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Blogs

  5 Graphic Adventure Game Goofs (and How To Fix Them)
by Ryan Creighton on 02/17/12 08:53:00 am   Expert Blogs   Featured Blogs
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The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

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[this article by Ryan Henson Creighton is re-posted from the Untold Entertainment blog, which is awesome]

It's no secret that i love graphic adventure games. They're the reason why i'm in this industry today. i've worked on a number of them (including Jinx 3: Escape from Area Fitty-Two, Heads, Summer in Smallywood, Sissy's Magical Ponycorn Adventure, and the upcoming Spellirium), and have devoted considerable resources to developing UGAGS: the Untold Graphic Adventure Game System (our company's answer to SCUMM), which has helped me to build that list of games. i've also written lots of articles about the genre (check the "Further Reading" section at the bottom of this post!)

The UGAGS oeuvre to date.

Call me a snob, but i like graphic adventure games for the mere fact that their characters have something going through their minds other than "shoot". i like that their plotlines boil down to more than just "kill mans" or "glorm points". And i like standing in a room in a graphic adventure game, alone with my thoughts, without having to worry about time limits or pyrotechnics wizzing past my face every few seconds. As Monkey Island creator Ron Gilbert put it during his Maniac Mansion postmortem at GDC 2010,

"The magic of an adventure game is staring at the screen, wondering what to do next. It's that quiet contemplation."

With the massive Kickstarter windfall for an unspecified graphic adventure game, Tim Schafer, Ron Gilbert and Double Fine proven that there is still a market and a fondness for the genre. That being said, there are some legitimate and persistent problems with graphic adventures. Here's a short list of the most common ones, and my thoughts on ways in which we, as graphic adventure game designers, can fix them.

1. Not Knowing What to Do

True, it's magical for a video game to leave you guessing, instead of ramming a tutorial down your throat at every turn like most modern games do. But if you get stuck enough, long enough, that magic turns to salty poop and you really just want to get unstuck. If the only recourse for the player to get unstuck is to consult GameFAQs, you've failed as a designer. i've abandoned numerous graphic adventure games because i "cheated"; solving the rest of the game became a lot less enjoyable and i gave up, thoroughly racked with guilt-derived stomach cramps.

Throw the bridle on the snake to turn it into Pegasus. Why oh WHY didn't i think of that??

But if the game gives you a way to cheat, or to get a hint, it's somehow legit and i don't feel as bad. It's game-sanctioned cheating - a subtle, but powerful, difference. Modern graphic adventure games like Machinarium use an in-game help system.

Machinarium puts you through a twitch-based minigame before giving you a hint.

Another interesting way to handle this is to design your game such that the player can never get stuck. You just plod through the game, missing cues left and right, until you crash into the inevitable, unsatisfactory ending. But if you're keen and clever and aware, you can strike out off the beaten path, do all the difficult things, and get a much better ending. Games that use this approach include Kult/Chamber of the Sci-Mutant Priestess, The Last Express, and The Colonel's Bequest.

It's possible to coast through The Last Express without ever figuring out whodunit, whatsgoingon, or whosthatladywiththegun

One year at GDC, i heard a woman speak who was an advocate for female gamers (if you know her name, speak up!) Her heartfelt conviction, ladies, is that if you buy a game and you can't access all of the content on the disc because the designer won't let you, take the game back to the store and ask for your money back. Years ago, this struck me as utter blasphemy ... and yet here i am, developing Spellirium so that all of the challenges are no-fail, and you can sail through the game from beginning to end without the game requiring you to be awesome. It's awesome-optional. But for those players who DO excel, there are treats and rewards.

2. The Pixel Hunt

When graphic adventure games moved from using text-based parsers to entirely mouse-driven interfaces, they were distinguished from their parser predecessors by the term "point n' click". This term was later twisted to the pejorative "hunt n' peck" because numerous graphic adventure games, in lieu of offering clever and interesting puzzles, would hide important items in a 2-pixel-square hit area so that the player's only recourse was to slowly scan each and every location by trawling the cursor slowly over the screen in rows, like he was a human dot matrix printer. Listen: i could be a very rich man today if i had built HOGs (Hidden Object Games). They're immensely popular. But the entire genre is based on this one terrible flaw of graphic adventure games. HOGs, by definition, are pixel hunts. i can't do it. i just ... no. You know?

