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Old 12/29/2010, 10:11 am   #15
Zamot
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Join Date: Jun 2009
Posts: 13
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Quote:
Originally Posted by Farlander View Post
The thing with multiple choices is that it takes time to make them right. And time = budget (for different reasons, especially true for the newer games where it's not enough to just write some text).
Yep, that's probably one reason for Telltale not to use it.

Quote:
Originally Posted by Farlander View Post
And even the old games didn't get it always right. For example the 'look' option. I almost NEVER used it in MI2 because Guybrush would almost always say 'Nice *the thing I'm looking at*', I don't need THAT feedback while looking at an item.
I don't really mind a generic line now and then, as long as some of them are specific. MI2 had enough to satisfy me.

Quote:
Originally Posted by Farlander View Post
The thing is, whatever the player tries to do, it needs to give him feedback, at least 90% of the time. The generic lines like 'It won't budge', 'I can't reach it', 'Nice something', 'I can't pick that up' - they don't give any feedback at all.
But you still had the choice of trying to pick it up or push it. It adds freedom for the player to try more things. To me it's a bit too simple when the game chooses the action for me. The 'Nice something' is a bit lazy I guess unless it's a door or a rock.

When it comes to feedback, I can highly recommend The Whispered World. They must have spent a lot of time in the recording studio. An awesome game in every other aspect too, I might add.
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