Quote:
Originally Posted by Anakin Skywalker
Is there anyone else here who prefers the parser system to point in click? I don't just mean for KQ, but for adventure games in general.
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Wall of text incoming...
In my opinion, and I'm saying this because Kings Quest III was "new" when I first got a PC, it was a natural progression how games have gone so far.
If you roll back the clock. Early games (Japanese games maintained these text parser interfaces longer) went from complete text, where you had to use your imagination to crude visuals where you could approximate what you wanted to do. If the programmers anticipated the same thing, you'd progress in the game, if they didn't, you'd get a remark about trying something else.
The point and click interface was a natural progression and even in foreign games, it was pretty much the advent of the mouse that made the games easier, from a decision tree (like in the lucasarts games) instead of "try X with Y" guessing.
So where the Sierra games had some design issues with P&C, they more than made up with the storyline or jokes. Space Quest actually made it fun to try and see how many different ways to die. But many of the people I've talked to who played both Lucasarts and Sierra games thought the Sierra games relied a little too much on "click everywhere, try everything."
But if I had to redesign the text parser interface for new devices like the iPhone/iPad, I'd probably go with Leisure Suit Larry 7's version where you could add a verb to appropriate... or inappropriate... situations to unlock easter eggs, or see things that you otherwise wouldn't think of. It requires a little more forethought, particularly with slang.
But the Text parser style that the AGI engine games had was rather unintelligent and required fast typing skills, rendering some game scenes difficult to time. In KQIII you also had the magic book which difficult to read (I'll admit, I played this game when I was like 8 and the font it in the manual was too difficult to read and took WAY TOO LONG to type in.)
The interface design we have to work against now is the touch, and natural interface (Kinect), and motion controls (wiimote, acceleration, gyroscopes, etc) So if you want to design a game now, you have to think about how to make it work with all of these input types.
For mouse/keyboard and wiimote, you always have a cursor, so you can do the traditional Sierra P&C or Lucasarts verb tree, and have more opportunity to add jokes and comments to doing the wrong thing. The strongbad games worked particularly well this way. This is not however an appropriate control scheme for touch and natural interfaces.
For PS3/Xbox360 and similar joysticks, you have to assume the player is going to move the character with the joystick and "do action" at various locations, so you don't really want the P&C control scheme (look at KQ5 NES to see why.)
For touch, particularly multi-touch, you probably want to actually make a variant on the P&C control scheme where the multitouch gesture is the "verb" but fallback to a menu of verbs if the player is having trouble. So you could either use one-finger to select and the second finger to "verb" or you could do something like "pinch to pickup", "give/use to/on X by dragging" and "look by spreading fingers apart", conversation trees can use the other traditional P&C methods by clicking on the object during the conversation or "bioware-like" where the conversation always has a "good" or "snark" option but ultimately progresses if the right flags were set anyway.
IMO, the iPad is probably very promising for the revival of P&C types of adventure games, as it's one of the few games that don't require a "joystick with many buttons" to play. The iPad could do the "text parser" interface as well, but instead of typing in one letter at a time, use the predictive text system. It might be interesting, but I wouldn't want to design a game completely dependent on the text parser. IN FACT, what would be an interesting way to revive the "text parser" would be by leveraging speech recognition instead that instead falls back to text parsing. So someone could say "brick and window" instead of typing it.
Again, the natural progression of game interfaces. Speech recognition has been around since at least 1996 or so (It was available in Windows 95), but never really been used due to patents, inaccuracy and slow processing. It wouldn't be unreasonable to have a configuration panel when the game first loads with:
Select a play style
[ ] *ABC microphone icon* - The game will listen for commands in addition to...
[ ] *ABC keyboard icon* - The game assumes a keyboard is plugged in and will accept keyboard commands (PC, PS3, Xbox360 or Wii can all do this) in addition to...
(O) *one-finger icon/mouse icon* - The game will assume a pointing device like a mouse or wiimote with one button is being used (can be used with joysticks too)
(.) *two-finger icon* - The game will accept multitouch commands
(.) *Joystick icon* - The game assumes the character will be moved with a joystick with at least one button (and present standard configuration of buttons Xbox360, PS3, Wii Classic, Wiimote+nunchuck, Wiimote, etc, depending on the platform)
Not all options have to be available, just those that the platform being played on can support, but the game can tune the instructions for puzzles more appropriately if the player is at least asked which way they'd prefer to play. More jokes can be hidden in the text-parser keyboard mode without having to neuter the gameplay for P&C mode then.
So an iOS device may only have the multitouch, microphone and keyboard option, where as the Xbox360 might have the joystick, microphone (headset/kinect icon), and keyboard (keyboard accessory) icon. The Wii would default to the pointer option but could be switched to joystick. As the Wii and PS3 do not come stock with microphone accessories it would be safer to assume it's not available (though there are some games that use one) but there is the possibility of using USB/Bluetooth accessories. All options are available to the PC/Mac, however multitouch can't be used unless the input device has it.
But I would like to see some creative return to the text parser. Kings Quest might not be the right game series to do that with (Space Quest or Leisure Suit Larry would.) The Quest for Glory Series had a lot of ways to play the game that were easily explored with the text parser and not quite as easily done with the P&C interface since if you imported your character from at least QFG2 or 3, you could be a Paladin with all the magic options, solving them either way. The QFG games had inherent replay-ability just from this alone.