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	<title>Comments on: Adventures With Hitler: Zombie Cow Interview</title>
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	<link>http://www.rockpapershotgun.com/2009/07/16/adventures-with-hitler-zombie-cow-interview/</link>
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	<lastBuildDate>Sun, 22 Nov 2009 15:20:20 +0000</lastBuildDate>
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		<title>By: PHeMoX</title>
		<link>http://www.rockpapershotgun.com/2009/07/16/adventures-with-hitler-zombie-cow-interview/comment-page-1/#comment-224861</link>
		<dc:creator>PHeMoX</dc:creator>
		<pubDate>Tue, 21 Jul 2009 11:35:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14827#comment-224861</guid>
		<description>&quot;theres an RPS article in there somewhere&quot;

Lol, if you put it like that... :P</description>
		<content:encoded><![CDATA[<p>&#8220;theres an RPS article in there somewhere&#8221;</p>
<p>Lol, if you put it like that&#8230; :P</p>
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		<title>By: bill</title>
		<link>http://www.rockpapershotgun.com/2009/07/16/adventures-with-hitler-zombie-cow-interview/comment-page-1/#comment-223944</link>
		<dc:creator>bill</dc:creator>
		<pubDate>Sun, 19 Jul 2009 14:54:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14827#comment-223944</guid>
		<description>I always hated the multi-verb system.  Often there WERE logical actions, but as someone said they were never implemented.  Sometimes pushing a person or talking to a machine might make sense.. but it wasn&#039;t allowed and it just became a case of &quot;guess which verb i need for this particular puzzle&quot;. 

I&#039;m really happy about this little AG resurgence, but i think modern AGs need to not be limited by the past. There is no reason AGs can&#039;t be 1st/3rd person, or use physics puzzles, or incorporate other ideas from other genres (or new ideas). 
Some of the best AG moments i&#039;ve had recently have been in non-AG games.. 

and making everything about combining OBJECTS is dumb...  Discworld Noir had the right idea in making it about finding information or clues.  Though you could do both of course...</description>
		<content:encoded><![CDATA[<p>I always hated the multi-verb system.  Often there WERE logical actions, but as someone said they were never implemented.  Sometimes pushing a person or talking to a machine might make sense.. but it wasn&#8217;t allowed and it just became a case of &#8220;guess which verb i need for this particular puzzle&#8221;. </p>
<p>I&#8217;m really happy about this little AG resurgence, but i think modern AGs need to not be limited by the past. There is no reason AGs can&#8217;t be 1st/3rd person, or use physics puzzles, or incorporate other ideas from other genres (or new ideas).<br />
Some of the best AG moments i&#8217;ve had recently have been in non-AG games.. </p>
<p>and making everything about combining OBJECTS is dumb&#8230;  Discworld Noir had the right idea in making it about finding information or clues.  Though you could do both of course&#8230;</p>
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		<title>By: malkav11</title>
		<link>http://www.rockpapershotgun.com/2009/07/16/adventures-with-hitler-zombie-cow-interview/comment-page-1/#comment-223772</link>
		<dc:creator>malkav11</dc:creator>
		<pubDate>Sun, 19 Jul 2009 00:18:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14827#comment-223772</guid>
		<description>Count me squarely in the &quot;don&#039;t voice dialogue unless you absolutely have to&quot; camp (i.e., I&#039;d hate to have to read dialogue in the middle of a mission in Call of Duty). The &quot;turn your head and miss it&quot; bit can be avoided by having the text pause and wait for you to acknowledge you&#039;ve read it.</description>
		<content:encoded><![CDATA[<p>Count me squarely in the &#8220;don&#8217;t voice dialogue unless you absolutely have to&#8221; camp (i.e., I&#8217;d hate to have to read dialogue in the middle of a mission in Call of Duty). The &#8220;turn your head and miss it&#8221; bit can be avoided by having the text pause and wait for you to acknowledge you&#8217;ve read it.</p>
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		<title>By: Chippit</title>
		<link>http://www.rockpapershotgun.com/2009/07/16/adventures-with-hitler-zombie-cow-interview/comment-page-1/#comment-223311</link>
		<dc:creator>Chippit</dc:creator>
		<pubDate>Fri, 17 Jul 2009 14:57:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14827#comment-223311</guid>
		<description>@drygear:
While I understand your point, things are usually &#039;regular&#039; like that because solutions usually &lt;em&gt;should&lt;/em&gt; make some sense, even if it&#039;s in a crazy, roundabout, lateral sort of way, which is usually what makes them funny.

