The Walking Dead Law and Order Legacies Jurassic Park Back to the future: The Game Puzzle Agent Sam & Max Tales of Monkey Island Wallace & Gromit's Grand Adventures More Telltale Games
Forgot your password?
No worries, we can help!

The Walking Dead

Go Back   Telltale Games Forums > Tales of Monkey Island > Tales of Monkey Island General Discussion

Tales of Monkey Island General Discussion Talk about Guybrush's adventures in here!

Reply
 
Thread Tools Search this Thread
Old 08/24/2009, 06:27 am   #41
Zomantic
Senior Member
 
Zomantic's Avatar
 
Join Date: Nov 2006
Location: Italy
Posts: 136
Default

Quote:
Originally Posted by spiffy_the_dog View Post
No way. If they started to do things like this, soon you would be using monkeys as wrenches just because there is a tool called "monkey wrench". And we simply cannot have that kind of stuff.
True, but there is an equilibrium which can be found (and it's something which Telltale has accomplished countless times: Screaming Narwhal is perfect, its world doesn't work according to everyday logic - boomerang cannonball, eyed cheese wheel, magnetic monkey, and of course impaled DeSinge-, but it's coherent nevertheless). What I didn't like about the puzzles and the gameplay in Spinner Cay is their disappointing predictability:

- LeChuck doesn't know what to do, you tell him what to do;
- Poxed pirates require a golden turtle, you prepare one with the conveniently provided mould (but the barbecue needs coal and a knob; and you'll also need to find the shortest route);
- McGilligutty keeps destroying your mast, you replace it with a rubber tree (this one could have been pretty entertaining, but in fact all you have to do is speak to the poxed pirates again);

etc.ter

Give me some thrills, please! I'm not asking for a "monkey wrench", I'm only asking for something less obvious. Anyway, I really need to stop whining about this... The games are excellent, and I know I won't be disappointed by the next chapters.

About logical/illogical: my statement of logic being overrated was something of a boutade, I admit it... The game world has to be consistent, of course, and the cause-effect connections must be transparent to the player; but, again, there is a right equilibrium, and a Monkey Island game needs a twisted logic of its own to be properly fun. More examples from TSoMI:
- Grog becomes a metal eroding substance only when you need it to free Otis (illogical);
- you give the rat repellent to Otis (logical, the character asks for it) to get Aunt Tillie's cake, which contains a file (twisted);
- you give bananas to the monkey (logical), but you need the monkey to keep the Giant Monkey Head gate open (twisted, unexpected);
etc.

Quote:
Originally Posted by Rather Dashing View Post
That people consider LucasArts some bastion of difficult adventure game design is pretty hilarious to me.
I never said that. I know what LucasArts philosophy was, and I knew what I meant: it revolutionized the genre indeed, and not by making puzzles harder or easier; just by making them more fun.
Zomantic is offline   Reply With Quote
Old 08/24/2009, 06:31 am   #42
Crys
Plunder Bunny
 
Join Date: Aug 2009
Posts: 35
Default

Quote:
Originally Posted by Rather Dashing View Post
Actually, LucasArts "revolutionized the genre" by....ready for it?...MAKING GAMES EASIER.
There's a difference between hard and ridiculous. Anyone here ever played LSL2? At some point in the game, you must abandon a cruise ship and head for an island. You can carry a certain amount of items with you, if memory serves, and you have to somehow predict which ones you'll need. If you don't pick up the necessary ones, later on in the game you'll die or blow it in various ways.

That is not a challenge, that's horrible game design.

Quote:
Originally Posted by Rather Dashing View Post
That people consider LucasArts some bastion of difficult adventure game design is pretty hilarious to me. They were the ones that trimmed away conventions, for better or for worse, to make games more accessible.
I don't think anyone considers LucasArts adventures to be the most difficult games out there. It's just that people have put LucasArts on a pedestal because of the quality of the games they released. And with good reason.

Personally, I don't mind dying in games, or failing because I did something stupid. One of my favorite adventure games ever is Gabriel Knight: Sins of the Fathers and there are many ways for you to die in that game. The difference, however, is that in those instances, the death can be justified and it's not because you did something wrong earlier on.

What LucasArts did and other companies also adopted later on, was not to let the player move on with the story after having missed something they will need.