Finding the pair of tweezers in the messy bedroom is not my definition of a fun time - it's my definition of every goddamn day of my life

How do you fix this problem? The obvious answer is to make bigger hit areas. But i've seen other games go even farther. Telltale's Back to the Future on the iPad enables you to multi-finger diddle the screen to make all of the location's hotspots light up. Like the "every player's a winner" strategy i mentioned above, this seemed too broad and too giving. i mean, the game might as well be playing itself at this point, right?

The more i thought about it, the more i thought back to adventure games where the only reason i got hopelessly stuck was because i didn't know that that part of the screen was an exit to another location. The joy of an adventure game should be in being a character, playing through a story, and feeling clever for solving some problems - not in discovering that you can click that plant that looks like it's part of the background.

3. Cock-Blocking

One of the most despised phrases in the annals of graphic adventure gaming is "you can't do that -- at least not now" which, if you've played through the King's Quest series, you've read at least a few hundred times in your miserable existence. Graphic adventure game cock-blocking occurs when the designer has not thought through enough interaction possibilities, and has thrown up a vague, generic message to the player. This is essentially computer programming error code handling, with messaging that's barely more helpful than actual computer programming error codes.

 

The reason why cock-blocking is so common is that it takes a lot of effort to account for every possible thing the player might try to do. Indeed, for games with a text parser, it's nigh-impossible for the designer to anticipate every single combination of words, including gibberish, the player may hurl at the parser. With verb-based adventure interfaces like the one in Maniac Mansion, the permutations shrunk significantly.

Sidenote: this is the exact moment in Maniac Mansion when the majority of players wet their pants.

A corollary to item use cock-blocking is a situation where the player tries to use a long, rigid item to pry something off another something, but he doesn't use the correct long, rigid item that the designer was thinking of. Stick - no good. Pole - no good. Broom handle - ding ding ding! Here's how graphic adventure developer and wittily snarky pundit Ben "Yahtzee" Croshaw puts it in his Depressingly Common Adventure Game Design Flaws series (the rest of which i've avoided reading, for fear of being wittily snarked at for plagiarism):

"The best game I have ever played for intuitive puzzles has to be the aforementioned Zak McKracken And The Alien Mindbenders. There's a whole horde of inventory items in Zak McKrack, and I could give a thousand examples of puzzles with several alternative solutions. How about using a monkey wrench to wake up the bus driver, but also being able to do the same with any other long, hard item in your inventory, AND having the option of waking him with a merry kazoo interlude instead? You can use a butter knife to get a cashcard from under a desk, but you can also use any of the several pieces of paper, all of which can also be used for drawing maps. Then, when you try to lever up floorboards with the butter knife, it's obviously too flimsy, and you get left with a bent butter knife. Having so many possibilities and so many avenues to explore not only constantly rewarded the player's intelligence but provided the vital encouragement needed to make them push through to the very end."

Before Spellirium, UGAGS games got right around this problem by not offering any item interaction whatsoever. If you clicked on a hotspot, and you had the inventory item that interacted with it, you automatically used the right item. In Jinx 3, if you were carrying the spork, you could tap on the prison wall with it. If you held the banana, you could flush it down the toilet to create a flood. This covered off any puzzle design blunders that i may have committed. Left to his own devices, would the player really know he should tap on the wall with the spork? With auto-item use, i never had to worry about it.

Why force the player to say "use keycard on door" when the interaction is obvious?

