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Senior Member
Join Date: Feb 2011
Posts: 609
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Originally Posted by MusicallyInspired
Interesting, Anakin. I never read that before. Thanks for posting that. It seems that I just plain hate where the game industry is right now. I'm sorry if anyone takes offense to this as I don't mean it as such, but it is my opinion.
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I don't like where the gaming industry is at this point either.
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Catering to computer-illiterate people has, in my opinion, ruined gaming. At least for me. I rather enjoyed it more when the focus was solely on computer-literate people. Those are the people for which adventure games were made to begin with. It separated the arcade players from the computer users who enjoyed the same level of interactivity but on a different plane altogether. Those are the kind of adventures I've always loved more than any other.
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Agreed again. But here's the thing. The focus was on computer literate people because the majority of the people who owned computers and thus played video games were the computer geeks, the computer literate. In 1984 when KQ1 was released, computers weren't something owned by everybody. As such, they could make games which tailored to the person more dedicated to spending hours solving puzzles, the person with more patience and a less "instant gratification attitude", and still make money. That can't happen today for the most part.
Ever since around the early 1990s, as the larger demographic of people (who aren't as well read, literate or just plain patient as those who bought computers in the '80s were), the main consumer of games have become the "computer illiterate." And sadly gaming is a business, so it's either evolve, keep up, die, or accept being in a niche market (which is kind of a Catch 22. You can't make multi million dollar budget adventure games if your games aren't making millions of dollars). A shooter or RPG is much cheaper to make and earns a lot more. The adventure game market never disappeared; the genre never died--It's just that the core demographic of people who likes adventure games is and has ALWAYS BEEN smaller than the market for more dumbed down games. In 1990, KQ5 became the best selling game of all time after it sold around 500,000 or so copies. It held that title for five years. Today, that number would be peanuts--Nothing.
Also consider that Roberta was a part of Sierra, which by 1992 was a publicly traded company on NASDAQ. You have shareholders to appease, and if you don't please them, if you don't make hits, you fold. Add to this a rapidly changing game industry. It is either move with the market, move ahead of the market, jump on a bandwagon, evolve or die. In some cases, Sierra and Roberta chose to jump on a bandwagon (all of their mid 90s Myst Clones, their educational software, simulation games, etc), in some cases they tried to evolve (with KQ7 and KQ8), in others they tried to jump ahead of the curve (Phantas and their interactive movies). It's change or die, sadly.
IMO, You can't fault Roberta for trying to keep the genre alive, to evolve it, in the face of changing times and changing demographics. You may not like the evolution and that is your right, but the adventure genre was ALWAYS changing. From text games with violence in the games, to the parser games, to VGA, to 3D, etc. Always changing in it's styles, formats, etc. It is only in the 1990s that fans became rigid and would only accept a narrow definition of an "adventure game". I'd rather her attempts at trying to keep adventure games "relevant", than Sierra just callously shutting down all the adventure game groups and sacking everybody like they did under Vivendi in 1999.
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I've honestly never had THAT much respect for Roberta as a game designer, really. A lot of her ideas I've never agreed with, and this is further proof. There were always other people involved with King's Quest, though, and she was never the sole designer of any one game (not anything after KQ2, surely, at least). I mean, she's alright and everything but she's not the adventure designer icon that Ron Gilbert is looked on as, for instance. I don't really tend to reference Roberta when I try to defend my preference in adventure design from King's Quest or Sierra anyway.
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She was actually the sole designer until KQ6. KQs 1-5 are solely Roberta in terms of design, story and writing. The only reason she deferred to Jane Jensen with VI was because she felt she'd used up all her good ideas with KQ5 and felt tired of the series and wanted to do other things (Scary Tales, an early version of what became Phantasmagoria, and another, aborted project). She shared KQ7 with Lorelei Shannon, who seemed to do what Roberta wanted. She reasserted creative control with KQ8 and had it taken from her because the company was sold. I'd say the only reason she isn't as looked on as Ron Gilbert is is because his career was more prolific and because Roberta has been out of the game and has been pretty much a recluse since 1999. But before that, remember, she was called the "Queen of Adventure Games." She had a stellar reputation, she was a legend. But since 1999 she is a literal non-entity nowadays in the gaming industry. She hasn't even given any interview since 2006, nor has she played a game since 1998. She, along with Scott and Josh were my favorite designers at Sierra.
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But what I said earlier sums it up nicely, in light of what Roberta said in that letter: I'd rather games were made for computer-literate people. Period. That statement speaks volumes about everything in game design from hard puzzles, deaths, dead ends, mazes, gameplay, etc. It's the kind of person that can automatically gravitate and adapt to an interface immediately so much - so that it's not even an issue - and are already engrossed in the game itself without having to get used to anything. These people already have a way of seeing patterns in puzzles and sequences more than the computer-illiterate would. They know how the games work and so things that would constantly annoy the "casual gamer" would be far more forgivable.
