tag:blogger.com,1999:blog-7857033740312341889.post1577270727190168661..comments2024-02-21T14:26:49.203+01:00Comments on Minding Games: Monkey MechanicsAva Avane Dawnhttp://www.blogger.com/profile/04564104575376090627noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-7857033740312341889.post-45984811721755852922009-09-08T23:13:13.016+02:002009-09-08T23:13:13.016+02:00I've gone back to the first season of sam &...I've gone back to the first season of sam & max while waiting for the third episode, and one of my favorite hint-systems is frequently implemented there, which is that a clue to what you're supposed to do is included in the jokes the characters tell. Sometimes it has an ironical charm which makes you feel even more stupid yet is so clever that you cannot blame the game for it. :)<br /><br />I agree that tales (and sam & max) are way more easy and more rewardning than earlier incarnations and that this is a good thing. Sometimes I wonder if knowing that the game designer did something to confuse me or give me a certain idea "should" be enough for me to not care about multiple solutions, but it's hard. Sometimes the designer can give me a comment through the characters musing, which lets me know that I'm not alone in wanting to do something that is not part of the solution but nontheless funny. Sometimes it feels as if two or more objects are put into the same area/game to thematically mirror each-other and/or confuse me even more, but I don't have an example right now and it sure as hell doesn't feel as rewarding as actually having agency and being able to make the game act in a certain way.Ava Avane Dawnhttps://www.blogger.com/profile/04564104575376090627noreply@blogger.comtag:blogger.com,1999:blog-7857033740312341889.post-16241226826192871582009-09-08T11:44:37.098+02:002009-09-08T11:44:37.098+02:00I think your advice on somehow signalling the &quo...I think your advice on somehow signalling the "cleared" areas is well-indicated. I am presently stuck in the second episode (apparently I have to go "plunder" somewhere...), and I sure would like the game to triangulate a more specific zone, because it really seems like I have exhausted all possibilities in a very large space. Another game section that would have probably benefited from the guiding systems you suggest is Grim Fandango's ENORMOUS Rubacava chapter (although its very expanse is also part of its charm).<br /><br />On the other hand, the first installment of Tales is possibly the only adventure game (including the indies) that I have completed without ANY outside help. Compare this with The Secret (which I have played right after), with its truckload of obscure items and downright malicious use of space, and I think you can see a clear evolution in terms of letting the player feel rewarded for thinking through the obstacles. I don't know how much this is due to the core puzzle design or to the solidity of the hint systems (including the lingering dialogue options you describe), but it strikes me as fair and carefully measured.<br /><br />And yes, the controls are strange... but we all seem to agree that the keyboard works just fine, so I wouldn't raise that criticism too much. I personally have no problem with the camera (I even take especially great pleasure in its use on the bridge to De Singe's), though I understand how one could be disturbed by the lack of control on the point of view. Overall, I think that Tales of Monkey Island is an impressive offering so far, but that you raise valid observations on how future entries in the genre could be subtly improved (although I don't think the "multiple solutions" bit is going to see the light anytime soon, sadly...).Louis F.http://secretmeandering.blogspot.comnoreply@blogger.com