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Junior Member
Join Date: Jan 2011
Posts: 12
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Too easy
I just finished Back to the Future episode 1 in one session, and felt I didn't need to think quite enough for this to be satisfyingly challenging.
First of all, I'm a long time adventure game player and finished many of the classic Lucasfilm games, and I am definitely appreciating how TellTale is making these games much more casual these days. I think that's great… I *want* to play through a game in just some days and I don't want it to be as incredibly hard as some of the very old adventure games were (like the ones before the original Monkey Island in the 1980s). I did enjoy the level of difficulty of Monkey Island tales 1. Ideally, you get stuck a couple of times, but you will then find a solution after a lot of thinking. TellTale gives some of the sweetest products to gamers these days -- fresh adventures!
[Spoilers ahead!]
However, with Back to the Future 1, I found it was often just a matter of using whatever you just acquired with whatever new object or person was already around. For instance, if you find a rocket, then the bike is already standing there. The inventory is very limited, there's little to no red herrings, inventory items cannot be combined. Even if you're completely lost it usually is just a matter of clicking through the three combinations or so which you end up having. Limited maps -- for instance, just being able to crawl on a driving car -- create even less room for creative puzzle solving. I do enjoy easier parts and limited maps in such a game, by the way, it can be a great relief to have a little bit of an easier part to deal with. But if it's all too easy, then it feels more like you're just watching a movie, required to click here and there, without much "heureka, that's what I should try!" moments.
Often, the most straightforward click was already good enough for the game to progress (sometimes, to the point of feeling like a bug: for instance, I couldn't even use the tape recorder with the metal pipe in the soup room to create the clanking sound, yet when I then clicked the pipe directly, Marty took out that same tape recorder, at least I think it was that, and clanked on the pipe!). Some theoretically cool puzzles, e.g. make the dog find someone by giving them a shoe, were almost ruined because *the shoe was that very single item you just picked up anyway and the dog was already standing there*. You almost automatically use the two together without as much as 5 seconds of thinking. Thus this theoretically good puzzle was almost "thrown away" by the game. (And the dog puzzle was then repeated with other objects, getting even less challenging.) Giving the shoe to the dog should be at the end of a thought process done by the player -- "OK, I have rooms X and Y and Z and items 1 and 2 and 3 and characters A, B and C, what makes sense to do now? think, think, think!" -- but not delivered to you on a silver plate.
As it is, it was all over too quickly and didn't have enough depth. I didn't really get stuck once. I didn't really feel like I had to really "get to know" a certain environment, room, set of tools, or character, to be able to solve a puzzle; I didn't have to prove myself worthy to be able to win. Things where I did make a mental note later weren't needed after all (e.g. the number of times to hit on the pipe, not to say that this would have made a well puzzle in anyway -- just as a minor example). I didn't feel like I did anything truly superbly creative, and often that was because whatever I did was pretty much the only choice in that situation anyway given so few items and characters, so even if it was smart it was more a smart plot in the game (e.g. record the voice to get grandpa to come downstairs), but not smart puzzle solving.
What to do to create a great level of difficulty? I suppose that's the toughest question to answer, as both making it too easy or making it too hard might put off players on either end. Perhaps there's still room for a great invention here, an approach that scales with the player by dynamically adjusting puzzles based on how many minutes players play without achieving "solved something" points. Lacking this, I guess a good hint system as well as an option to play through an easier version of the game, could allow for making the game a bit easier for those who want it yet allow for other gamers to play a more satisfyingly challenging adventure. Perhaps then the higher-difficulty players could have more items to play around with, longer solution combo requirements, more open maps, a way to combine items, and generally less thinking "done for them" (the puzzles should still make sense, of course, and not just be plain confusing and odd to be tough; the game should be *smarter* when playing it at high difficulty). I wish TellTale good luck in figuring this out for future games and hope they're listening to feedback.
Just to add, I still enjoyed the game, and think TellTale is doing very good jobs here with their work, and I will buy the next episode. It was still a fun game.
Last edited by JPhilipp; 01/01/2011 at 05:22 am.
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