Why is an adventure game puzzle arbitrary while a rope across a chasm in Tomb Raider not arbitrary? I can't see a more obvious example of an arbitrary obstacle than that, or a room full of soldiers that you have to kill. I agree that adventure puzzles can be arbitrary if they are totally unrelated to the story (thought I'd like you to provide an example of this because I think it's more the exception than the rule), but fail to see how action deepens the narrative like you say.SoranMBane said:I'd say that the swing towards action-adventure has simply made the stories more engrossing, as action-oriented gameplay simply lends itself to better story-gameplay integration and gives the player a more active role in that narrative. In classic adventure games, the puzzles are generally no more than arbitrary obstacles that wall off the rest of the story until they're solved, where recent action games have actually utilized aspects of their gameplay to deepen the narrative. In every one of the games I mentioned, the gameplay actually plays a key role in the story instead of cutting you off from it. Even one of the few examples of great story-gameplay integration I've come across in an adventure game (a bit in the I Have No Mouth And I Must Scream game where you can electrocute a bunch of caged animals to get a key that doesn't actually unlock anything) simply can't compare to the level of emotional impact in the nuke scene from Call of Duty 4 or the twist in Bioshock where you learn that the phrase "would you kindly?" isn't just Atlus being polite. Nothing is lost with the added emphasis on action beyond the frustration of having to check a walthrough for the twentieth time because the puzzles in adventure games always work on Wonderland logic.Blood Brain Barrier said:I don't agree that they surpass the old adventure games - Portal and Psychonauts are the only ones which I would say rival them, but by making the bulk of the gameplay jumping and hitting things, surely something is lost don't you think? And even if it wasn't, if the potential was there, as I think it probably can be, as Yahtzee says, they still need to take the huge step of not hiring chimps, which seems to be too difficult.SoranMBane said:They were bred out of existence when the technology behind games started to allow for the possibility of both good stories and good gameplay at the same time, because while traditional adventure games often had above-average writing, they always had awful, boring gameplay. Now we have games like Psychonauts, Portal, Half-Life, Deus Ex, Shadow of the Colossus, and Bioshock in their place; games with great gameplay hand-in-hand with stories that rival or even surpass anything old adventure games could accomplish. I think our own Yahtzee says it all best in this little bit he did:
Let's say I need to get a map from a shop by tricking the shopkeeper. An adventure game would require you to examine your surroundings, look at what you can use, and figure out a way to manipulate them to your advantage. How is that arbitrary? Compare that with a game where I push a button to go into stealth mode and sneak up behind the shopkeeper to get the map. I don't see a whole lot of difference except one way requires more thinking than the other.