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Originally Posted by Squinky
I'm confused, though. If you fail to explore all the dialogue branches and look-ats on your first playthrough, doesn't that you mean you ARE missing part of the game?
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I think you read too much into what I said, or I explained myself poorly. I wasn't referring to dialog where one choice cuts off the ability to ever again access another. At least in the case of large things.
Usually in Sam and Max style dialog trees, you can end up hearing most of the spare dialog outside of critical path if you bother. There are some dialog trees where you can inadvertently cut off access to huge branches of dialog, but that annoys me too. I don't mind having the OPTION to only hit critical path dialog, but when choosing one particular path closes another off, that's annoying.
Being able to choose one out of four lines in a particular conversation, to just sort of play with the flow, doesn't bother me much... in fact, I like it a lot. It's when the game tells me that my actions at this very moment will suddenly cut out a sizeable chunk of game that I'll never get to see unless I happened to save a few minutes ago so I can go back and play this part through again after I beat the rest of the game. In a game like Sam and Max, at least, I think that's a bit crap.
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Also, to give an example specific to Sam & Max (Episode 2), did there HAVE to be only one solution to the Midtown Cowboys puzzle? I personally think there could have been plenty of valid comedic masterpieces made therein, and the fun for players would come from building their own sitcom rather than trying to guess what Dave & Brendan had in mind. Damn, why didn't I think of this last year, and bring it up at the brainstorming session?!
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I need to think about that, but I was thinking a bit bigger than that, which I think is more in line with what others in this thread were talking about. The Midtown Cowboys puzzle is a really good example of a place where a zillion and one possible solutions would have been great - it's a little mini-sandbox within the story, where the game is basically telling you "have fun in here."
Really, though, if you're going to argue "Is it really so terrible to allow players the option of using the scissors?" it's worth asking why in Episode 2 Sam and Max didn't just drive the DeSoto
through the studio wall and then crash through the flats and steal the hypnobear in the opening cutscene? Adventure games are kind of (for better or for worse) all about limitations and boundaries for the sake of story.