First, for everyone else's benefit:
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Originally Posted by JD "Sinaz20" Straw
I read it... it stung... but aside from the glibness and sarcasm, it's all good criticism that will definitely go towards future games.
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I want to thank you for reading this thread(it seems the whole behemoth of a thing), and even more for responding to it. It must not have been easy to read suck a through dissection of your work, especially when the impression was such a negative one.
Please note that the sarcastic humor was mostly for my benefit, and the benefit of any non-developer readers. The jabs...weren't "for" you, specifically. I ask that you try not to read them in mean spirit and to try and not take them personally.
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Originally Posted by JD Straw
Let's consider the idea that BttF is an attempt to rope in a bunch of new non-gamer fans... and in up and coming games we will be taking what we learned from BttF and building concepts that cater to both breeds of gamer/non-gamer in a more seamless and balanced manner.
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I don't buy this strategy. What was your first adventure game, Straw? I started on a healthy diet of Maniac Mansion, Secret of Monkey Island, and King's Quest. When I was four. I gave Secret of Monkey Island to a ten year-old relatively recently, and his biggest hurdle was not knowing the term "red herring".
So I don't buy the idea that an entire title has to be dedicated to tutorial material, especially when that tutorial material is consistently repeated, giving the overall title a flat difficulty curve. Even other popular casual games, like "Angry Birds" and "Fruit Ninja", have a rising difficulty curve.
Making an entire title extremely simple and overbearingly easy for the end-user is the easiest and laziest means by which a person can achieve accessibility. Doing it right is far more difficult, but far more rewarding for everyone involved. Let's look at Super Mario Bros, for instance. No person would consider it unsuccessful, inaccessible, or overbearingly easy as a whole, but world 1-1 acts as the perfect tutorial. I believe that dissecting and truly understanding what makes it work shows why this title was so popular. Miyamoto and Iwata did a lot of the work for us in a recent "Iwata Asks" feature:
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Originally Posted by Iwata Asks
Iwata
The mushrooms don't just sit there, but actually move. What gave you that idea?
Miyamoto
Well, in games you can either have objects following you that move at the same speed as you, objects that follow you but are a little slower than you, or objects following you that are a little faster than you. That speed makes all the difference in terms of how fun it is. We repeatedly did trials and saw the results, and I was adamant that something that you really want is escaping you at a bit slower speed than you would be really fun.
Iwata
You can experience the enjoyment of chasing something.
Miyamoto
Right. There was one problem, however. When you play, you encounter a Goomba right at the start and it's shaped like a mushroom.
Iwata
It does look very similar.
Miyamoto
So when you hit a box and something that looks like a Goomba pops out…
Iwata
You run away.
Miyamoto
Right, you run away. This gave us a real headache. We needed somehow to make sure the player understood that this was something really good. That's why we made the mushroom approach you.
Iwata
Yes, that's right. If you play the game for the first time with no prior knowledge, you're going to run into the first Goomba and lose a turn.
Miyamoto
Right, which is why you have to teach the player in a natural way that they need to avoid them by jumping over them.
Iwata
Then when the player tries to jump and avoid them, there are going to be times when they get it wrong and end up stamping on the Goomba. By doing that, they learn in a natural way that by stamping on them, you can defeat them.
Miyamoto
As long as you stamp on them, you have nothing to fear from Goombas.
Iwata
But if you avoid the first Goomba and then jump and hit a block above you, a mushroom will spring out and you'll get a shock. But then you'll see that it's going to the right so you'll think: "I'm safe! Something strange appeared but I'm okay!" But of course when it goes against a pipe up ahead, the mushroom will come back! (laughs)
Miyamoto
Right! (laughs)
Iwata
At that point, even if you panic and try to jump out of the way, you'll hit the block above you. Then just at the instant where you accept that you're done for, Mario will suddenly shake and grow bigger! You might not really know what's just happened, but at the very least, you'll realize that you haven't lost the turn.
Miyamoto
But you'll wonder why Mario suddenly got larger.
Iwata
You'll try jumping and see that you can jump to higher places and smash through the ceiling, so it'll be clear that you've become more powerful.
Miyamoto
It's at that moment that you first realize that the mushroom is a good item.
Iwata
That's the reason why it's designed so that whatever you do, you'll get the mushroom.
Miyamoto
Of course it's because we wanted the player to realize that this item was different from a Goomba.
Iwata
When I first realized that this had all been designed with that purpose in mind, I was really taken aback. When you tell people who weren't aware of it that the start of Super Mario Bros. was designed with this intention, it's rare that they won't be impressed.
The mushrooms don't just sit there, but actually move. What gave you that idea?
Miyamoto
Well, in games you can either have objects following you that move at the same speed as you, objects that follow you but are a little slower than you, or objects following you that are a little faster than you. That speed makes all the difference in terms of how fun it is. We repeatedly did trials and saw the results, and I was adamant that something that you really want is escaping you at a bit slower speed than you would be really fun.
Iwata
You can experience the enjoyment of chasing something.
Miyamoto
Right. There was one problem, however. When you play, you encounter a Goomba right at the start and it's shaped like a mushroom.
Iwata
It does look very similar.
Miyamoto
So when you hit a box and something that looks like a Goomba pops out…
Iwata
You run away.
Miyamoto
Right, you run away. This gave us a real headache. We needed somehow to make sure the player understood that this was something really good. That's why we made the mushroom approach you.
Iwata
Yes, that's right. If you play the game for the first time with no prior knowledge, you're going to run into the first Goomba and lose a turn.
Miyamoto
Right, which is why you have to teach the player in a natural way that they need to avoid them by jumping over them.
