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Bad acting and audio
production. Bad writing can very occasionally be saved by good acting, but
bad acting can make even good writing sound terrible. Again, adventure games
are often about people, so human interactions have to sound real.
Hire decent
actors and record them acting together. Too many scenes in adventure games have
clearly been recorded one line at a time, with only one actor in the voice
booth. The result doesn't sound like acting, it sounds like a narrator reading
lines.
The BBC, one of the last
broadcasters in the world that still produces English radio plays, always
records all the actors together around one microphone -- and if they're
supposed to be in a kitchen, they'll be in a kitchen set, so the ambient room
sound will be correct.
I realize that you can't record the contents of a dialog
tree exactly the same way you can record a linear script, and we're unlikely to
ever get perfectly natural-sounding conversations.
Still, when I was doing the
voiceovers for Madden NFL Football, I
learned the benefit writing the content that we actually needed into the middle
of a longer sentence or paragraph.
We'd have the talent record the whole thing,
then cut away the material we didn't need. The resulting audio sounded as if
were part of a continuous flow of speech, rather than a single word or line
recorded by itself.
Music. Maybe it's
just the examples I've played recently, but the music in today's adventure
games seems a bit tinny and repetitive compared to that in the Good Old Days.
It sounds as if some corners are being cut here to save money.
The breast fixation. I
have the feeling that the artists (predominantly male, alas) who created the
games I have been playing fantasize about women a lot, but they don't actually
look at women very much.
Culpa Innata
includes a scene in which someone is giving a speech to a roomful of people.
All the women in the audience, without exception, have enormous -- and perfectly
identical -- breasts.
This is another Twinkie Denial Condition, and I'm
disappointed to see it still being perpetuated, especially in a genre where a large
proportion of the target audience is female. Grow up, guys -- and learn a
little about the variation in human anatomy, while you're at it.
Conclusion
In 1989 -- so even farther back than my "It's Time to
Bring Back Adventure Games" article -- Ron Gilbert wrote an excellent
collection of rules of thumb for designers called "Why Adventure Games Suck and What to Do
About It." In fact, his list is valuable for anyone working on a game
with a story in it, and I strongly recommend it.
In the next few years, thanks to digital distribution, free
game development tools, and the indie game movement, we'll start seeing all
sorts of funky games that won't ever show up at Wal-Mart. Architecture games.
Train simulations. Archaeology games. And classic, puzzle-based adventure
games.
We can't all make Mario or Halo, and not all of us want to. Anybody who wants to compete directly
with Mario or Halo had better have tens of millions in the bank just for
marketing alone. If you develop for a niche market, you'll never get filthy
rich, but you won't have to struggle against a giant corporation's PR machine,
either.
Adventure games have found their niche. Drop by
AdventureGamers.com, the Adventure Shop, and JustAdventure+ and take a look.
You might be surprised at how many there are. Her Interactive keeps cranking
out the Nancy Drew games at a steady pace, and there are now close to 20 of
them. As long as there are people who want to play adventure games, there will
be people who want to make them. And we'll
still find ways to improve them.
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I think the one area where adventure games really can shine is in their stories, since virtually all adventure games feature narrative prominently. And that's definitely the strength of the two games I've mentioned. Both of them feature dialogue that is not just well acted, but *believeable*. I could actually imagine real people saying the things that the characters in those games said, which is true for an extremely small percentage of games released.
Host Master and the Conquest of Humor
http://www.doublefine.com/news.php/minigames/Host_Master
Web based Adventure games should be explored more...
But after so much cheesy writing, bizarre acting and other things, these games are not much anymore intersting, but nothing is worse than the games that are not games (ie: you do not need to do anything in fact to see the history...) unfortunally with the "casual wave" this is affecting other genres too (Prince of Persia and your auto-turning, other autothings and imortality, I am looking to you).
I miss Lucas Arts adventures... :(
And those adventures from a company that I forgot the name that used the same engine on all them (they did Gateway, Eric the Unready, Gateway 2...), that altough it was a bit bizarre (their engine was BOTH text and visual based... really strange) it was really cool...
Dave Gilbert, writer/designer/programmer for The Shivah and the Blackwell games has a quite a following and just released a new casual adventure game with Playfirst.
If you can make quality adventure games, you will get a very loyal following because there is demand for them, just not in the scale of Halo as Ernest mentioned.
I'll write a post about adventure games soon, because they do have aspects to offer other genres.