Advocating potentially &#039;non-sensical&#039; actions is basically going to result in a veritable storm of Guide Dang It moments (to borrow TV-Tropes&#039; wonderful phrase), that usually do nothing more than frustrate players. And if all the player is doing is trying every action on every object then you might as well just write a script to search all the permutations for you until you find the answer. Isn&#039;t the point of a puzzle to &lt;em&gt;solve&lt;/em&gt; it, not try every possible combination until you get it right? Brains versus brute force.

The way I see it, every challenge in any game -- and this isn&#039;t limited to adventures -- should have a reasonable chance that the player would overcome it on the first encounter. I think this is why everyone hates QTEs so much. But I digress. I think your idea bears merit, but it would take some very clever implementation to not fall into the same pit to which adventure games with lots of verbs often succumb: having verbs that you only ever use once.

That said, I agree wholeheartedly on the witty response front. Often the most hilarious moments in adventure games is where the game makes fun of you for trying to do something stupid -- unless it&#039;s a Sierra game, of course, in which case it would probably just kill you out of the blue.</description>
		<content:encoded><![CDATA[<p>@drygear:<br />
While I understand your point, things are usually &#8216;regular&#8217; like that because solutions usually <em>should</em> make some sense, even if it&#8217;s in a crazy, roundabout, lateral sort of way, which is usually what makes them funny.</p>
<p>Advocating potentially &#8216;non-sensical&#8217; actions is basically going to result in a veritable storm of Guide Dang It moments (to borrow TV-Tropes&#8217; wonderful phrase), that usually do nothing more than frustrate players. And if all the player is doing is trying every action on every object then you might as well just write a script to search all the permutations for you until you find the answer. Isn&#8217;t the point of a puzzle to <em>solve</em> it, not try every possible combination until you get it right? Brains versus brute force.</p>
<p>The way I see it, every challenge in any game &#8212; and this isn&#8217;t limited to adventures &#8212; should have a reasonable chance that the player would overcome it on the first encounter. I think this is why everyone hates QTEs so much. But I digress. I think your idea bears merit, but it would take some very clever implementation to not fall into the same pit to which adventure games with lots of verbs often succumb: having verbs that you only ever use once.</p>
<p>That said, I agree wholeheartedly on the witty response front. Often the most hilarious moments in adventure games is where the game makes fun of you for trying to do something stupid &#8212; unless it&#8217;s a Sierra game, of course, in which case it would probably just kill you out of the blue.</p>
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		<title>By: M.P.</title>
		<link>http://www.rockpapershotgun.com/2009/07/16/adventures-with-hitler-zombie-cow-interview/comment-page-1/#comment-223266</link>
		<dc:creator>M.P.</dc:creator>
		<pubDate>Fri, 17 Jul 2009 13:39:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14827#comment-223266</guid>
		<description>Thanks for mentioning the Sierra stuff, I always thought they were unfairly looked down on. I&#039;m actually very impressed that Zombie Cow could&#039;ve made their own funny games without having known Sierra&#039;s games. The 3rd Space Quest and 2nd Larry game in particular were fantastic games pretty much in the same league as Lucasarts&#039;s best, not just in terms of humour but in terms of design, puzzles, variety of locations.</description>
		<content:encoded><![CDATA[<p>Thanks for mentioning the Sierra stuff, I always thought they were unfairly looked down on. I&#8217;m actually very impressed that Zombie Cow could&#8217;ve made their own funny games without having known Sierra&#8217;s games. The 3rd Space Quest and 2nd Larry game in particular were fantastic games pretty much in the same league as Lucasarts&#8217;s best, not just in terms of humour but in terms of design, puzzles, variety of locations.</p>
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		<title>By: Alaric</title>
		<link>http://www.rockpapershotgun.com/2009/07/16/adventures-with-hitler-zombie-cow-interview/comment-page-1/#comment-223265</link>
		<dc:creator>Alaric</dc:creator>
		<pubDate>Fri, 17 Jul 2009 13:37:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14827#comment-223265</guid>
		<description>Bhazor, I disagree. Vocalizing every line of dialogue is a good idea. While it may not be economically feasible when it comes to indie titles, it is nevertheless a feature that adds a lot to the enjoyment of the game.