Since you can use items on hotspots in Spellirium, i've developed a new system to minimize cock-blocking. Given a hotspot like a locked door, i can obviously define what happens when you use the iron key on it. But i can also list other items the player might try to use, like the metal pole (to bash the door down?), and i can have Todd respond in kind: "This metal pole is too flimsy to bash the door down." That makes the player feel good, because i'm acknowledging that he had a good idea, and it's so much more satisfying than "i don't understand that" or "i can't do that."

The next line of defense is generic item commands. If i haven't written an item-specific response, the logic falls through to the hotspot's generic response, like "i can't use that to get through the door." This is a little more frustrating than a specifically-written response, but at least it's something. One game that i noticed did a LOT of work to provide an item-specific response for every imaginable item/hotspot combination is The Whispered World. Very well done.

 

4. No - Not THAT Paper

A very common and frustrating mistake that adventure games make is to send the player off in search of something that is represented in the background artwork, but the background element is not wired for interaction. While it's not a graphic adventure game, i was recently playing the abysmal Legend of Zelda: Skyward Sword, and a character asked me to go find a piece of paper - "ANY piece of paper". The setting for this fetch quest was an academy packed to the teats with books, parchments, scrolls and papers of every imaginable kind ... but i couldn't pick any of them up. i had to go hunt down the exact piece of paper the game wanted me to find.

Don't surround the player with non-interactive books, and then ask him to find "any" piece of paper.

A related problem is the too-damned-interesting-background-art error. This is where you have something in the background that every player clicks on, but you haven't written a description for it. And the player figures there MUST be something up with that video camera hidden in the plant. But there's not.

In an attempt to address this, we're developing a heatmap system for Spellirium where we can analyze players' clicks. If we notice enough heat on a particular area of the screen that we haven't wired up for interactivity, of if there's a hotspot that gets clicked non-proportionally to its relevance, we know we have some splainin' to do to the player.

Heatmaps: they're not just for Halo any more.

5. The Pointless Conversation Option

Again, while it's not a graphic adventure game, there's a lot we can learn from the steaming pile that is Skyward Sword. Throughout the game, non-player characters ask you to make a choice. "Link! Will you save my kitten from the tree?" You know that, as the hero, you kind of have to save the kitten. Yet you're given the option to say "No." And when you do that, the story does not move forward. You MUST re-engage the NPC. You MUST say "Yes" this time. You MUST save the kitten. What was the point of the interaction, other than providing the illusion of interactivity?

 

The reason why designers do this is, of course, to save work - a LOT of work. If, whenever you made a binary decision, the ramifications spun off wildly into two alternate timelines, you'd be building an impossibly large game. But i can't stand it when it's obvious during a conversation that no matter what i "choose" to say, the conversation is always going to go a certain way.

The solution is a trick of good creative writing. It's fine for the conversation to always lead into the same funnel. It's not fine for the player to know that. Through clever writing, you can make the player think he's affecting the conversation, even when he's not. If you're crafty, you can even give the player a binary decision with two seemingly opposite inputs, but steer them both around to the same outcome. Consider this conversation snippet from Spellirium between Todd and Lorms:

Todd:

  • Uh ... okay. You can tag along, I guess. [C1]
  • It's probably better if I go alone. [C1]

[C1] (Todd walks to the edge of the screen)

Lorms: Where are you going?

Todd: I dunno. That way?

Lorms: Do you have a plan? Do you even know how you're going to find your friends?

 

With one option, the player decides that Lorms can come with him. With the other option, the player decides to go it alone. Lorms is one of Spellirium's main characters. Make no mistake: he's coming on the journey. But despite what the player chooses, he feels like the game is honouring his choice, and the conversation and actions that flow from that point feel natural - even if the player chooses two completely opposite responses.

The Sins of Our Fathers

The graphic adventure game genre is far from perfect, but there are many things we can do as savvy designers to account for the crimes perpetrate on players past. We have been bad, but we will atone. But will it be enough to resurrect a genre that's been on life support for the past twenty years?

Further Reading

 
 
Comments

Chris Hendricks
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While I wouldn't go even close to saying that Skyward Sword is a "steaming pile", I do remember the "any piece of paper" thing, and that was incredibly annoying. There are maps on the walls! There are books! If I'd been mid-dungeon, I could have given my map! Couldn't I?

