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Bring Out Your Dead! Can Nintendo Breathe New Life into Adventure Games?
Screen resolution may also prove to be an issue for adventure games. They are historically text-heavy, and 480p simply isn’t conducive to reading large amounts of on-screen text or scrutinizing backgrounds for a dropped cufflink or misplaced hairpin.
Then again, these conventions could probably go the way of the dodo wholly unmissed. It wouldn’t be such a bad thing for adventure game designers to completely rethink the way certain tried-and-true mechanics operate. More dialogue does not necessarily equate to more immersion, and the pixel hunt went out the window many years ago - although apparently not all designers were informed.
As a rule, adventure game designers are used to working under very tight restrictions, one more limitation thrown their way is unlikely to faze them. So, from a content standpoint at least, perhaps resolution won’t matter much in the end; however, it does make multiple SKUs markedly more difficult. They cease to be money for old rope and turn into logistical nightmares for all involved. When a relatively simple Cyrillic localization requires you to redesign your interface, imagine what losing half your screen resolution will do.
The easiest solution is to design for the console and tweak for the PC. Dear God, don’t! PC gamers (me included) are notoriously resentful of design choices dictated by console limitations - developers should probably bite the bullet on this one. In any case, this is well-trodden ground by now; other genres have already tackled this issue with varying degrees of success. Adventure games will have to do the same, and will no doubt take many knocks before an equitable compromise is reached.
Grim Nintendo
Perhaps the Wii is not the clear-cut torch bearer for the adventure genre that was hoped for by many when it was first demonstrated at the Tokyo Game Show. This isn’t to say that I think the Wiimote is a fad or a soon to be sidelined gimmick. It’s simply a tool - how game designers choose to integrate it is what matters.
Yes, there will be plenty of games which focus exclusively on the more esoteric side of the Wiimote, but I don’t believe that the adventure genre will have many of these beyond the initial wave of novelties. I can look back on dozens of scenarios in adventure games past that screamed for all the unique functionality a Wiimote has on offer. Use it liberally where appropriate. Forget it exists elsewhere.
Admittedly, some of my initial enthusiasm for the Wii has dimmed over the past couple of months. As AWE received Wiis and dev kits, some of the ensuing issues were just too big to ignore. However, I remain firmly optimistic in Nintendo’s attitude towards developers and games in general. Inexpensive dev kits and a focus on a broad game library is nothing but positive for a small developer.
For a system that is likely to have such thorough penetration (600,000 units sold in the first week of release) this is a welcome change. Additionally, since your typical small developer simply cannot compete with the big boys when it comes to bells and whistles, it’s refreshing that a powerhouse like Nintendo is primarily concerned with innovation and content.
Adventure games and currently marginalized developers have been offered a window of opportunity by the console powers that be. This sense of empowerment (dare I say, adventure?) is infectious and can have a much bigger effect on game quality than money.
Most of these developers are hungry to prove themselves if given the chance, and I believe some of the best writers in games today are thanklessly slaving away at adventure games with little or no funding; play any game written by Ben Croshaw and I’m sure you’ll agree.
So, Wiimote be damned, I am very optimistic about the future of the adventure game, and firmly believe that within six to twelve months there will be plenty of console evidence lying about in a living room near you.
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