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Telltale and Puzzles: A Rant.

posted by RAnthonyMahan on - last edited - Viewed by 824 users

Something tells me this post will somehow affect the job application I sent Telltale. Not sure if it's in a good or a bad way, but oh well. :p

First of all, I am happy for Telltale and what's happened to them since The Walking Dead. As both a long-time Telltale fan and a writer struggling to have his work appreciated (and thus ends up empathizing with other creative underdogs), I'm glad Telltale's been able to release something that's seen so much success, both commercially and critically.

At the same time, though, while The Walking Dead was amazing, it wasn't perfect. While it proved the Heavy Rain-style interactive movie genre can be done right, it's still a very limited format that doesn't allow much freedom for the player. The occasional interactive movie is fine (branching out and trying new things is good!), but I wouldn't want Telltale to focus exclusively on that genre, and unfortunately, with TWD having been such a boon for the company, that seems to be their plan. What raised this concern in me is Dan Connors' speech at the DICE Summit, specifically this quote.

@Dan Connors" said: How do we evolve it and make it more of a storytelling medium and less of a puzzle-based medium?

Needless to say, I have a few things to voice regarding Telltale's new direction. Note that I'm not saying any of this out of malice. I've been a fan of Telltale for a long time and would like to stay that way. I don't have anything against anyone there. Hell, if one of my books became a huge hit out of the blue, I'd do everything I could to replicate that success again too, so I know where they're coming from. I'd just like to pitch in my two cents and let everyone else decide what they're worth.

1. Story and gameplay are not mutually exclusive. There's this common idea with people that a game can have great story or great gameplay, but not both. They think strengthening one department means weakening another (and unfortunately, most games don't do much to prove them wrong). Even more distressingly, a few people flat-out discourage games focusing on story, since they believe it has to come at the cost of gameplay. They think being well-written is a flaw!

Telltale wants to focus more on storytelling. That's good. Telltale's writers are top-notch, and they should be able to tell even better stories than before. However, this does not have to come at the cost of gameplay, nor should it. A game doesn't need to be an interactive movie or a visual novel to be well-written. Purely off the top of my head, there's Deus Ex, Fallout, The Longest Journey, Psychonauts, and Silent Hill. All games that manage to excel in both gameplay and story. Just because few games even try to be great at both doesn't mean it's impossible.

2. Change is not always bad, but it's not always good either. A lot of where Telltale seems to be coming from is that not every adventure game needs to be the same. And that's true. I love those old adventure games to death, but they did go out of style for a reason. For most people those old, often cryptic (if not flat-out insane) "use X on Y" puzzles could be frustrating. Evolution is good. When Maniac Mansion came out, a lot of people complained that it wasn't a "true" adventure game because there was no text parser. Thing is, text parsers frequently led to annoying "guess the verb" situations. Since they could only recognize a limited selection of words, why not put those words out there for the player to choose from? That slowly led to the point-and-click interface, which I think we could all agree was a good thing. Telltale's right, there is more than one way to do an adventure game. Hell, it's a bit of a stretch, but look at Portal. It doesn't resemble a conventional adventure game at all, but there's a lot of focus on setting, plot, dialogue, and of course puzzles. It's something of an adventure game in spirit, if that makes sense.

I'm not complaining out of nostalgia. I'm not insisting Telltale stick to games like Sam and Max forever and never branch out (though it would be nice if they never fully abandoned their roots either). If the adventure genre wants to recover, it should evolve. If Telltale manages to come up with the next big thing that revolutionizes the genre, that'd be amazing. I hope they could do it.

The thing is, in my personal opinion, the interactive movie is not "the next big thing." It's not exactly new, for starters. Heavy Rain and Indigo Prophecy/Fahrenheit had done it before Telltale. You could call Dragon's Lair an early crude version of it too. If you really want to stretch it, you could call visual novels (and VN/adventure hybrids like Phoenix Wright and Hotel Dusk) the Japanese equivalent, only less like a movie and more like a book.

More important than that, however, is that in terms of engaging the player, it's a step backwards. Putting the story on hold so the player can solve a puzzle may not be the best way to blend gameplay and story, but at least it doesn't completely neglect the gameplay department. Interactive movies are supposed to make up for the limited gameplay with non-linearity (which The Walking Dead did, to an extent), but the problem is other genres can offer that and more. I'm not saying interactive movies should be avoided entirely, but they're not the way of the future either. Hardware has evolved on a massive scale. Games today should be more complex and allow the player more freedom than they did 20 years ago. Removing puzzles and giving the player some dialogue options and QTEs is not the way to do it. When it comes out, Fables should be more interactive than The Secret of Monkey Island, not less.

On top of that, while I'm no businessman, I'm not sure if copying The Walking Dead's formula will work out for Telltale in the long run. Let's be blunt. As great as The Walking Dead was, its quality was not why it sold. It sold because it shared the name of a TV show that's incredibly popular at the moment (yes I know the game is based off the comic, but the show is still what most people would think of). Fables will not have that same name recognition, especially since it won't even be called Fables. If Telltale wants Fables to attract anyone outside the already-existing fans of the comic, the game must be good on its own merits. This includes being well-written (which I'm sure Telltale already has covered), but it also includes being fun to play. Ditto for King's Quest, assuming that hasn't been cancelled yet.