Laurie Cheers
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Ah, yes, the generic "I can't use that to get through the door" response, which failed so memorably in Discworld 2. You have to collect some mouse blood. You catch a mouse, and you have a knife: use knife on mouse. "That won't help me to get any blood!"

Noah Falstein
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What's depressing about this is that we consciously discussed ALL of these things 25 years ago at LucasArts, which is in fact why you have so many options for things in Zak, and why (except for select situations with Indiana Jones) it was so hard to die in our games. It's just sad that so many games keep making the same mistakes. You also hit on why - for the most part, it is cheaper (and lazier) to take the easy way out with a lot of these options. And I have to confess that under the pressure of budget and time constraints, I've cut corners more than I like with my own games. But ultimately I think that adventure games as they used to be were great then, but we've moved on. That doesn't mean occasional old-style games won't work (as The Artist works as a silent film today) but it will be very rare. I hope instead that Ron and Tim continue the process Ron started with Deathspank and explore different ways of preserving the fun of humorous characters and storylines without the same old *&%*% puzzles! It's time for something new that takes the best of the old - keep the baby, toss the bathwater!

Roger Tober
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I play quite a few amateur adventures and I find they fall into the too easy or too hard category. There are some that are just too easy and un-challenging, some that require mind reading abilities with xray eyes for finding the hot spot. I also think every adventure game should have some form of hint system. I consider it lazy to not have it and make someone search the internet for a walkthrough, and it should be hints, with layers, to give the player a chance to yet solve it before giving up and getting the answer.

Some authors confuse adventures for rpg's and make large spaces for the player to walk through with hardly any interaction. They need to be condensed, with lots of things to do in a smaller area, and some way of just whizzing to the next area like clicking on a map or something. Walking along looking at pretty pictures or 3d scenery isn't fun, especially when you're slowly moving the mouse along looking for possible hot spots. The worst offenders are the full 3d adventures.

Another thing I've found with adventures I like is that some things just happen but aren't puzzles. A character sticks his hand in a mouse trap and you watch him shake it off or whatever.

I'm also hoping they will stage a comback as it's a nice alternative to the other types of games. I like the slow place and the experimentation, and the eureka moment when I figure out what needs to be done.

Eric Schwarz
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Great article, and many of these points should be required knowledge for even attempting to make an adventure game.



One thing that you kind of glossed over were challenges and obstacles with completely ridiculous solutions. I think the death of the adventure game genre was in a large part due to the fact that designers wouldn't have the most intuitive choices work, but rather would require absurd chains of interactions between different characters, objects, etc. to accomplish specific tasks, sometimes so lengthy that the actual point behind the sequence would be completely forgotten.



Need to open a locked door to find the person inside? No, don't find the key or bash it down, you idiot - you need to get a license to drive a wrecking machine, steal a woman's dress and some cantaloupes in order to make a disguise, enter into a dialogue mini-game while dressed as a woman and seduce the owner of the machine, steal it from under him, do some amateur chemistry with household products when it runs out of fuel (but first chase down the dog that's stolen your "driving shoes" in the meantime) and then finally smash the building down... only to discover the person you were looking for has taken a flight to Bangladesh. Too slow, sucker!



That kind of thing might be good for laughs, but it depends almost entirely on humouring the player - if you can't keep the moment-to-moment funny and engaging, it all falls apart because the larger goal has completely disappeared from the player's mind. I have to wonder if it was deliberately done for the express purpose of selling hint guides and justifying the help lines. I mean, Monkey Island made fun of this stuff and even it fell prey to some of these problems (especially Monkey Island 2).



My ideal adventure games are always mystery-types - not necessarily Sherlock Holmes or Nancy Drew, but ones that require logical thought to get through. Adventure games should be about solving problems, not so much how you solve them... or, for that matter, working through the bizarre 3-AM-caffeine-fueled mindset of an especially sadistic designer.

