Quote:
Originally Posted by spiffy_the_dog
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.
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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
That people consider LucasArts some bastion of difficult adventure game design is pretty hilarious to me.
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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.