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Messages - Collector

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1
I absolutely agree about out-of-place-puzzles. All puzzles *must* be organic to the game. Every time you have to think outside of the game's narrative it breaks immersion.

2
Parser Vs PnC - Possibly the primary question for us old assholes.  I'm a parser fan because of the freedom of exploration.  I also understand, particularly after coming up with a demo in the format, how reliant the experience is on the understanding of syntax and basic words/synonyms.  It's something of an early AI, and very limited by memory when not by care.  I always enjoyed parser, though, that ability to look at or try anything.  I remember reading the KQ Companion and how the skull in KQ3 was a rudimentary computer.  Goofy?  Sure.  As a kid, I recall wondering why I didn't look at that thing closer.  Parser doesn't widen the world, really; PnC can do all the same, but it always seemed to me when I was younger that the world was limitless.  You could type ANYTHING and maybe get a response.  I enjoyed PnC as well, but was initially disappointed when Sierra went the PnC route.  Of course, that wasn't the biggest issue with their first game in that direction, though many of them weren't initially introduced by the change, either:

I would argue that this "freedom" is mostly an illusion. A parser or a P&C interface is only as complete as the designer makes it. There are a LOT of parser games that simply fall back on genaric responses. "I don't know what a *** is", "I don't know how to ***", "How can you do that?", etc.

The floppy version of Freddy has responses for much of what might catch your eye. There were so many hotspots with game responses that much of the more extraneous content had to be cut for the MPC version.

You touched on it, but I do not think that it can be over emphsized that a designer must include *every* synonym or variant a key object or action. Having to play 20 question with the designer of "what word am I thinking of now?" is immersion breaking. I will note that SCI0 does have enough of the rudiments of a P&C interface that you can right click on an object and the game will apply the "look" action on that object. The game's response can give its name of the object.

A parser or a P&C interface is only as good as the game's design allows. Which is better is completely subjective.

Dead Ends - These kind of suck

Josh Mandel once said that there are two kinds of dead ends; unintentional ones (AKA bad design) and those that are part of the game design. In KQ6 if you do not have all of the inventory items needed to complete the catacombs and try to enter them you are told that you are not ready. In KQ5 if you eat the pie you will not be able to pass the yeti. There is no reason to eat the pie. This is not to defend this silly "puzzle", but it is an example of dead end by design. I don't mind the designed dead ends, but see it as poor design if the game lets you advance too far after your illfated decision. It should be apparent before you have too much game play invested beyond.

Deaths

Depending on the death I do not mind them, in fact they can be fun and/or humorous. What I do not like are the tedious ones, like stairs in so many of the AGI games.

FMV

Perhaps a technology too much ahead of its time. Maybe it never will be time for it. The intent may be better met by photo realistic 3-D. The games from the FMV era were too low rez and disjointed with clumsy idle animations.

Bad/Impossible Puzzles

The less said about adventure game moon logic the better.

Basic Storytelling

Duh. A good narrative is fundamental to a good adventure game. Otherwise it is little more than a poor excuse from which to hang a few puzzles.

Surface exploration

This touches on the first point of parser vs P&C. Again, the floppy version of Freddy was particularly rich in hotspots. I would say that the ability to explore the game's world is not quite, but nearly as important as the narrative.

3
This time you can build an installer yourself with my NSIS Publisher plugin for Companion 3. When you are finished with the new version, that is.

4
SCI Development Tools / Re: Decompilation Archive
« on: December 03, 2019, 09:05:59 PM »
Thanks

5
SCI Development Tools / Re: Decompilation Archive
« on: December 03, 2019, 06:16:32 AM »
Game and interpreter versions?

6
AGI Development Tools / Re: Can't load the first King's Quest with WinAGI
« on: November 20, 2019, 03:40:57 PM »
Thanks.

7
AGI Development Tools / Re: No Key is Needed to Decrypt AGI.EXE
« on: November 17, 2019, 09:25:07 AM »
Thanks

8
AGI Development Tools / Re: No Key is Needed to Decrypt AGI.EXE
« on: November 16, 2019, 08:20:15 AM »
I stumbled across this again and was wondering if you still have the source for this tool. I would be curious to take a look at it.

9
AGI Development Tools / Re: Can't load the first King's Quest with WinAGI
« on: November 16, 2019, 08:09:47 AM »
Use the Wiki for the current. Andrew has editing and uploading permissions there. I am a mod here with some admin privileges, but the tool entries are added on to the board. It will let me update, but does not save my changes. The WinAGI entry here will require Cloudee, the owner of SCI Programming to update. Unfortunately he has not been around for sometime.

10
AGI Development Tools / Re: Can't load the first King's Quest with WinAGI
« on: November 14, 2019, 07:45:27 AM »
Thanks. It looked like it just needed a try-catch to gracefully handle the exception.

11
AGI Development Tools / Re: Can't load the first King's Quest with WinAGI
« on: November 13, 2019, 08:41:32 PM »
I have noticed that it crashes upon loading some Sierra games, like King's Quest 1 v2.0F int2.917 and some of the other KQ AGI games. The other AGI IDEs seem to have no problems opening them. If I have the other IDEs rebuild the VOL files WinAGI can then open them.

12
Why not also move onto SCI1.1 for it?

13
You can read his resignation mail here:
https://lists.scummvm.org/pipermail/scummvm-devel/2018-September/012235.html  :'(

Wow, I had no idea. I have had some email contact with Eugene in the past, most recently for my installer code for Blade Runner. He was always cordial with me, but that may have been just standard operating procedure for him when reaching out for code. I have felt that many of the ScummVM people do not have that high of an opinion of me, but that may be from the early efforts of adding SCI with complaints about our having the SCI Wiki and hosting the old Free SCI specifications. That along with the undithering nonsense. I cannot say that I really know Colin, but have always gotten along with him since the early days of VOGONS.

14
I knew that Collin had joined ScummVM for SCI1+, but had not heard he had left.

Too bad that there is no source for the Shivers 2 engine. I wonder how different the scripting was from SCI32.

15
AGI Development Tools / Re: String Hack
« on: August 15, 2019, 08:50:09 PM »
Might be nice to add to the Wiki, too.

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