Ryan Creighton
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Did you just describe an actual puzzle in Douglas Adams's Bureaucracy?

Jeff Alexander
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The object-finding scenes in Hidden Object Games are not inherently the two-pixel hit area problem (although tiny objects, or, more often, objects with only a tiny corner visible, *are* one of the many poor ways of adding challenge to them). As a game mechanic, finding small images hidden in cluttered pictures has been a regular feature in children’s magazine since the 1940s, and it had a popularity surge with the Waldo books in the 80s. In the current crop of HOGs, you know when you’re in a searching game and you’re told what you’re looking for, which is fundamentally different from when an individual exit or carryable item is hidden to create a progression “puzzle”.

Mark Venturelli
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You lost me at "the abysmal Skyward Sword".

Ryan Creighton
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Skyward Sword lost me at its abysmal 5-hour-long intro during which no interesting gameplay happened.

Kyle Jansen
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Interesting article. One small quibble, though:



"You MUST re-engage the NPC. You MUST say "Yes" this time. You MUST save the kitten. What was the point of the interaction, other than providing the illusion of interactivity?"



Uh, yes. Exactly that.



Games are, by definition, interactive. Certain sections, unfortunately, have to be non-interactive - cutscenes, one-choice dialogue paths, and so on. But by making them *seem* interactive, you're keeping the player in "gameplay" mode, not in "movie" mode or "reading" mode.



It's like how "cutscenes" are handled in the Half-Life series. They don't actually cut away - they're presented in just the same way as gameplay. But really, there's no meaningful interaction going on - the player can choose where to stand, maybe, but that's about it. And yet, they quite successfully hide the lack of real choices by adding a trivial amount of meaningless interactivity.



In certain games, the "decline quest" option actually has a purpose. In games loaded with dozens of concurrent sidequest options, it allows the player to delay starting new quests until they've finished what they're currently doing. In a Zelda game, that's probably not necessary, but that's hardly the first time a game designer has copied elements from other games without fully understanding *why* that element was good.

Hakim Boukellif
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Good article and I mostly agree with it, but I'd like to comment on a few points:



On the subject of hint systems and allowing the player to sail through the game: one thing I feel are a game's responsibility is to at least motivate the player to play the game "properly". And I don't just mean in offering greater reward for those that do, as that might not always stand up to the temptation of instant gratification. While that might be the player's own choice, it's also part of human nature, so it can't be entirely chalked up to free will either. In the end, those that succumb to temptation too often get an experience that's far less than the game promised, which is just as bad as the game being so frustrating that the player just gives up halfway.



Basically, while the customer may be king, that doesn't mean we shouldn't at least try to dissuade him from buying a hydraulic chainsaw for use in arts and crafts. While adding a hint system is a good idea for this kind of game, I do think there should be some conditions for its usage (e.g. exchanged for tokens, the game detecting that the player is having trouble with the current puzzle).



Other than that, I don't really agree with you on the ability to reject non-optional activities being pointless or just there to offer the illusion of choice. While a game like Skyward Sword might be completely linear from a narrative point of view, it's not like it's stuck on rails. At almost any point in the game, you can go to any place the story has allowed you to go to so far. Furthermore, there are various activities you can do that are independent from the story, like gathering materials or hunting bugs. So just because I happen to engage an NPC who offers me an activity that the game requires me to do, that doesn't mean I want to do it right now; I may have other plans.



Even if it's at a point where there's little else to do (I believe your example happens pretty early in the game, when it's still trying to show you the ropes), the game should still be consistent in what options it offers the player.

Pekka Kujansuu
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I think the real solution to 5 is to just not offer the player a choice if there is none. Why can't Link automatically accept the task he's asked? Why can't it just be implicit, and if the player completes the task, they get to move on? Why can't Lorms join Todd without asking him? Why can't the dialogue between be non-interactive? Of course in some situations you might want to play the "both choices lead to the same result" game, but I don't think you really have to twist your storytelling that way if it doesn't fit.


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