Quote:
Originally Posted by Pale Man
I think if they put in a point and click movement scheme where the character movement was based on what angle from the center of the screen you clicked and how far from the center you were to determine how far to walk, that would be a little more intuitive than click and drag.
But overall, I don't have a problem WASDing my way around.
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That doesn't sound very intuitive to me. I found the click drag very intuitive. As mentioned above, you don't need to keep dragging the mouse after Guybrush starts walking - the mouse movement is constrained to a little circle that steers the direction of movement. I was quite annoyed playing The Secret of Monkey Island Special Edition by all the clicking on the ground and no running!
The problem with 3D point and click movement is that unless you have the ground to click on, it doesn't work. If you clicked near the top of your screen, does that mean stay close to the camera and go upwards or does it mean walk off far into the distance? Or does it mean both go up AND far off into the distance?
I like how Telltale games handled it. There's tried and tested WASD controls for those who don't like the mouse drag and there's the mouse drag for me without harming WASD people. Why complain about removing it and spoil my fun?
Why keep saying that point and click games were perfected in the 90s? IF that was true then why did they all die off? Things don't need to stay static, they need to keep evolving. Early point and click games had tons of verb commands and they evolved, removing bits and changing to eventually the Sam & Max one click does all situation today.
Now with the addition of direct control either by WASD or mouse, nothing bad has been removed from the gameplay - lots of things are added like cinematic scenes, and a more interactive experience with character movement. You also get new ways of solving puzzles like the walking around calendar thing mentioned above.