Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 10, 2012
 
DICE 2012: Activision's Hirshberg believes creative people should lead companies
 
GDC 2012 reveals Super Mario 3D Land, Resident Evil Revelations postmortems
 
What drives the developers of Unity?
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics [1]
 
arrow Principles of an Indie Game Bottom Feeder [21]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
The Parable of Feudal Japan [1]
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [10]
 
The Principles of Game Monetization
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Retro Studios
RETRO CONTRACT - Environmental Artist
 
Retro Studios
RETRO - CONTRACT AI Engineer
 
Adhesive Games
UI Technical Artist
 
Adhesive Games
Technical Artist
 
Adhesive Games
Senior Network Engineer
 
Adhesive Games
Senior Engine Programmer
spacer
Latest Press Releases
spacer View All     RSS spacer
 
February 10, 2012
 
Eufloria HD App for iPad
Arrives on the App Store
 
PARAMOUNT PICTURES AND
NAMCO BANDAI TEAM UP
FOR...
 
EA AND 38 STUDIOS SHIP
ONE OF THE MOST HIGHLY...
 
Indie Royale's
Valentine's Bundle is
live
 
SUPPORT YOUR FAVORITE
NARUTO NINJA TEAM IN
NARUTO...
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
News

  Monkey Island's Grossman: Adventure Game Puzzles Can Be 'Hard [But] Not Cruel' Exclusive
by Chris Remo, Staff [PC, Console/PC, Exclusive]
14 comments
Share on Twitter
Share on Facebook RSS
 
 
July 6, 2009
 
 Monkey Island 's Grossman: Adventure Game Puzzles Can Be 'Hard [But] Not Cruel'

Talking to Gamasutra about the new Tales Of Monkey Island franchise update, Telltale design director Dave Grossman has commented that "lack of cruelty is an important feature if adventure games are going to be palatable to large audience."

The update of the classic LucasArts franchise is initially debuting for PC and WiiWare, with the PC version due out tomorrow,.

Grossman, who worked on the original Secret Of Monkey Island at LucasArts in 1990, has notable views on how the adventure genre can go forward:

"I think what it really comes down to is whether [a particular] aspect of the game is something that's going to affect how the characters in this story feel, and what the moment-by-moment experience is like. Is it something that's going to affect your kind of broader experience with the form?

Where we've been trying to go with adventures games -- maybe someday we won't even call them that anymore, but this style of game storytelling that we do -- is towards something that is a more casual experience.

The "sofa experience" is the way I like to think of it. You're going to be sitting on your couch or with your browser, browsing through stuff. You go, "Oh, look. The new Monkey Island is out. I'm going to play that right now."

You download it, play it right away. You might even finish it right in one sitting. And then you move on to something else. You probably have your family there with you. It's a little bit different from the old experience."


The Telltale design director also has specific views on what should not be repeated from the early days of adventure games, commenting:

"I remember my own childhood playing these kinds of games -- you know, I'm alone, stuck up in my bedroom, and I'm just thinking a lot and banging my head against the wall. "Curse those designers! What do they mean by this puzzle?"

Whereas with this, there are some puzzles in the episodes that I think are hard, but they're not cruel. I think that lack of cruelty is an important feature if adventure games are going to be palatable to large audience.

You just can't be that mean. I'm trying to give people a little fun and let them do some things to make them feel clever, but let them get through the game so that they will be ready for the next one when it comes down."


You can now read the full Gamasutra interview with Grossman, including lots more on how the game got made, plans for its roll-out, and design underpinnings for the franchise continuation.
 
   
 
Comments

Colm McAndrews
profile image
what a load of... hypocrisy. Can't he just say that they intend to sell their games to wimps and wusses so they have to be piss easy?

hard but not cruel... silly.

Ben Versaw
profile image
@Con: I believe he means games that are like the following:

You have a room full of stuff to advance you have to somehow figure out that insect on the floor needs the dice from the table and the torch above needs a gold coin.

There is a difference behind hard puzzles and nonsensical puzzles.

Ephriam Knight
profile image
Ben,

Exactly. I believe it was Ernest Adams in his Bad Game Designer no Twinkie series that used the phrase "Bulldozer and Lampshade" type puzzles.

Puzzles that make sense can be difficult too. I remember playing Sam and Max Hit the Road. Even thought the whole game was whimsical all the puzzles still made sense. That did not make the game easier as there was still plenty of searching for the right items.

Colm McAndrews
profile image
I'd still rather have the harder one, if the alternative is being frickously easy because Mr. Grossman wants to be stinking rich so he tries to sell to little console tards who don't like to suffer anymore... also what's cruel and hard to some, is not to others, it's subjective.

I believe hard but not cruel is pretty much chimeric if not a LIE, it's just easy vs challenging, in the end.

Grim Fandango is very hard, but surely not cruel. I don't think he intends to make his game as hard as GF, He'd say it's cruel.

Chris Remo
profile image
Con,

You're assuming quite a bit about a relatively innocuous statement. You yourself are describing Grim Fandango as "hard but surely not cruel," and you obviously consider that a quality game, so it's odd that you'd condemn somebody else for shooting for that same goal. You're basically just arguing over the difference between the degree implied by the word "cruel," which I don't think is grounds for being as venomous as you are in your attacks.

Colm McAndrews
profile image
Ephriam>

Very well. Answer this then, please:

1. Dave Grossman says he aims to appeal the masses
2. I've beaten Sam&man years ago, it's been REALLY hard i had to use a couple of times the solution. I can safely say it would NEVER EVER appeal the masses, they'd find it excruciating, it's undoubtably a NICHE game only us old-school can appreciate... aside from the pop humour.
3. Grossman's game has to be way easier than S&M HTR or he won't accomplish his objective.

