Quote:
Originally Posted by dannythefool
Maybe so, but to me that sounds fairly silly. The only valid reason to change something is if the change is an improvement. If it turns out that it's not, there's nothing wrong with admitting a mistake and going back.
|
The problem is with the part I bolded, though. Unless, say, Telltale's inbox is flooded with thousands upon thousands of emails decrying the new control scheme for MI, there's no way they're going to change it. Making their new games "console friendly" while still doing what they can to make the controls intuitive for PCs seems to be Telltale's goal from here on out. So simply "going back" isn't an option. At all.
What
is constructive at this point, though, are suggestions for improving the current W&G/future MI controls. Basically:
Quote:
|
The only valid reason to change something is if the change is an improvement. If it turns out that it's not, there's nothing wrong with admitting a mistake and asking for suggestions on how to turn said change into an improvement.
|
... instead of just reiterating "Bring back point-and-click!" ad nauseum. I'm speaking as someone who prefers point-and-click too -- compared with the
current W&G keyboard controls, that is. The room for improvement exists. That's what we should zero in on, in a way that stands to help Telltale improve the new controls until they've become as intuitive
* as humanly possible.
Quote:
Originally Posted by LuigiHann
And personally, I enjoy the somewhat side-on look that the Sam and Max and Strong Bad games have had so far. Part of the charm of a great point-and-click adventure is that the worlds are laid out like paintings.
|
That's ... a really interesting point! Now that I think about it, just about all of the Sam & Max environments look and feel very much like interactive dioramas. (Whoa, wait -- SAM & MAX 205 SPOILER AHOY! --
so wouldn't that imply that the Personal Hells may in fact be oblique yet incredibly meta references to the nature of many adventure game environments?! A huge stretch, but still ... !)
One last point: Several people have mentioned how the direct controls are somewhat justified in W&G due to its cinematic nature, while the same can't be said for MI. The
Monkey Island games may have never offered a super-cinematic experience, true. But with these particular controls -- or at least something close to them -- being used here, why not now? I have no idea if that's what Telltale's planning to do in this case. But if so, I can't help but think of the added sense of cinema as a boon.
--
* Which isn't to say that the W&G controls lack any intuitiveness. In fact, I tend to think they're quite intuitive -- just significantly less so than point-and-click. So long as you're not playing W&G one-handed on a number pad, point-and-click will always have that edge over any two-handed keyboard/mouse configuration. But playing two-handed doesn't have to be the Kiss of Death either, IMO.