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How will you controll this game?

Started by The_dumbest_name, March 19, 2004, 09:25:57 PM

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Storm

Quote from: Jeysie on March 22, 2004, 04:43:19 PM
Not to diss Storm, but I found the action keys to usually be easy to keep track of, just because most of them were pretty logical... I for Inventory, U for Use item, P for Pick up or Put away, E for Examine, etc.

I'm not sure my keys were configured that way :-\
Anyway, I tried playing Grim Fandango with a Microsoft Sidewinder, but it was very uncomfortable, especially when I would use the motion sensor - then all I could do is make him run in circles and into walls :S
"Never argue with idiots. They'll drag you down to their level and beat you with experience."

racx_00

I just used the good old keyboard ;D, the only reason i did was cos i dont have a gamepad :-\
Knight of Jarada - Master Mind 8)
Assistant Manager of the TSL Asylum XD

The_dumbest_name



  Hi,   I would like this to be made using the mouse, because I really didnt care for the keyboard comtrols in kq8.  I didnt mine the controls on kq5 6 and 7.

      lol   This is always my name, It all started back in ebay, when I could not think of a name to use.  I made it that, and then I would always tell every one that I had the dumbest name.  lol  

Storm

Since they said it's a point & click interface, you'll probably get your wish... ;)
"Never argue with idiots. They'll drag you down to their level and beat you with experience."

copycat

I found the movement in GF and the use of the hotkeys better manageable than the movement in MI4 (Keyboard movement and juggling different options. *shudder*)
Anyway, I prefer p&c anytime.
Fannatic of the cat team.
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Defender of all things against Connor. :stabs:
Grammar Police superintendant.
The Silver Lining rises from its ashes!

Official member of the Kelsey Fanclub :thumbsup:
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racx_00

Yeah i also found MI4's movement harder than GF's
Knight of Jarada - Master Mind 8)
Assistant Manager of the TSL Asylum XD

Plays_4_Pants

Is it just me though but does point and click just make adventure game mindless, because you have very few options to choose from.

I highly recommended games where you had to type in the command...then you almost had an endless supply of actions to choose from; thus, you have a multiple ways of doing things. A lot of times while pointng and clicking I accidently solve problems (like 75 percent of the time)...no thinking whatsoever. You can't type in "Fill Man Hole with Leaves" by accident

KatieHal

It's a different interaction entirely. Some prefer text parser, some prefer keyboard controls, some prefer point-n-click. The thing with any of them is to make them as adaptable as possible. Like point-n-click, don't make it quite so easy and obvious, but don't make it pixel-hunting. Text parser, don't make it so restrictive of what you need to type to get it right (personally that was what always bugged me the most about the text...that and typing speed in a timed situation). Keyboard controls, make them reasonable - I admit to not having played much of the keyboard controlled games, but I haven't preferred that method.

Point-n-click doesn't take away the thinking part. Sure, you could get it by accident, but same with the others, too. You still need to figure out what to use where, how and possibly need to manipulate objects first and so forth. There's still some mind & thinking processes in there.

Katie Hallahan
~Designer, PR Director~

"Change is the constant, the signal for rebirth, the egg of the phoenix." Christina Baldwin

I have a blog!

Jeysie

Bearing in mind that I'm someone who grew up with Commodore 64s and text adventures... I *hate* text parsers. :P

For me personally, the "difficulty" that text parsers add is usually mostly superficial. I never really had any more difficulty finding the solutions to puzzles in text parser games than I do with puzzles in point-n-click games... the only difference was that with a text parser I had to figure out how the programmer wanted me to tell the game what I wanted to do. IMHO, that's solely an interface thing... and I don't consider fighting with the game interface to be fun. :P

The best example I can think of was in Space Quest 3. There's one part where you're on a conveyor belt that's leading you to your doom, and you have to escape it. Above you is a rail that you're supposed to jump to and walk on. I figured that out pretty quickly... the problem was getting the game to do it. I tried JUMP RAIL, JUMP ON RAIL, GRAB RAIL, everything I could think of. It wasn't until I finally got fed up and just tried JUMP that it worked. Seeing as how I knew how to solve the puzzle from the get-go, was that all really an improvement than just clicking the HAND or USE icon on the rail? :P

About the only time I'd consider a text parser to be an improvement over PNC is perhaps regarding conversations... and even then, it would be better IMHO to just have PNC for everything else, and some kind of text parser for the conversations.

IMHO, YMMV, and all that. :P

Peace & Luv, Liz

Yonkey

Something else I forgot to mention about text parsers is that they could be culturally-biased.  The ways of describing certain objects and actions could vary depending on the user.  Not to mention, when the game becomes multi-lingual, different words can translate to different meanings in other languages.  8)
"A wish changes nothing. A decision changes everything."

FataliOmega

If I was going to play devil's advocate... (which I am) I'd support the SCUMM system used in MI 1 and 2... You gotta admit, that was pretty clever... It adds enough complexity without the hassle of a parser...  ;D

I don't debate, I ramble with STYLE!

Jeysie

Oh, yeah, the old SCUMM is my favorite interface. A nice combination between the potential flexibility of a text parser, without the irritations of one. Plus, there's just no way you could have pulled off the awesome "Fight with the sheriff for the idol" gag cutscene in MI1 with any other interface. (That's definitely one of my favorite adventure game moments.)

Another interface I liked was the one in The Space Bar and Gabriel Knight 3, where you would click on an object, and you'd get a list of possible actions context-tied to that object. A nice compromise for 3D games. (The actual getting-around methodology of GK3 was great as well, but that's another topic.)

And of course, there's the classic old Sierra/AGS icon method, which I think worked rather nicely. I ,too, am generally not really fond of the "one-stop icon" method, although GK2 did a decent job with it.

Peace & Luv, Liz

Storm

Quote from: Jeysie on April 02, 2004, 03:54:06 AMAnother interface I liked was the one in The Space Bar and Gabriel Knight 3, where you would click on an object, and you'd get a list of possible actions context-tied to that object.

Never liked that interface... Probably since I never played any good games that used it :P
My favorite remains P&C ;)

"Never argue with idiots. They'll drag you down to their level and beat you with experience."

Storm

#33
I hope the KQ9 interface is a hidden one. I don't like it when the interface is always present on the screen, like in KQ7 & MOE - for some reason, it makes the game less realistic for me :-\
"Never argue with idiots. They'll drag you down to their level and beat you with experience."

Yonkey

The interface will be similar to KQ6's (scrolls down when mouse moves into upper area of screen) and there will be an option to dock the toolbar, for those who want to do that.  8)
"A wish changes nothing. A decision changes everything."

Storm

"Never argue with idiots. They'll drag you down to their level and beat you with experience."

Storm

Thanks!
I guessed that's what he meant... just wasn't sure  ;)
"Never argue with idiots. They'll drag you down to their level and beat you with experience."

alex18

Thanks for the info. I can't wait for this game to finally come out.

B'rrr

Welcome Alex!!

we all look forward to the game too  ;-D ...hope you will enjoy these boards until then (and also after the game comes out )
~Mary Jane supporter~
~Legend~

etgadsby

Hello Alex welcome to KQ9!

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