Showing posts with label Adventure Classic Gaming. Show all posts
Showing posts with label Adventure Classic Gaming. Show all posts

Thursday, May 22, 2014

They shoot horses,don't they?

To get things running, I've always found the title so interesting, besides the wonderful acting by Jane Fonda, I've surrounded the movie in my head with a veil of mystery and intrigue. The hindering whispers of dead-end and inevitability throughout the simple yet catching story arcs, are totally the highlight. Life is a bit crazy after all, and sometimes it does get too real.

Going a bit off-track, my mind is a bit traveling to my mom, who kind of escaped death, according to my father, this past Saturday. But she's doing well now, can't wait for her to return home.

A valuable lesson to be found in realizing what's worth pursuing.
Anyhow, sometimes, we have to learn to let go.

Not just people, but also creative projects, as they sometimes go ashtray and it's hard to pursue the goals we set out to achieve through them. It saddens me to see a project I really want to see, get shut. But those behind it, have their reasons. They've matured and gained experience from them.

Vital elements to be used in the future ones. And that's how game designers evolve, by throwing down what they consider as dead-weight, whether it's easy to do so, or super-hard. No matter how much you've clung to something, it won't fix the issues that revolve around it.


Personally I've abandoned a good dozen of half-started games. We all have, whether we put work or we just thought about them for a day or two - or an hour. In the spirit of the old Sierra adventure games, we learn through countless hours of trial and error, till we see the much desired exit.

Apologies for the inconsistent rambling.

Tuesday, January 17, 2012

Game Dev Part 2: The Setting

Welcome to part 2 of my articles about writing good adventure games. Sorry for the delay between the first article and this one, but between the Christmas/New Year holiday and my contribution of a game to the AGS Bake Sale, I was a bit short on time of late. Part one of this series dealt with character development, and this part deals with the importance of the game's setting.


The setting of a story in a nutshell tells where the story takes place. While it may show the geographical "where" of a story, it should also show the "when". The setting of your game should help set the mood of the game, influence the way your various characters act and interact, affect the game's dialog, can help to foreshadow events, invoke an emotional response with the player, and sometimes even play a part in the story itself.


Picking an appropriate setting for the type of game you're doing is important. Using a tropical location when the game involves romance or exotic thrill-rides is a good idea since that is what our brains are conditioned to think. Likewise, using mountains or woods if a game has to do with running from a crazed madman will be more effective than using a setting like a child's birthday party. There is more suspense to be had running your character through streams, dodging between trees and hiding in abandoned log cabins than there would be if he was blowing up balloons for Timmy the birthday boy.


The mood of a setting is very important to get the character immersed in the game. If you have a setting with an abandoned mansion that is gloomy, dusty, creaking from age, and add flickering candles, scary music and cobwebs, you've got a heck of a spooky scene. This wouldn't fit for a light hearted comedy game. The more immersive the game, the more the players will enjoy it. The mood can be enhanced further by adding weather to your game. If your game takes place high in the Alps in a cabin where you're waiting for a delivery from a secret agent, adding a blizzard can increase drama, tension and overall atmosphere for the game.


And finally, it's the little things make all the difference. If you're making a game that takes place in New Orleans, like the original Gabriel Knight game, you'll want to make sure you thoroughly research your target scene. Referring to places correctly, using slang terms that are correct to the country or region of the country, and even perfecting the dialects are important things. People who live in Louisiana sound much different from people who live in New York or California. This is especially important if you're doing a speech pack for your game. Adding this level of complexity will do much to immerse the player in the game world you have created.



Stay tuned for Part 3 of the series coming soon dealing with the game's plot.

Wednesday, November 9, 2011

Bad Graphics? Adventure? Say It Ain't So!!!

On the AGS forum a really insightful thread was started by Iliya about the term "Adventure Game", and whether in the current culture of big budget games with HD graphics and years of development, our AGS made games should even be called "game".

Iliya argued that instead we should call our creations "Adventure Stories", and Mark (m0ds) Lovegrove pointed out that he'd ask for "point and click adventures" at a store while omitting "games" since the employees would likely laugh at him.

Iliya then went on to post some comments that were made on Dave Gilbert's blog post on nygamedev:
  • "Wow - are the graphics really as bad as those screenshots depict?"
  • "I couldn't stand playing this for even 10 minutes ... the graphics are terrible! Looks like it was written over 20 years ago."
  • "It is like giving yourself crossed eyes for the fun of it. HORRID. My eye sight is still blurry."
  • "I can't see a game developer releasing a game that looks this bad and is so hard on the eyes"
  • "HORRIBLE!!!! I wouldn't take this game if it were FREE."

Iliya then went on to post two lines that really struck a chord with me, and I felt compelled to bring attention to this post/thread.

Iliya said, "Why is this happening? Are these comments comming from classic adventure games fans? I don't think so. And of course we don't care if they don't like classic adventure games. But these comments are ugly thing.

I don't want the games that we are making to be judged by wrong people. They are giving their comments, because we say that we create "games". No! We create stories!"

I would argue that while we do create stories, they are indeed games. The modern point-and-click genre is essentially a thing of the past with the evolution of the FPS with wonderfully rendered 3D graphics, but there is something beautifully simple and elegant about low-res or (GASP!) hi-res 640x480 resolution games.

I for one, think that Dave's creations are gorgeous and speak for the time and effort that we put into our hobbies. Yes, hobbies. We surely don't do this to get rich...

See the thread: http://www.bigbluecup.com/yabb/index.php?topic=44796

Dave's blog thread about budgets and games: http://nygamedev.blogspot.com/2011/11/graphics-and-budget.html

Sunday, November 6, 2011

Quest For Glory fans mourn the death of Hero6

What began in 1999 as the unofficial 6th game in the Quest for Glory franchise after Vivendi put the series into retirement, had evolved over time into a complete standalone original RPG. If I remember correctly, I think a cease and desist order was issued, but that is just my feeble memory, so don't take it as gospel.

Hero6 was the holy grail to diehard Quest for Glory fans like myself, and the official message was released from DeltaMatrix on the AGS forum as well as on the Hero6 page, that it was officially dead: http://www.bigbluecup.com/yabb/index.php?topic=44704.0

Instead of putting it to rest as some people do, the Hero6 team decided to release the entire source code of all work to the public to do with as they please: Download link : http://s153599580.onlinehome.us/files/Hero6_src_0302.rar

If some industrious team were to pick it up, perhaps it will some day see the light of day, though there is apparently a lot of work to be done with it. As a true fan of the Quest for Glory series, I will be offering a moment of silence for the demise of this most wanted game.

Monday, April 20, 2009

Two more Wadjet reviews

Well, Adventure Classic Gaming have had their paws on Dave Gilbert's magnum opus and they seem to think pretty highly of it. Of the main adventure review sites, only Just Adventure have still to give their opinion. Come on guys!

Meanwhile, Uhfgood has reviewed The Blackwell Legacy on his blog.