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Old 09/08/2011, 10:54 am   #27
thom-22
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Quote:
Originally Posted by DAISHI View Post
What adventure game companies still use the verb menu?
The Next Big Thing has dual interaction modes implemented as cursor cycling. (I'm assuming you didn't literally mean a menu as it should have been clear I didn't.)

What Makes You Tick: A Stitch in Time, an engaging indie adventure that recently picked up a publisher, has look/use/talk modes in a LucasArts-style verb-coin thing.

Gemini Rue has a little popup box with hand/eye/mouth/foot (yes, four!) icons not unlike the Sierra set.

I believe A Vampyre Story has multiple interaction modes, plus the flying thing. (Or am I confusing that with something else?)

While not the traditional kinds of verbs/modes we're used to seeing, Machinarium -- what seems to me to be the most talked-about adventure game in non-adventure gaming communities in recent years (and it's still selling like hotcakes on the Mac App Store) -- has the functional equivalent in that the character can change size and extend limbs, innovative abilities that add complexity to interactions with the environment.

That's just off the top of my head, mind you.
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