Saturday 31 December 2016

#36. Point-and-Click Ain't Dead



I've just scooped this post from the draft - it was abandoned for about a month or two. New year, new post. Better late than never. You know the drill.

Recently I played some point-and-click adventures, namely the Deponia trilogy (or quadrology, I haven't bought Deponia Doomsday yet) and an idea struck in my mind. You see, point-and-click adventure was one of the most mainstream genre in videogame industry in past few decades, but it was all downhill since then. I have heard of some of the classics, such as The Uninvited and Shadowgate (I bought the remake version on Steam, although I am far from done) and, as always, decided, hey, it's too soon to just call this genre dead. It has a very distinctive taste, and it is a waste of a genre to ignore it.

So I thought, what made people think point-and-click adventure games "outdated?" Take the examples of some of the masterpieces by LucasArts, for example: The Monkey Island franchise is a prime example of golden oldies, and Grim Fandango was a breakthrough, yes, but if you ever attempted to run through the whole game without a single glance of walkthrough, you will get what I say. The puzzles are so non-linear, so outrageously hilarious or hilariously outrageous, that a single look will let pretty much everyone confused or frustrated, or both. I mean, how would anyone get that in first go? Sure, it's a gem of the game, but videogamers were trained to get everything short and simple, while puzzles in point-and-click adventure genre remained non-linear and esoteric. It is a great shame for the genre, actually.

So here is what I suggest. If the game could get the puzzles linear enough, so that a single, blind run is rather challenging, but at least possible, it will make a big difference. The recent remake of Shadowgate was, I think, is a charming example of both preserving the original flavor of the genre and adding some of the new, sleek renovations.

Special mention goes to the Life system: In most point-and-click adventure games, there is no "game over" to speak of. There may or may not be some of the most challenges face your character, but in most cases, they would not brutally harm your character to the point that you cannot proceed further. Of course, some of the games are rather merciless - the (in)famous Scarlet O'Hara scene in The Uninvited, or stabbing yourself with anything in hand in Shadowgate, or even that one part that you can actually drown in The Secret of Monkey Island. I think it is best to implement this system, at least in "three strikes" version, to keep the player tense. You can always die in actions, shoot 'em ups, and even turn-based, so why not point-and-click?

I am always aware of the fact that everything is easier said than done. Really should make some things on my own, fast. End transmission.


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