Iwata
Then when the player tries to jump and avoid them, there are going to be times when they get it wrong and end up stamping on the Goomba. By doing that, they learn in a natural way that by stamping on them, you can defeat them.
Miyamoto
As long as you stamp on them, you have nothing to fear from Goombas.
Iwata
But if you avoid the first Goomba and then jump and hit a block above you, a mushroom will spring out and you'll get a shock. But then you'll see that it's going to the right so you'll think: "I'm safe! Something strange appeared but I'm okay!" But of course when it goes against a pipe up ahead, the mushroom will come back! (laughs)
Miyamoto
Right! (laughs)
Iwata
At that point, even if you panic and try to jump out of the way, you'll hit the block above you. Then just at the instant where you accept that you're done for, Mario will suddenly shake and grow bigger! You might not really know what's just happened, but at the very least, you'll realize that you haven't lost the turn.
Miyamoto
But you'll wonder why Mario suddenly got larger.
Iwata
You'll try jumping and see that you can jump to higher places and smash through the ceiling, so it'll be clear that you've become more powerful.
Miyamoto
It's at that moment that you first realize that the mushroom is a good item.
Iwata
That's the reason why it's designed so that whatever you do, you'll get the mushroom.
Miyamoto
Of course it's because we wanted the player to realize that this item was different from a Goomba.
Iwata
When I first realized that this had all been designed with that purpose in mind, I was really taken aback. When you tell people who weren't aware of it that the start of Super Mario Bros. was designed with this intention, it's rare that they won't be impressed.
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Source
The whole article is worth a read, of course, but this is a good segment to show what I'm talking about.
To break it down:
What Back to the Future doesn't do, and what games
need to do to be truly excellent while also being accessible, is to
TEACH the player. After all, accessibility is meant to make your existing content something that the new players can handle, not to water down and hurt your end product! If done well, a great tutorial should do exactly what 1-1 does, impress people when they are told it was designed as a teaching tool. It should also prepare them for content down the road, content that actually makes steps to be stronger and more difficult than the content before it. If the users stay on the same level, all the time, and are never even brought up to the point that the in-game difficulty at least matches that of the first puzzle of Sam and Max Season One, then they will never be truly introduced to the genre. They'll be introduced to a weakened, watered-down version of the genre that will fail to truly astound anyone in the same way that you were likely amazed by games like "King's Quest" as a child.
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Originally Posted by JD Straw
Also... I wrote the "Stemmle Staycations" bit. Just want the harsh finger pointed at the writer responsible for it.
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In this case, the finger was meant to doing less "harsh pointing" and more "light-hearted jabbing". Now, for the rest of the post...
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Originally Posted by JD Straw
I've only read two really harsh reviews from Dashing and you... and a couple other bitter sweet reviews. A majority of the responses has been positive.
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I'm somewhat worried by this segment, and I'm not sure if I am misguided in that. But it does seem somewhat like a backpedaling, essentially saying that things are perfectly fine because "We only upset, like, TWO people!". Perhaps I'm misreading this part though, and I won't dwell on it. Know that more than two people care, though. And while it may be a minority, I think that you should consider that this criticism has some logic and weight behind it that pretty quantifiably shows major weaknesses in, at the very least, attracting a hardcore adventure audience. Honestly, I wouldn't be surprised if the quietest and most dangerous of this game's detractors would be those that are simply
bored by it. Obviously I have no access to numbers. Still, I do know that if I had no experience with this company beforehand, if I hadn't played "Chariots of the Dogs" and said to myself "Wow. That is the best video game experience I've had in the past five years, easily.", then I wouldn't be here. I would have put down the game and walked away from it, apathy fueled by sheer
boredom from a bland experience that lacks any sort of spice or unique flavor to it. I'm only here because I know this company can and has done better.
Again, I have no solid numbers nor any means of obtaining solid numbers. You, or someone who works with you, probably has a far greater chance of having BETTER numbers than I do(sales, sales over time, net cost/gross/profit), though hardly the best way to gauge customer satisfaction, it is a good way to gauge success for a profit-seeking company. Perhaps sales and customer satisfaction are at all-time highs in the wake of the most calculated mediocrity I've ever seen in an entertainment product. As I said, I simply don't know.
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Originally Posted by JD Straw
I just hope that our true believer fans that are disappointed with the direction of BttF will stick around for other ventures, as this has been a real experiment for us. Jurassic Park is going to be a major experiment for us as well. It's growing pains in our effort to figure out where adventure games can go in the 21st century. Though there may be missteps and shortcomings, we are proud of the games that come out of it.
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I won't be "sticking around" for Jurassic Park, at least. Joe Pinney has taken great pains to warn me about that particular title in the recent
"gameplay" preview. Now, if you have something to say in that game's defense, from the perspective of a long-term fan of the genre, then I'm all-ears. It would serve as a nice counterpoint to Joe Pinney's
direct insults to the genre, spitting on the "unintuitive" "Rube Goldberg" experiences for "Super Brainiacs" that make up the classic run, which are plauged by "not the most fun" aspects like "walking" and "
thinking".
If anyone wants to give it to me because they either think I'll enjoy it or they'd find it amusing or valuable to see me review the title, then I'll accept. But I can't justify spending my leisure money on a product that couldn't have scared me away more if I was told it would
bite me.
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Originally Posted by JD Straw
This kind of feedback is invaluable, though, towards perfecting our craft.
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I appreciate that you find value in this commentary, though if I may indulge in sarcasm again, I'm not sure "remembering to add the game part" could be called "perfecting"!
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Originally Posted by JD Straw
Thanks for the honesty.
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You're welcome, and you can expect more honesty from me in the future!