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Old 11/06/2006, 10:52 am   #8
Sean A  Telltale Team
Telltale Guy
 
Join Date: Nov 2006
Location: San Francisco
Posts: 60
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Quote:
Originally Posted by Vesh View Post
Regarding puzzles, please dont equate abstractness or obscurity with the quality of being challenging or clever. When people say they want more challenge, that doesn't automatically mean they want obscure and illogical combinations.
I didn't say it did. What I said was that people are using the idea of abstract combination puzzles as examples of difficulty on the boards, and I don't miss them. My point is that Telltale is obviously trying to make a game you can play in a few hours, and lengthening the game with "challenging" puzzles which are essentially just "fetch this and use it in location x" is not something I can see anybody wanting to do.

Can anyone honestly tell me what they enjoyed about Hit the Road was getting stuck on puzzles for hours on end? I mean, go back and play one of those games now, just finishing the puzzles as quickly as possible, and you can finish the game in less than two hours.

The way to lengthen the game I want, and one that I think Telltale is trying to give us, is more Sam and Max, which, after all, is the main reason to play these games.

Again, Telltell is not LucasArts. That's my other point. They want to do things differently, so pining for the halcyon days is not going to get you anywhere but angry. As great as those LucasArts games were, they were flawed. I'm already happy with Telltale for eliminating the "take" command; it was just another step you would've taken anyway, no pun intended, so why not cut it out? I've got enough to do with my life without needlessly cycling through verbage.

I felt reasonably challenged by Culture Shock, meaning that it took me 5-20 minutes to figure out most of the puzzles. That's fine with me, because usually it meant something funny would happen, and that's why I bought the game in the first place.
Sean A is offline   Reply With Quote