I never ever wanted anybody who couldn't "get" adventure games to ever actually play them lol. I'm not saying that people who aren't computer-illiterate can't "get" or even enjoy that type of adventure. But that just means that they were computer-literate and didn't know it. Or at least had a mind to understand and appreciate those types of adventure games, and so they are "inducted" into that group, instead of complaining about how illogical the puzzles were or how obtrusive the interface was, or how confusing the mazes were, etc. That's what adventure games WERE. We're in a world where people want to dilute a game of all frustrations until there's nothing left at all! I submit that it is those frustrations that MAKE an adventure game so enjoyable at the end of the day. It's like the difference between people who understand computer programming and those that just will not get it. Programmers have fun solving problems while non-programmers are just frustrated the entire time that they can't get a simple function right, wishing that there were an "easier way". You can derive a million examples from this. I believe adventures are no different.
Sadly, making games solely (or even mostly) for computer-literate people will probably never ever happen again to any great degree. In that light, it really has been the end of my kind of adventure for quite some time now, no matter how it returns to any great degree. I wish computers would go back to the computer-literate. Which I still have hopes that might happen, once everybody gets a tablet or palm device and throws out their desktops and laptops. But gaming will now forever be for everyone, where once it used to be only to a certain group. I feel a new sense of humility from having been a part of that relatively short era. It's something that will probably never come again.
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I agree with you completely, but market place realities are market place realities. It is sad--and unlike you I never got to experience that era as you did.
There is a quote from Roberta, about the dumbing down of games, you might agree with, this is from 1999:
" Back when I got started, which sounds like ancient history, back then the demographics of people who were into computer games, was totally different, in my opinion, then they are today. Back then, computers were more expensive, which made them more exclusive to people who were maybe at a certain income level, or education level. So the people that played computer games 15 years ago were that type of person. They probably didn't watch television as much, and the instant gratification era hadn't quite grown the way it has lately. I think in the last 5 or 6 years, the demographics have really changed, now this is my opinion, because computers are less expensive so more people can afford them. More "average" people now feel they should own one. There's also the influence of the game consoles as well. So most of these people have gotten used to shoot-em' up kind of games on the consoles. Now they want to get that kind of experience on their computers.
Does this mean that the original crowd still isn't there? Probably not, however, there are much fewer of them. And the numbers for a good selling computer game are much harder to reach now. Something that sold 300,000 copies then, would be a lame selling game today. The other side of it is that adventure games, to do them right, probably have some of the highest production costs around. It doesn't appear that in today's world, that our demographics will change anytime soon. Now I do think that there is some hope on the internet. It's my feeling that a lot of people who were in love with their computers, are now hanging out online.."
And on KQ8, btw:
" When discussing the transition from 2D to 3D for King's Quest VIII: Mask of Eternity, I can only say that we were on to the right idea of switching to 3D. However, the implementation was not exactly correct. In 20/20 hindsight, I would have omitted the RPG (role-playing) aspects and would have stuck with more traditional adventure game elements. I would have thought more in terms of physical puzzles that could be done better in 3D than in 2D, but, still, I wouldn't have changed the game so dramatically just because I was switching from 2D to 3D. But, what do they say about 20/20 hindsight?"
And on adventure games:
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....I have to say that my definition of an adventure game is really an interactive story set with puzzles and obstacles to solve and worlds to explore. I believe that the 'true' adventure game genre will never die any more than any type of storytelling would ever die. Sometimes, I think that something 'new' may come along for awhile and take away attention from longer, story-oriented genres, like movies took attention away from books for awhile, and TV took attention away from movies for awhile. Things like that. One thing that I always like to say is that, for awhile, it looked like book reading was dead (especially for young people), but Harry Potter proved that one wrong! And then there's the Da Vinci Code. I remember in the 60s and the 70s, TV watching was really big and movie going was less important than it had been in decades prior. But, in the 80s and 90s, movie going bounced back big time and TV sank a bit. These things go in phases, but a good story never dies. An adventure game is really nothing more than a good story set with engaging puzzles that fit seamlessly in with the story and the characters, and looks and sounds beautiful. I do not think there is a need to try and make it 'multi-player' or any of those things. It just takes a good adventure game designer (someone who knows and understands how to write a game play 'script' in an interactive way), with a game company that will 'go out on a ledge' and support that designer and give them the desired tools to create such a game, and I think that, as in the 'olden' days of the 80s and 90s, adventure games would be as popular as ever, if not more so. I think that Ken is right when he says that there is too much of the same thing and not much creativity put into today's computer games because the game publishers and marketers are too afraid to go there, and so, are actually restricting creativity. There is no doubt in my mind that given the right designer with the proper amount of budget and support from a top game publisher, an adventure game of the highest standards would set the computer game world on fire. One day, it will happen.
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Last edited by Anakin Skywalker; 05/25/2012 at 05:03 pm.
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