To make a long story short, I'm glad Telltale is trying to change their gameplay, but that doesn't mean diminishing it. Instead of asking themselves "How do we remove the focus on gameplay?", they should ask "How do we make the gameplay feel more organic to the story?" How can we make the player's actions seem logical? It's hard for me to come up with specific situations, but for example, why is the main character grabbing this item? It'll be important later, but he doesn't know that. What's the in-universe reason?

Admittedly, I'm no game designer. The specific big idea that'll change adventure games forever won't come from me. But the guys at Telltale are talented. They've done great things already, and I know they've got the potential to do even better. They just have to try.

Let me know what you think.

121 Comments - Linear Discussion: Classic Style
  • Jake, are you allowed to make any comments about King's Quest? A lot of us on here are curious about whether the project is still in development. I know that our questions about it have sort of gotten buried among the other arguments going on in this thread, and so maybe you didn't see them. Or maybe you don't know anything about the status of the project and literally don't have anything to say about it. But it would be nice to hear something, anything, about it if you're able.

  • Judging by the way the question has been avoided in the past, I'd say no. Just leave it be. We'll all find out eventually.

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    puzzlebox Telltale Staff

    @MtnPeak said: I'm all for different game philosophies being represented, but am disappointed to see how some want to say, in a self-serving way, that dumbing down puzzles or reducing opportunity for exploration is "evolution" of the genre. As others mentioned, it falsely implies that adventure games need to be perfected or improved by removing these fundamental and much-loved qualities.



    I think "evolution" implies change moving towards a new entity, rather than trumpeting "improvement" per se. Kangaroos and koalas evolved from a common marsupial ancestor, but it would be a bit odd to argue that one is necessarily "better" than the other - they just fill different ecological niches. It's possible for features of 1990s adventures to be adapted into games aimed at a slightly different audience, which co-exist with games built around the difficult puzzles and exploration that may define the adventure game genre for others. To paraphrase Jake's analogy, there's room for many branches on the tree.

  • @Jake said: We also put out Poker Night which is a ridiculous outlier, and have a couple prototype projects which never got released but are also pretty different from each other.



    Well now I'm curious. Are you allowed to say anything about these unreleased games?

    Thanks for the informative post, by the way.

  • @puzzlebox said: I think "evolution" implies change moving towards a new entity, rather than trumpeting "improvement" per se. Kangaroos and koalas evolved from a common marsupial ancestor, but it would be a bit odd to argue that one is necessarily "better" than the other - they just fill different ecological niches. It's possible for features of 1990s adventures to be adapted into games aimed at a slightly different audience, which co-exist with games built around the difficult puzzles and exploration that may define the adventure game genre for others. To paraphrase Jake's analogy, there's room for many branches on the tree.



    While the word "evolution" certain does imply change toward a new entity, that's very much ignoring the other aspect of its definition, which is the idea of survival of the fittest, which further implies that the "ancestor," in this case the "outdated and archaic" puzzle and exploration heavy adventure game, isn't fit to survive in the new-fangled world of "cinematic adventures." So yes, every time the term "evolution" is used, it is at least indirectly implying the weakness of the progenitor.

  • @RAnthonyMahan said: Well now I'm curious. Are you allowed to say anything about these unreleased games?

    Thanks for the informative post, by the way.



    No, sorry. There are always weird side things cooking around the place. Some of them end up in games and some don't, but because some stuff will inevitably ship somewhere else, we tend to not talk about them. (Some of the timer based stuff in WD came from a totally separate prototype from 2009-2010 for a totally different game, for instance.)

  • @Jake said: No, sorry. There are always weird side things cooking around the place. Some of them end up in games and some don't, but because some stuff will inevitably ship somewhere else, we tend to not talk about them. (Some of the timer based stuff in WD came from a totally separate prototype from 2009-2010 for a totally different game, for instance.)



    Daww. Knew it was a bit of a long shot. I think if/when that stuff is safe to reveal, though, there should be a big "Adventures Through The Cutting Room Floor" blog post. Or something. :p

  • @thesporkman said: Jake, are you allowed to make any comments about King's Quest?



    I guess the answer is No, or he or Puzzlebox would have said something by now. At least we can hope that if Jake's design principles hold up, King's Quest will be a true adventure game, if it gets made.

  • I must say I liked The walking dead the story but gameplay wise (puzzles) it felt abit like playing those old school FMV games where you just have to click once in a while and you get next cut scene.

  • @nulian said: it felt abit like playing those old school FMV games where you just have to click once in a while and you get next cut scene.



    Well even those games had some real brain-melters in them. But I could have done without some of those...

    ...like the alien machine at the end of Phantasmagoria 2

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