And again, that's just good game design.
Crys is offline   Reply With Quote
Old 08/24/2009, 06:31 am   #43
Raven266
Junior Member
 
Join Date: Jul 2009
Posts: 10
Default

I like how they bash Sierra games to the ground hah
Raven266 is offline   Reply With Quote
Old 08/24/2009, 06:47 am   #44
Fulvio75
Brewed Member
 
Join Date: Jun 2009
Location: Italy (Silvio's Lair)
Posts: 74
Default

Quote:
Originally Posted by Crys View Post
There's a difference between hard and ridiculous. Anyone here ever played LSL2? At some point in the game, you must abandon a cruise ship and head for an island. You can carry a certain amount of items with you, if memory serves, and you have to somehow predict which ones you'll need. If you don't pick up the necessary ones, later on in the game you'll die or blow it in various ways.
i did as with (almost) all the other games of that time. Even Maniac Mansion, if i recall right, had a "forced choose" at the very beginning (the photographer). Personally it's not a real problem to me. Anyway these were other times.
What i mean is that the extremism in both ways is wrong. People demand for harder games not for impossible ones and, for how are todays ADVs realized, i agree with them.
__________________
Brought to you by: "Three Horses" the definitive beer!
Fulvio75 is offline   Reply With Quote
Old 08/24/2009, 06:57 am   #45
Crys
Plunder Bunny
 
Join Date: Aug 2009
Posts: 35
Default

Quote:
Originally Posted by Fulvio75 View Post
What i mean is that the extremism in both ways is wrong. People demand for harder games not for impossible ones and, for how are todays ADVs realized, i agree with them.
No disagreements here. I, too, am hoping for a couple of harder puzzles in later chapters, but my biggest beef with many posters here is that they were expecting them from the get-go.

Playing an episodic game is entirely new territory for me, so maybe I'm old-fashioned, but I reserve final judgment until I have finished the whole game.

I don't see each episode as a game on its own, so I won't nag about episode X being easier than episode Y. I see it as a currently unfinished game, and we've only played two fifths of it so far.

If the end result is not up to my standards I'll have no problem voicing my honest opinion, but until then, I'll be patient and wait to see what TT have in store for us in the future.
Crys is offline   Reply With Quote
Old 08/24/2009, 07:02 am   #46
Randulf
Senior Member
 
Randulf's Avatar
 
Join Date: Jan 2008
Posts: 341
Default

For people with a taste for some anachronistic "difficulty", check out A Vampyre Story. True, this game is an artistic masterpiece, but it comes with all sorts of adventure games faux pas:
  • Insane pixel hunt -- Without any visual cues and without anyone telling you, you're supposed to fetch a perfume bottle underneath a bed.
  • Deliberately withholding vital information -- You have to make magic potions out of soda pop. You're sure you get the combo absolutely right, but the spell always fizzled. Turned out that the potion can't be made with diet soda, and that you have to "undiet" it by adding sugar. Strange thing that the potion handbook never mentions that.
  • Labyrinthine twists of logic -- It's snowing outside and you're trapped within a locked hut. Here is your way to freedom: flare up the flames in the fireplace with perfume. The fire will melt the snow on the roof, and the water will collect in a bucket beneath a rain-gully. Before the water freezes again, however, you have to knock the bucket over by passing some tool through a small crack beneath the door. The water then flows into the hut, and you can suck it up with a fire bellow. Put out the fire so that, you, as a vampire, can transform into a bat and fly out through the fireplace Fun, isn't it.
Randulf is offline   Reply With Quote
Old 08/24/2009, 07:15 am   #47
Fulvio75
Brewed Member
 
Join Date: Jun 2009
Location: Italy (Silvio's Lair)
Posts: 74
Default

Quote:
Originally Posted by Crys View Post
No disagreements here. I, too, am hoping for a couple of harder puzzles in later chapters, but my biggest beef with many posters here is that they were expecting them from the get-go.

Playing an episodic game is entirely new territory for me, so maybe I'm old-fashioned, but I reserve final judgment until I have finished the whole game.

I don't see each episode as a game on its own, so I won't nag about episode X being easier than episode Y. I see it as a currently unfinished game, and we've only played two fifths of it so far.