Dreamfall and Fahrenheit? really? Fahrenheit started out great, but it eventually became nothing more than a series of quicktime events, hardly worth calling it an adventure at that point. And Dreamfall, it was barely an interactive movie. I have quite some problem qualifying either game as adventure.
It's a shame that the action/adventure genre hasn't developed much beyond the "action game with better story".
If someone can show me the size of the target market for point n click adventure games that's something I can take to publishers to get more games like the old Lucas Arts and Sierra games funded. At the moment there is a market in the casual game space for adventure games, but your target market is 40yr+ women, so games like Day of the Tentacle and Monkey Island wont fly. Also, many adventure games released for a casual market rely heavily on the hidden object mechanic, because that's what the casual audience wants, judging by sales of hidden object games, so that's what publishers want to see in a game. I would LOVE to know what TellTale's sales figures are!
I was the programmer on Dave's game for PlayFirst (Emerald City Confidential - go out and buy it now!). The whole team had a blast working on it, and while its doing well, the sales aren't currently enough to get casual publishers excited enough to take a risk on similar games (unless they have hidden objects), the sales are certainly not near those of a blockbuster hidden object game like Mystery Case Files. Well, I suppose that's not entirely fair to say that about the casual games publishers, their market is 40yr+ women, and I pitched several of them a game at GDC that would appeal to people who loved DOTT, Sam and Max and Monkey Island, because I think there's a market for it, but can't prove it.
On a related note, if anyone wants to fund point n click adventure, or knows someone who does, check out http://www.brawsome.com.au. =0)
I want to point out that we need to be very specific about what we mean by "adventure game." Ernest actually means "Western adventure game" in this piece. Japanese and East Asian adventure games (and the related genres of visual novels and simulations) are completely different as far as structure and play mechanics, but they are also adventure games. In fact, many of the biggest problems of Western market adventures have been faced and resolved in Japanese adventure games: often excellent writing, acting, music, etc.
It's also worth noting that adventures (and visual novels and simulations) are the biggest quantity of games offered in Japan, including many popular, excellent doujin works. This is sometimes echoed by best seller charts, too - it's not all that unusual to see games in one or more of these genres hitting the top 100 at Amazon or elsewhere, and even the top 10.
Perhaps more exposure to these games would help Western market developers resolve some of their issues with design and other factors of concern.
While a few adventures like Longest Journey and Grim Fandango were able to keep me enthralled from start to finish, a lot of them were only fun until the really hard puzzle that caused me to give up. Episodic episodes of Sam and Max are incredibly fun, and I can finish a story in a little over an hour or two. It's all the great dialogue and wacky situations without the tedium of a 20 hour game.
For those who haven't played it yet, try '5 Days a Stranger', by Yahtzee (You know, the guy who now does fully ramblomatic). That's your example of how good an amateur adventure can be. There's a host of great amateur adventures out there. Even though they don't all have 3D graphics or incredibly long stories, they are a ton of fun, and they are free!
Are adventure games dead commercially? Yes! Only one or two franchises are left, and most games that come out are not even of average quality for a full-priced title. It's a niche and its hard to break into that small market. With episodic games becoming more and more popular, there's even hope for a few new gems out there (albeit small ones without a lot of depth). Are adventure games dead in the indie, amateur, freeware space? Absolutely not!
That is very interesting, Ernest. Thank you. I have been enjoying your articles and insights here since about '99 or so!
I find the article timely too. I've been mucking about the interactive fiction / text adventure scene for the past couple of years, learning the ins and outs of that community. I'm currently working on an article urging their need to study the gameplay in multiplayer card games as the alternative to puzzles.
-Ron
http://www.gamasutra.com/blogs/RonNewcomb/293/
I might disagree with your thoughts on dialog. They should be in between as well. The same genre-shock which I described above left me reading reams of senseless material in MMOs for years, incapable of understanding that a secret wasn't ever going to be smashed in between rudimentary greetings and technical instructions. In that case, it wouldn't have been the end of the world if I had been right.
In an adventure game, maybe we shouldn't have to read 'Foucault's Pendulum' in order to find a clue, but precise dialog renders everything too obvious. 'Law and Order' is a great example but it only lasts an hour. An adventure game should take longer, and might cover a larger geographic area and span of time -- why not spread out the goods? As long as your "flavor" character development and red herrings are written and recorded just as well as your main plot lines, and you get a minimal sense of reward or belonging out of the effort, who cares if you go off on a 2 hour tangent with the owner of the local fish market? Adventure games need that extra, elective noise. It's part of the environment just as much as the art.