended to clock in at low-single-digit hours with perfect play
         | (assuming the game could even be finished).
        
         | AuryGlenz wrote:
         | Nobody wants to replay the portion that they've figured out
         | again and again to get to the part they haven't. It took game
         | developers a long time to figure that one out, for some reason.
         | Heck, they still sometimes put a checkpoint too far back, but
         | that probably comes down to testing.
         | 
         | I'd say Super Meat Boy was probably a big turning point as far
         | as that goes.
        
       | Almondsetat wrote:
       | Ludonarrative dissonance is, I think, my biggest turn off in
       | gaming. Problem is, the vast majority of games have it because
       | they try to be like movies with a set story and cutscenes and
       | dialogue. So yes, to me Adventure games suck and utterly destroy
       | my suspension of disbelief without fail
        
         | sqeaky wrote:
         | I'm not familiar with that word, Ludonarrative, but yeah
         | constant interruptions to suspension of disbelief are a huge
         | pain in the ass. And the Wikipedia page on it goes into deep
         | and nuanced examples when we have just basic failures.
         | 
         | I'm not just talking point and click adventure games, I mean
         | any game that breaks its own rules just gets on my nerves. If
         | it's a Sci-Fi setting you tell me there's FTL, fine but then
         | when I can't use that in a context where it it follows the
         | other game rules to do a thing I want to do, that just ruins it
         | for me. How many open World RPGs are there with just invisible
         | walls in a place that looks totally passable? When in cutscenes
         | or story elements the characters can just walk through that
         | area or have no problem turning on the FTL.
         | 
         | I know it's a lot of effort, but attention to detail hearing
         | about the end result is the only real fix this kind of shit.
        
           | giantrobot wrote:
           | > Ludonarrative
           | 
           | This is describing the _rules_ of a game as related to the
           | _narrative_ of the game.
           | 
           | A ludonarrative dissonance would be the _narrative_ of the
           | game being  "we need to hurry and rescue the thing!" but then
           | the rules/mechanics of the game having no punishment for not
           | actually hurrying and rescuing the thing or maybe no support
           | for even understanding the time taken by the player.
           | 
           | Similarly the mechanics of the game can clash with the
           | narrative. The narrative says the player character is a
           | strong hero but then with the game mechanics they're killed
           | by a rat in the forest.
        
         | parpfish wrote:
         | once you learn that term, you see it everywhere in games.
         | 
         | Two that always bug me:
         | 
         | - game narrative introduces urgency ("we have to hurry up and
         | catch X before it's too late!"), but time doesn't matter at
         | all. And in fact you're encouraged to grind away on sidequest
         | and collect items before continuing that urgent main story
         | 
         | - early game has a city surrounded by weak monsters and some
         | local needs you to hunt down a few that have been bothering
         | them. two towns over there's another town of normal people
         | surrounded by monsters 100x stronger but they don't care or
         | need your help.
        
       | asimpletune wrote:
       | Does anyone else think Guysbrush Threepwood is based off of Burt
       | Lancaster?
        
       | dang wrote:
       | Related:
       | 
       |  _Why Adventure Games Suck (1989)_ -
       | https://news.ycombinator.com/item?id=32936015 - Sept 2022 (57
       | comments)
       | 
       |  _Why Adventure Games Suck (1989)_ -
       | https://news.ycombinator.com/item?id=22625578 - March 2020 (104
       | comments)
       | 
       |  _Why Adventure Games Suck (1989)_ -
       | https://news.ycombinator.com/item?id=15569221 - Oct 2017 (1
       | comment)
        
       | mancerayder wrote:
       | Has anyone tried Lucy Dreaming? It's first of all a British
       | version of games like Monkey Island (which inspired it) including
       | dry British wit
       | 
       | Secondly the puzzles are hard but very very reasonable, as in I
       | never felt they were unfair. I think they did that as a lesson
       | from the classics, where sometimes Brute Force was the only way
       | objects and environment needed to interact to unlock more of the
       | game.
       | 
       | An enormous amount of thought was put into it, and I hope more
       | games come out like it. I'm truly tired of FPS, grinding 'work
       | simulator ' type games, and multiplayer games which predominate
       | on Steam.
        
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