Result: we're screwed.

Joseph Garrahan
profile image
"Con Quests" seems a bit drastic and over-dramatic...but I get the point and I know everyone is thinking about it. These games will be too easy.

...But at least they are fun and hey....it's better than nothing! They are actually pretty great. And Full throttle was pretty easy, but still a lot of fun. I think if they integrate a good, adaptive hint system, they could have harder puzzles and please everyone.

Colm McAndrews
profile image
Chris Remo> I simply find "can be hard but not cruel" an extremely hypocrite statement, also something that doesn't exist in this world.

As the guys above prooved with the example, there IS such a thing as a cruel puzzle that's almost bad puzzle design, but they are very extreme cases. Those guys imply that Grossman only intends to eliminate those exaggeratedly hard parts. I think that's being naïf. I don't think doing that WILL BE ENUFF to draw the big slices of players, Grossman has to slide that difficulty notch more to the left, way over the above described "cruelty" design flaw.

Chris Remo
profile image
Con,

I've been playing adventure games my entire life (I got my start as a game journalist writing for an adventure-exclusive site), and I think there is a very definite difference between hard and cruel, or at least hard and absurd. Where that line is drawn probably differs from person to person, but I think it's definitely there. I've played a lot of adventure game puzzles that take me quite a bit of time, but then once I solve them, I feel pleased that I've completed it. I've played others that, once I solve them, merely leave me frustrated in their arbitrariness.

As a long-time adventure fan I guess I just don't place the same value you do on extreme difficulty. To me that has always been more the purview of the Myst branch of adventure game design than the LucasArts branch, which while sometimes had difficult puzzles, was much more defined by its dedication to characterization, setting, atmosphere, and writing.

As Joseph said, Full Throttle is not a particularly difficult game at all--but it's my single favorite adventure game of all time, because it excels to such an incredible degree in other areas that I feel are more important to successful story-driven graphic adventures.

Telltale may draw the line further in one direction along the spectrum than you like, but I think their goal is a perfectly worthwhile one. Grossman was one of the three key designers on the original two Monkey Island games, and one of the two designers of Day of the Tentacle, so I think it's fair to say he can claim some level of experience as to what works in adventure game design.

Colm McAndrews
profile image
....but hey don't get me wrong, guys, im not a stubborn hateboy. I'm still optimistic, i always stay so with every new game... so i hope TOMI is going to be hard and challenging. But if that be the case, it's not going to appeal to the masses, not in a million years...

matter of fact, it's probably the whole concept of puzzles that aren't appealing to the masses, no matter what difficulty. The masses want combos and special attacks. Maybe only Heavy Rain will be appealing to those players, and i don't think that one's a very challenging game.

Colm McAndrews
profile image
Chris Remo:

I see where you're going. You're saying that Full Throttle, albeit still challenging, could be enjoyed by the masses. And you're also saying that it was so only because it had good if not great toony looks, a wondrous pop story and nice arcade scenes, am i right, there? So it's not about puzzles anymore, it's about other players magnets.

But Grossman talks about the actual puzzles becoming accessible, He doesn't mention adding other gameplay parts. He implies that puzzles is what he intends to make appealing, and in that case, it'll make us unhappy... a sofa experience still can't possibly include full throttle challenging puzzles. If he was going to just add funny bits to the hard puzzles he was gonna say so. I doubt(but still hope) TOMI will be as challenging as FT.

For the record, i'm one of the last Sierra SCIVGA lovers, so im pretty much everyone's nemesis.

warren blyth
profile image
instead of gut feelings, why don't they add a "hard" mode (same game, but with cruel puzzles)?
then they could gather stats.

I played through the first season of sam and max, and all the but the last episode of season 2. and it felt like it was missing something. it felt like i was watching a g-rated cartoon that kept pausing itself until i clicked somewhere. bleh.
Maybe that's where the money is, with casual middle of the road blandness. but i'd be more likely to recommend the game it had something outrageous or different. cruel puzzles are also kinda of a funny thing to talk to people about....
when i think of the cruel puzzles in games i adored 20 years ago, i think of talking to friends about them and trading off sessions with my dad. maybe it would be wiser to better incorporate the social element than to dumb down the puzzles.

Christy Marx
profile image
When I was designing adventure games for SOL, I could see a big difference between a puzzle that was hard because it was stupid and a puzzle that took some thinking because it was clever. I aimed for the latter and tried to make my puzzles integral to the story I was telling. I personally think there's nothing worse than a nonsensical, arbitrary puzzle that requires tedious trial and error to figure out.

I haven't played the new Monkey Island game yet, but I intend to. Until then, it wouldn't be fair of me to comment on what Dave's saying. I *think* I understand what he's going for and I think it tracks with what I said above. I'm looking forward to finding out.

Colm McAndrews
profile image
Hi Mrs. Marx i'm a big fan of your "conquests" series, i think we even exchanged 2 or 3 e-m replies some time ago about the main concepts behind those epics :)

Sierra adventures were special games... puzzles weren't hard per se, it was VERY hard and maybe even cruel that you had to "imagine" the best way to solve a puzzle among 2 or 3 solutions... it was cruel because most of the times the player didn't know there COULD be a different way to solve a situation... still, they were beautiful... today such a game would be avantgarde.

I promise you, the minute i get rich off my writing herculean skills, i will finance a new adventure, all with multiple endings and puzzles.
Do you think 2 mill. $ is enuff?


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.