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Well, probably not. But it did play a part in our preferences for adventure games. Here I discuss some of the evolution of puzzle design. Twitter: …

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23 Comments

  • KrakenCacophony 2 months ago

    I like the old Sierra games. I think they're interesting. Stop picking on Roberta Williams. She was one of the pioneers who paved the way for a lot of stuff that came later.

    We're talking about the very first games of this type. They came out decades ago. No one should expect them to be perfect.

    I don't think it was "moon logic" that killed adventure games. People just had their fill and moved on. The same way that people take an interest in any hobby and move on after a few years.

  • qzone26k is now Gappasaurus 2 months ago

    Juan-powered generator? 🤔

  • Bill Windsor 2 months ago

    Great job on this, PUR; very well researched and highlights-edited!

  • The Real MTV 2 months ago

    Great Vid as always PUR.

    The flaws you've pointed out we're exactly the reasons why I've got turned off by these PaC adventure games; and it doesn't help that I have a short attention span, which keeps me from staying interested in a single game that could take me months to finish. Plus the whole unwinnable state because you didn't do something that you didn't even know needed to be done? (coughdarkseedcough) Forget it!

    But to be fair, I do love me some Grim Fandango, the only part I had any real trouble with was the 'betting stub' puzzle, but after that the rest of the game's puzzles, while challenging, didn't cross into 'moon logic' territory.

  • So this is probably my favorite video of yours. Even more than I Have No Mouth and I must Scream.

  • NukeOTron 2 months ago

    Honestly, I'd say sticking with poor interfaces killed adventure games. A general "interact" button saved JRPGs from cluttered Dragon Quest-styled menus. A text parser is inferior to a SCUMM menu just by not telling you what even IS a thing you can do.
    Combining platform games with adventure games is possible. It's just that sometimes, they don't know the importance of a good interface that works with both.

  • Gilmaris 2 months ago

    Time has absolutely become more precious, to a ridiculous degree. I finished King's Quest 1 and Police Quest 1 without walkthroughs of any kind – simply because this was before the internet, and there was none to be had. Worse still, this was when I was a kid and was not allowed more than one hour at the computer a day. Today, I am amazed at the perseverance of my much younger self. Now, it feels like I don't have the time or patience to play games the hard way. Hell, it's not unusual for me to have to watch a movie in two sittings. I don't have less free time now than I did before, so what the hell happened?

  • VeNoM0619 2 months ago

    Came from ProJared, very interesting, and great analysis. Thank you.

  • Haemogoblin 2 months ago

    Came here from LGR, really love your review style and humour. Fable was great! 🙂

  • Luna Lindsey 2 months ago

    I think Myst was a big factor, too. I was a huge adventure game fan (starting with Scott Adams Adventure for TI99/4A), but after Myst, no older style adventure could compare. Every game that tried to be like Myst was a cheap knock-off, with terrible graphics by comparison, and copycat puzzles. I noticed the genre fizzed shortly thereafter. I think the genre is making a strong comeback now, and there are many recent brilliant titles. Mobile is helping this, as is the retro movement, as is game publishers being more willing to put in the production and artistic value adventure games really need to shine.

  • Bastien Faure 2 months ago

    Why didn't i discovered your channel before?

  • Mook Fish 2 months ago

    Sarah your videos are super rad. I’m hooked on them 🏆

  • Smash JT 2 months ago

    Very well done, PUR.

  • zoiuduu 2 months ago

    text based games, narrow the audience to only those who are really good in english, unforgivable grammar

  • Joel Martinsson 2 months ago

    Moon logic is why I always get tired of point-and-click. They're not really even challenging since you end up pressing literally everything on everything.

  • badmojo90 2 months ago

    really? i figured out the 'honey/emerald' thingy when i was like 5/6 years old easily…..just made since to me XD

  • Look who's stalking 2 months ago

    I want to be inside you

  • Hady Shaikh 2 months ago

    Valid points, Would like to know your take on ' The silent Age' .

  • CaitSeith 2 months ago

    I haven't forgotten Zack McKracken. I loved Zack McKracken! *plays the intro music*

  • gusbaker4u 2 months ago

    Nowadays we have DLC and micro-transactions…back in the 80's we had hint books and game tip lines.

  • AndrewNewZealand 2 months ago

    "Moon logic" because the puzzles show their arse to logic

  • Rax Savvage 2 months ago

    as a british guy… the monkey wrench thing honestly had me, my older brother and two of his friends who were playing it on their amigas totally stumped, even getting the monkey to be frozen like that… which i managed by pure accident by clicking just EVERYTHING , trying to give the bana to the monkey and missed and clicked the metronome

    we dont call them monkey wrenches here… its a spanner
    still didn't know the joke till it was dropped on steam and had been there a while and someone strimmed it and explained the joke on stream. seriously.

  • Hagashager 2 months ago

    I agree that tastes have changed, what I miss is adventure games actually being complete products and having a full narrative.

    I despise the Telltales model of episodes. All od their games, even the good ones, ultimately n3ver have the sense of scale and narrative depth that the old Lucas Arts and Sierra Games had.

    Unfortunately attempts to create a full length adventure game have been…spotty. broken Age tried to offer more depth, and the modern KQ series tried to make the episodes more epic in scope, but they both felt flat.