“Outside the game”-expectations
When we see a door we expect us to be able to open it. When we see a key we expect to pick it up. When we get a pistol we expect to use it to kill stuff. When there's a hallway in Resident Evil, we expect it to be scary as hell.
There are all forms of expectations when we play games. Many are based on other similar games, like when playing an FPS you keep comparing it to how other FPS games work. If you get a handgrenade, you'd expect to throw it. Not to pull the pin, hold the grenade and then die.
Whenever I play a new Mario-game I can be sure of a few things. Like that it'll be accessible, charming and that I won't pee myself because of fear. Hopefully I won't pee myself at all, come to think of it. Anyway, my point is we always have references while playing and we base our expectations on those.
One of the most brilliant ones I've ever played is in the "Lost in Nightmares" expansion for Resident Evil 5.
Back in -96, the first Resident Evil was released and while the game became a hit, there was one part in particular that came to become an instant cult classic. I'm talking about a hallway in which dogs jump in from outside through the windows. The first time around, players weren't ready for it and it scared the living shit out of them, me included. I remember actually having nightmares... Come on, I was 10 years old.
Whenever people talk about scary moments in games, that scene is brought up.
All of the following Resident Evil games of course had more (in amount) scary moments but I don't think anyone was as effective.
In the Lost in Nightmares expansion, you're playing in an estate extremly similar to that in the first game and to the right of the main hall, just like in the original, there's an identical hallway and guess what; it gave me the chills. In addition, you also hear dogs barking. Not nice!
Déjà vu in all its glory. When walking in the exact same corridor again, you get that eerier feeling if knowing that you're in a very, very scary place, but because it's something new at the same time, you do not know what's gonna happen.
It's an excellent example of a good use of the references players that knows about the first Resident Evil have.
If you haven't played it, I'm not gonna spoil what does, or does not happen...
What makes a fun adventure game?
I'm still sick, so I don't really have the juice and magical mojo required to write a fancy post but still, I don't want you to think I'm dead so I'll just go ahead and ramble on some things that's been on my mind today.
This year I've been playing a lot of Point & Click Adventure games; mostly thanks to Telltale Games. I try to play through Monkey Island 1-3 every now and then along with Grim Fandango, but this year I've played the first six Sam & Max games, the first four of the "Tales"-series of Monkey Island and yesterday Beneath a Steel Sky (remastered edition, on the iPhone).
I enjoyed them all, some more than other.
What I'm thinking about is:
What makes a fun adventure game?
Many would say that the story is the most and only important thing. While that really is a very important part with the story, setting and great dialogue I still don't think it's what makes it a great game.
I think it's just like with any other game; the gameplay and pacing. The gameplay here would partly be the dialogue, but mostly the puzzles and how you solve them. One could argue that the "gameplay" would only be the clicking on an object to use and then the object to use it on, but I'm willing to stretch it a bit for this genre.
Even though the puzzles themselves are directly connected to the story, I think there's more going on there than you'd think of at first glance. For example, can't think of any other genre that use the cognitive process involving affordances and what we expect and item to be able to do, just by looking at it. "This probably fits here", "Oh, a credit card is often used to open locks in movies", "Hm, it's shaped like a moon", and so forth.
I've never tried to make an adventure game, so I'm absolutely no guru in this matter, but I think it's extremely hard to set the pacing. How much dialogue between the puzzles? How long should it be between gaining an object and having to use it?
I think you have to consider all these factors and more, to make a truly great adventure game.
Another thing I think is especially important for this kind of game, is something that I'll dedicate an entire post to later on once I get healthy: It have to be fun to make mistakes.
Okay, enough rambling!















