![]() ![]() They even seemed to gain a lot of popularity with the multimedia boom from CDROM and voiced content. The basic thing that separates the true Sierra fan from the rest is how much you enjoy this same slapstick joke over and over.Īdventures were contemporary with fps and rts. Like, lol, you didn't stand on the exact pixel on the screen that is safe, so now we are going to kill you, better reload chump, sort of stuff. Sierra were considered purveyors of bad design because of how much they played up almost trial and error solutions to puzzles. And I fucking love Monkey Island.Ĭlick to expand.The Dig had some textbook bad puzzle design, even if you consider that it was supposed to be an alien environment. I've played MI2 two times but still couldn't figure everything out and even the in-game help often would only say what I already knew but it was unclear how I had to interact with the objects to achieve exactly what was asked of me.įinished Deponia a few days ago and while there some tough puzzles, I gotta admit that it's, regarding puzzles, way better. Then you have all the red herrings in your inventory, just cluttering it so your options for random guesswork increase and make it harder, while some puzzles are so absurd it's almost impossible to do them without said random trying to combine stuff in your inventory or use them on characters or other objects. And then again, how to get said Monkey Wrench by hypnotizing him? This is just so far off. How would you know you have to hypnotize the monkey in the first place? At some point you gonna need a wrench, good luck figuring out that there is a word called "monkey wrench" when English isn't your first language. Then the monkey-banana-piano puzzle? If that's not too ridiculous in the first place, to know that you have to put the banana on that thing. So far every progression action had its specific hotspot but now all of the sudden it also matters where on the same hotspot you'd click. For example in part one where you have to tickle a pirate's toe but the hotspot would be same on the whole character, so if you tried to click anywhere except on the foot/toe Guybrush would just say a line. Games were designed to annoy the player to some degree, Gilbert said so himself in the MI2 commentary that this is how they wanted it, players going back and forth on different isles.Īfter having finished them a third time recently I still gotta say, that some puzzles are so tedious and it often wasn't clear when "rules" change. These games were supposed to entertain you for weeks, not hours or days like most games today. Most point and clicks were not like that (including some published by Sierra that weren't made by them which is hysterical) but when those are the games people keep mouthing off i can understand why one would be scared of point and clicks. ![]() Several point and click games didn't have scenarios where you failed the game but wouldn't find out until you got near the end 9 hours later at the final island or castle, or that required you to cross a bridge in a desert but a crocodile is in the way, you spend hours trying everything to get it to move, the you find out you are supposed to knock a powerline down at the power plan to cause some propane canisters to explode a dam which causes a flood which makes the crocodile "drown" and then you wait 20 in game minutes or something and the water dried up and now you can cross the bridge. ![]() So you likely never saw good point and click games because you're frame of reference was always harvester, or Monkey Island, or Kings Quest. When the vocal PC minority put Sierra and some of the other terrible point and click games on pedestals that's all most people head of who didn't play them, or who stayed away from PC. This is an issue that needs to be discussed because you're crazy, but a person also can't blame you for being crazy.
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