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You were saying using a character-oriented follow-shot camera view = fully explorable = better
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Look, again. I never said that. I think Roberta may have. She mentions in one of the development meetings in one of the devolopment videos that she would like to be move around look into a window from the outside of a building, and then go into that building look around the room, and then look through the same window to the outside.
Actually GK3's or the later games in the Broken Sword series use full explorable 3D. I do think it is pretty cool (because secrets and puzzles can be hidden all around). It's also one of the things I liked in KQ8. It didn't take away from the game imo. Roberta has said even if she had decided not add combat (which she decided on when Sierra was owned by Sierra) to the game, it would still be fully explorable 3D.
However, I'm not saying one is better than another. Because personally both can be used effectively. It's not also something I define as a requirement for 'adventure games' to be stuck in one form of camera over another. I see a variety camera types as viable. Even 'first person' is viable, as Roberta has explained Wizard and the Princess is essentially KQ0, a prequel to KQ5. That game uses a first person perspective. Perspectives don't bother me, i'm open to any camera type.
Oh, and by the way 'control method'... Actually "point and click" or "parser", or Drag and click, are not the only methods of adventure game control. Quite a few were joystick, arrow keyes, or other form of keyboard control. Look at MI4 or Grim Fandango for games with pure keyboard control (no mouse/non parser). Designers can use really any interface imaginable... Some might be clunkier than others. Strangely sometimes the interface is the center of arguements between fans. Like for example those who hated KQ5 because they didn't like the interface and felt the parser gave them more options.
You know one interesting comparison between 2-d and 3-d adventure may be Myst vs. realMyst (the full-3d remake). Real Myst lets you see parts of the island, and angles, with environmental effects you couldn't see in the original Myst. It has more real-time feel rather than a series of static 'slide pictures'. It's less restrictive in ways.
Puzzle Adventures... Castle of Dr. Brain is a Puzzle Adventure. You asked are there other games that have 'pop-ups' with puzzles. Castle of Dr. Brain and Island of Dr. Brain do that. You click on objects in the environment, and then a box pops up with the game's puzzle. You navigate the game's story by solving these puzzles (which is the 'core definition' of puzzle adventure).
Do a google search of 'puzzle adventure' and you'll see quite a few games that the industry defines as 'puzzle adventure'. Quite a few of those 'hidden-item' games even are classified as 'puzzle adventures' or 'casual adventure games' by the industry.
Discussion of casual Puzzle Adventure games
Editorial on 'Casual Adventure Games'
http://www.bigfishgames.com/download...FewaQgodhyipLw
Here is a summary of many of the 'adventure' sub genres and their basic definitions, as well as other industry classifications (and their relationship to adventures);
http://www.justadventure.com/thejave...Category.shtml
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Adventure games with strong accentuation on the solving of a variety of puzzles.
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I don't suppose you have played Seventh Guest either? Many of the puzzles in that game were 'popups' once you discovered the location of the hidden puzzle in the environment. Although it the popups took the whole entire screen. You couldn't progress until you solved these puzzles. As I recall solving the puzzles weakened the evil forces in the house that prevented you from reach the upstairs or other rooms. Sometimes a puzzle might hide a key needed to progress as well.
http://www.youtube.com/watch?v=W7p7D...eature=related
Puzzle Agent might do it as 'bits of paper'. Layton switched to another screen whenever a hidden puzzle was found. The two early Dr. Brain's put up box overlay with the game's hidden puzzle on the screen. In many of these games, you solve a puzzle for the character to 'pick up' or find an item. You use these items later on to solve yet other puzzles... Sometimes the games automatically use the items for you, sometimes you have the ability to use the items from an 'inventory'.
It's been a while but Shivers/Shivers 2 may have had similar type of 'hidden puzzles' to progress style gameplay as well.