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Re: Adventure Developers
[Re: Orange Brat]
#34922
10/31/04 13:20
10/31/04 13:20
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Joined: Nov 2003
Posts: 262 israel
zohar
Member
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Member
Joined: Nov 2003
Posts: 262
israel
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Quote:
but note that that most of those games still have a copyright holder; thus downloading them is piracy. In short, it's a warez site. Please consult their FAQ.
wow , i didnt knew . sorry for that . i dont want to link to any warez site , Ive just see that they have a link to online stores for some of the games , and to others they say to search for the game at the publisher's site , so i thought that all the rest (old ones) are abandonware .
however even without downloading , by reading the reviews of the games , you can get valuable information about good/bad ideas , things that make this title good from the other (the is a popularity meter) etc ..
and yes im against piracy , no one should download anything that is illegal .
Nobody is perfect, I´m nobody
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Puzzle Implementation
[Re: zohar]
#34923
11/10/04 15:47
11/10/04 15:47
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Joined: Aug 2000
Posts: 7,490
Orange Brat
OP
Senior Expert
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OP
Senior Expert
Joined: Aug 2000
Posts: 7,490
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Puzzle Implementation
Quote:
...one aspect of an adventure that makes or breaks the suspension of disbelief is widely pushed aside and ends up as an afterthought, not, as it should be, treated as a cornerstone of the game, possibly right up there with the story; the puzzles. A good acid test is to look at your game without the story or graphics; would I want to play it as a game simply of puzzles? And if you have trouble imagining those puzzles without the story, that's even better; your puzzles are well integrated. So here, in no particular order, are my humble thoughts on how you can make a game that has puzzles that, instead of being superfluous, actually impress the player as much as the story or graphics.
My User Contributions master list - my initial post links are down but scroll down page to find list to active links
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That Doesn't Work!
[Re: Orange Brat]
#34926
11/27/04 05:18
11/27/04 05:18
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Joined: Aug 2000
Posts: 7,490
Orange Brat
OP
Senior Expert
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OP
Senior Expert
Joined: Aug 2000
Posts: 7,490
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That Doesn't Work!Quote:
Depressingly Common Adventure Game Design Flaws. Inherent in all adventure games, excused in the professional ones and expected in the amateur, are the frustrations, the irksome little foibles that dog the experience, turning what should be a gleeful descent into a new pixellated fantasy into an exercise in skull-clenching horror. And yet, no matter how many windows are broken by carelessly hurled monitors, adventure games continue to contain these bugs, perhaps because even the most cherished adventures in history are sometimes guilty of the crimes, and they are as such made valid to the professional and amateur designers of today. My mission in life is to expose these disasters of gameplay, to warn others to avoid them, and as such end their tyranny on our leisure time.
This Month's Depressingly Common Adventure Game Design Flaw:
THAT DOESN'T WORK
My User Contributions master list - my initial post links are down but scroll down page to find list to active links
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The Importance of Story
[Re: Orange Brat]
#34929
12/15/04 16:59
12/15/04 16:59
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Joined: Aug 2000
Posts: 7,490
Orange Brat
OP
Senior Expert
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OP
Senior Expert
Joined: Aug 2000
Posts: 7,490
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The Importance of Story Part 1 The Importance of Story Part 2 Quote:
The general lack of story-telling in video games is pretty pervasive(though not without exception). It is also, in my opinion, a big waste. If there is any medium with which a story could be conveyed powerfully, it’s video games for one simple reason: interaction. The player must take part in the reality the game creates, so they are already that much closer to things like suspension of disbelief, immersion, and identification with the characters.
21 Adventure Game Design Tips
Quote:
Over the past nine years Larry Ahern and I have worked with many different adventure game designers and on many adventure games. We both contributed heavily to the game designs for all those projects. Larry even got to co designed The Curse of Monkey Island with Jonathan Ackly. During those projects we have learned a lot about the genre including these basic adventure game design ‘rules’, or you could just consider them ‘strong suggestions’. The word ‘rules’ seem a bit strong for such a flexible genre as adventure games. Also many of these ‘rules’ can be applied successfully to other game genres as well.
Adventure Music
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There are very few tutorials on the net for making music or a soundtrack to a point and click adventure game, and the one's I read never tell you how to do it. Therefore, I'm going to give you as clear pointers as I can, so you can walk away from this tutorial and actually compose something. Of course, they're just pointers - enabling you to define your own styles etc, but I thought I'd go through some of the key elements to making in-game music.
My User Contributions master list - my initial post links are down but scroll down page to find list to active links
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