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Topics - covox

#1
http://www.bit-tech.net/gaming/2007/10/08/how_to_write_an_adventure_game/1

Contains commentary from Grossman; the bloke who had a hand in designing MI and MI2, DOTT, and later moved to Telltale Games to pitch in on Sam and Max. Also featured is some advice from David Cage; French adventure game designer and CEO of Quantic Dream.

QuoteI started by asking Dave Grossman about how puzzles were used to slow players down in adventure games and how he worked to placed puzzles in the world realistically. As it turned out I was already way off the mark and both Davids had a radically different idea of how puzzles and challenges are used in games â€" different both from me and from each other.

“I use the challenges in an adventure game to entertain players, to let them feel clever, and to let them drive the story forward, but I'm never really trying to slow them down,” said Dave Grossman, giving me an entirely different idea of how puzzles should be used. What I had originally assumed were placed in games to help lengthen the experience, Dave saw as being used primarily to heighten the fun.

“I think of adventures as a storytelling medium, and I don't want there to be too much dead space in the experience. I try to set up the puzzles to be just challenging enough that you'll be pleased with yourself when you solve them, but to stay short of the line of frustration.”

David Cage however had an entirely different view of the topic â€" one which fitted with his past games and how they often leave various options open to players.

“A game does not have to be a challenge at all, it can also only be an experience where you affect what's going on, make decisions and deal with the consequences.”
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