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Originally Posted by Farlander
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).
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Yep, that's probably one reason for Telltale not to use it.
Quote:
Originally Posted by Farlander
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.
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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
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.
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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.