If the end result is not up to my standards I'll have no problem voicing my honest opinion, but until then, I'll be patient and wait to see what TT have in store for us in the future.
that's a good position that i totally respect. i'm new to this kind of games too and if i should judge S&M season 1 as 5 (ok 6, abe was great still alone) different mini games i would say that it was not so great but played all together was really funny and somewhat "complete".
i think that episodic release is challenging on its own because of how people hurl to each one, but i think that puzzles are fundamental because an adventure is built on them. if a certain number of people says that these puzzles are too much easy, i think that they should be taken more seriously (but this does not mean that their word is the one) than on any other aspect of the game (sound, graphics, engine, controls etc. but not for the plot).

cheers
__________________
Brought to you by: "Three Horses" the definitive beer!
Fulvio75 is offline   Reply With Quote
Old 08/24/2009, 08:04 am   #48
spiffy_the_dog
Member
 
Join Date: Jul 2009
Location: Croatia
Posts: 65
Default

Quote:
Originally Posted by Raven266 View Post
I like how they bash Sierra games to the ground hah
It's because they deserve to be bashed.

In those days it was essentially LucasArts vs. Sierra. LucasArts produced adventure games sparingly, but they quality tested every game to hell and back and did their best to offer the best gaming experience. Sierra on the other hand chose quantity over quality and pumped out those "quest" games one after another. The kicker was that adventure gamers bought them all even though they knew the experience will leave a lot to be desired - even a lousy adventure game was better then no adventure game at all. Still, getting a new LucasArts game was much more special then buying a new Sierra installment - it was like a difference between a superbly prepared gourmet meal and killing hunger with an undercooked hamburger from that greasy joint down the road.

Of course, as a result, LucasArts adventures (and their basic principles of game design) made adventure games easier. But this is a good thing; some things that were accepted in the early 90's just wouldn't fly today. Just look how people balk if some bug surfaces and they have to replay a part of a game; imagine if replaying again and again was an actual feature. I would be the first to be done with the adventure genre altogether...


P.S. Noone got the monkey wrench reference? Seriously?
spiffy_the_dog is offline   Reply With Quote
Old 08/24/2009, 08:27 am   #49
OCKi
Adventure-Game Oracle
 
OCKi's Avatar
 
Join Date: Jun 2007
Location: Norway
Posts: 274
Send a message via MSN to OCKi
Default

Quote:
Originally Posted by spiffy_the_dog View Post
P.S. Noone got the monkey wrench reference? Seriously?
It's kinda one of those things you don't think over when english aint your native language.
But I loved that puzzle when I finally got it!

Anyone else think that if ToMI had the "verbs" interface from CMI, the difficulty would increase a notch?
__________________



"Bwahahahahah... With my powerful demonic might, I shall rule the world, frightening little girls by chomping down on their lollypops! Bwahahahaahahaahhah... Oh, who am I kidding... I'm bored out of my skull..."

- Murray, the invincible demonic talking skull.

Last edited by OCKi; 08/24/2009 at 08:32 am.
OCKi is offline   Reply With Quote
Old 08/24/2009, 08:42 am   #50
Zomantic
Senior Member
 
Zomantic's Avatar
 
Join Date: Nov 2006
Location: Italy
Posts: 136
Default

Quote:
Originally Posted by OCKi View Post
Anyone else think that if ToMI had the "verbs" interface from CMI, the difficulty would increase a notch?
It may, but that's not the point. Telltale has created some excellent puzzles through their single click interface (and that without the possibility of combining items or even examining them): just browse through your Sam & Max collection and you'll find plenty of good examples.
And to clarify my point of view one last time, I'd like to see some harder puzzles in the future chapters, but that's not what I'm currently complaining about (also because I'm almost sure they will be there). All I'm saying is that puzzles in Spinner Cay were uninteresting, predictable and unsatisfying: it's not just a matter of difficulty.
Zomantic is offline   Reply With Quote
Old 08/24/2009, 08:59 am   #51
Pretender
Member
 
Join Date: Nov 2006
Posts: 78
Default

I didn't find it challenging, but I don't like having to backtrack to all places just to find one little inventory part which I overlooked. Isn't hard, just lazyness on my part.. I really just wanna know the story and "interesting" characters. I couldn't care if I would have to shoot my way through a story or find items and combine them, but I guess that's just me heh.
Pretender is offline   Reply With Quote
Old 08/24/2009, 09:04 am   #52
shref
Senior Member
 
shref's Avatar
 
Join Date: Jun 2009
Posts: 261
Default

Quote:
Originally Posted by Randulf View Post
For people with a taste for some anachronistic "difficulty", check out A Vampyre Story. True, this game is an artistic masterpiece, but it comes with all sorts of adventure games faux pas:
  • Insane pixel hunt -- Without any visual cues and without anyone telling you, you're supposed to fetch a perfume bottle underneath a bed.
  • Deliberately withholding vital information -- You have to make magic potions out of soda pop. You're sure you get the combo absolutely right, but the spell always fizzled. Turned out that the potion can't be made with diet soda, and that you have to "undiet" it by adding sugar. Strange thing that the potion handbook never mentions that.
  • Labyrinthine twists of logic -- It's snowing outside and you're trapped within a locked hut. Here is your way to freedom: flare up the flames in the fireplace with perfume. The fire will melt the snow on the roof, and the water will collect in a bucket beneath a rain-gully. Before the water freezes again, however, you have to knock the bucket over by passing some tool through a small crack beneath the door. The water then flows into the hut, and you can suck it up with a fire bellow. Put out the fire so that, you, as a vampire, can transform into a bat and fly out through the fireplace Fun, isn't it.
i may have to check this out...how old is it??
shref is offline   Reply With Quote
Old 08/24/2009, 09:13 am   #53
Macfly77  Community Moderator
MacModerator
 
Macfly77's Avatar
 
Join Date: Feb 2008
Posts: 1,366
Default

Quote:
Originally Posted by shref View Post
i may have to check this out...how old is it??
It was released at the end of last year.
You can find more details at http://www.vampyrestory-game.com/.
I got it for Mac a couple of weeks ago (actually, the "Labyrinthine twists of logic" example from Randulf's post, which was the game's demo, is what sold me on the game!) and it's beautiful, but quite hard (I have played for a few hours already and don't feel like I'm making much progress - but my inventory's filling up nicely!).
I might be too used to the (perfect) level of difficulty of Telltale's games for a game like this one, but I'll definitely keep at it (and hopefully finish it before the release of its sequel).
Macfly77 is offline   Reply With Quote
Old 08/24/2009, 09:14 am   #54
shref
Senior Member
 
shref's Avatar
 
Join Date: Jun 2009
Posts: 261
Default

i have the feeling i'll be buying this tonight lol
shref is offline   Reply With Quote
Old 08/24/2009, 09:57 am   #55
The Commissioner
Mysterious phone voice
 
The Commissioner's Avatar
 
Join Date: Jun 2009
Posts: 383
Default

I think the difficulty level in Telltale games is OK for me. I really hate getting stuck in a game with no logical course of action. Every puzzle in a Telltale game seems to have a logical solution and that's good because you don't get stuck.

If you're a logical person, then you might find them easy to solve - but that's only half of what I play for - I like the experience of exploring too and listening to the dialogue and watching the action. I think the Tales of Monkey Island games have so far satsified me with their mix of puzzles and gameplay, and the length of the games has also been satisfying. Usually each episode takes about 4 hours for me to complete, and that's the kind of length I'm OK with. More would be great, but I haven't ever found myself thinking "that's too short".

I think I'll believe all the people who are saying that each game will increase in difficulty as it is released. It's good design, as the easier first chapter pulls people in and then they continue to be entertained as future episodes get more challenging. I think someone once stated they didn't want to make a super-hard chapter 1 and put casual gamers off buying it.

I recently bought Secret of Monkey Island Special Edition and completed the entire game in about 4 hours. That's the whole thing - not just the individual chapters. That's even taking into account the bits I forgot and how to complete all the puzzles (I don't remember anything from 20 years ago!). When you look at it that way, Tales of Monkey Island is five times longer and has more to enjoy.
The Commissioner is offline   Reply With Quote
Old 08/24/2009, 09:58 am   #56
Macfly77  Community Moderator
MacModerator
 
Macfly77's Avatar
 
Join Date: Feb 2008
Posts: 1,366
Default

Quote:
Originally Posted by shref View Post
i have the feeling i'll be buying this tonight lol
You might also be interested in knowing that the makers of "A Vampyre Story", Autumn Moon Entertainment, are going to release a game called " The Ghost Pirates of Vooju Island".
Here's a link to that game's official (and currently quite "barren") website, here's an Adventure Gamers preview and here's a link to a trailer that premiered a few days ago.
Enjoy!
Macfly77 is offline   Reply With Quote
Old 08/24/2009, 10:01 am   #57
Ignatius
Reilly
 
Ignatius's Avatar
 
Join Date: Apr 2009
Location: Argentina
Posts: 486
Default

Ha ha im just playing a Vampire Story right now and the difficult is good. I agree on some things Randulf said (the perfume under the bed was tricky) but about the diet soda Mona said it didnt work because it was diet.

Anyway, relating this to ToMI, one thing i like about "A Vampire Story" is that when you think you already solved a puzzle there is a new difficulty to solve. Most of the puzzles have many layers.
The most opposite example of this in Tales... would be the oyster/pearl puzzle, wich isnt even a puzzle:
You know you need a pearl, you found an oyster coupon right there, you get the oyster, you get the pearl. Its just one big straight line. I though the puzzle was gonna be how you open the oyster (i thought maybe seagulls on Coronado shack would help) but no.

And one last thing, if people complain about being easy its because thats the only thing we can do.
People that found the game hard can always get the hints up, there is solution for that. But the ones that found it easy cant make anything, but wish the next one will be harder. And if it isnt we can only complain again.
Ignatius is offline   Reply With Quote
Old 08/24/2009, 10:08 am   #58
shref
Senior Member
 
shref's Avatar
 
Join Date: Jun 2009
Posts: 261
Default

Quote:
Originally Posted by Macfly77 View Post
You might also be interested in knowing that the makers of "A Vampyre Story", Autumn Moon Entertainment, are going to release a game called " The Ghost Pirates of Vooju Island".
Here's a link to that game's official (and currently quite "barren") website, here's an Adventure Gamers preview and here's a link to a trailer that premiered a few days ago.
Enjoy!
ive already been keep a very close eye on that
shref is offline   Reply With Quote
Old 08/24/2009, 11:09 am   #59
guitarsareboring
Senior Member
 
guitarsareboring's Avatar
 
Join Date: Jul 2009
Location: Birmingham, UK
Posts: 1,274
Default

Quote:
Originally Posted by Ignatius View Post
Anyway, relating this to ToMI, one thing i like about "A Vampire Story" is that when you think you already solved a puzzle there is a new difficulty to solve. Most of the puzzles have many layers.
The most opposite example of this in Tales... would be the oyster/pearl puzzle, wich isnt even a puzzle:
You know you need a pearl, you found an oyster coupon right there, you get the oyster, you get the pearl. Its just one big straight line. I though the puzzle was gonna be how you open the oyster (i thought maybe seagulls on Coronado shack would help) but no.
That crossed my mind too... there aren't many moments that make you feel like a genius for working a puzzle out.

Last edited by guitarsareboring; 08/24/2009 at 11:42 am.
guitarsareboring is offline   Reply With Quote
Old 08/24/2009, 11:15 am   #60
Amaterasu
Senior Member
 
Amaterasu's Avatar
 
Join Date: Jul 2007
Posts: 149
Default

Personally, I took my time and played really for the fun, went into the game and tried to solve it with no hints at all. Took me around 4 days since the game was out.
I think more hard than that will just be annoying. The game is is not too easy, it's fine. The chapters are to short if you ask me, and I really would love to see new character models and not reused ones.
I'm really glad there are many items in the inventory though! That was a real weak point in Sam & Max.
__________________
Quote:
Originally Posted by StarEye View Post
15 Items in the inventory now
15 things I can use
Put this thingy on that
Turn it into a hat
Only 14 things left to abuse

14 items in the inventory now
14 things I can use
Put this x into y
To make a bowtie
Only 13 things left to abuse
Amaterasu is offline   Reply With Quote
Reply

Bookmarks

Thread Tools Search this Thread
Search this Thread:

Advanced Search

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
The Tone of Monkey Island - My Review and Suggestions for Future Episodes sladerlmc77 Tales of Monkey Island General Discussion 319 03/18/2010 04:23 am
Sam & Max Season One, all episodes refuse to launch. weasel999 Game Support - General 3 04/28/2009 02:30 pm
S&M season 1: had to unlock 2 episodes manually DaVince Shopping or Activation Support 1 02/26/2009 04:00 pm
Suddenly cannot launch season two episodes Synastar Game Support - General 2 03/14/2008 05:36 pm
Common Launcher for all Episodes Thrakhath Sam & Max Series Discussion 10 03/29/2007 08:27 am


All times are GMT -8. The time now is 02:03 pm.


Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Telltale Games - © 2013 Telltale, Incorporated. All rights reserved.
Home  |   Store  |   Blogs  |   Forums  |   Product Support  |   Corporate Info  |   Press Releases  |   Jobs  |   Terms of Use  |   Privacy Policy