For example, yesterday, when I was trying out BTDT, it felt weird having to read every word of dialogue. Especially in that silly font. Especially in the super-tiny resolution. Then, someone came into the room and asked me something, I turned my head for a moment and missed something that could have been important.

Overall, I hate badly done voice overs, but as a concept I think it is a feature that must be present in all modern games.</description>
		<content:encoded><![CDATA[<p>Bhazor, I disagree. Vocalizing every line of dialogue is a good idea. While it may not be economically feasible when it comes to indie titles, it is nevertheless a feature that adds a lot to the enjoyment of the game.</p>
<p>For example, yesterday, when I was trying out BTDT, it felt weird having to read every word of dialogue. Especially in that silly font. Especially in the super-tiny resolution. Then, someone came into the room and asked me something, I turned my head for a moment and missed something that could have been important.</p>
<p>Overall, I hate badly done voice overs, but as a concept I think it is a feature that must be present in all modern games.</p>
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		<title>By: Bhazor</title>
		<link>http://www.rockpapershotgun.com/2009/07/16/adventures-with-hitler-zombie-cow-interview/comment-page-1/#comment-223259</link>
		<dc:creator>Bhazor</dc:creator>
		<pubDate>Fri, 17 Jul 2009 13:19:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14827#comment-223259</guid>
		<description>I&#039;d argue their two adventure games wouldn&#039;t have been as good if made for a larger budget. The assumed need for voice over for every line would have almost certainly forced them to make dramatic cuts to fit in to the limited studio time and the sound editing would have added 4-6 months or so to the development time. I think the same has happened with RPGs where the depth and amount of dialog has plummeted in favour of often terrible voice work. Though KOTOR got away with it somewhat by using silly alien languages although that sodding fish language can sod off to hell.</description>
		<content:encoded><![CDATA[<p>I&#8217;d argue their two adventure games wouldn&#8217;t have been as good if made for a larger budget. The assumed need for voice over for every line would have almost certainly forced them to make dramatic cuts to fit in to the limited studio time and the sound editing would have added 4-6 months or so to the development time. I think the same has happened with RPGs where the depth and amount of dialog has plummeted in favour of often terrible voice work. Though KOTOR got away with it somewhat by using silly alien languages although that sodding fish language can sod off to hell.</p>
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		<title>By: mihor_fego</title>
		<link>http://www.rockpapershotgun.com/2009/07/16/adventures-with-hitler-zombie-cow-interview/comment-page-1/#comment-223237</link>
		<dc:creator>mihor_fego</dc:creator>
		<pubDate>Fri, 17 Jul 2009 12:19:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14827#comment-223237</guid>
		<description>Being a fan of adventures and playing them for more than 18 years, I&#039;ve seen what was once believed to be the peak of PC gaming turn to a marginal genre, with games released split between horrible hidden object type murder mysteries and indies held back by the lack of a decent development budget.

While I got excited that LucasArts would re-release its old titles, the truth is this move won&#039;t do anything to promote the genre. Most will buy them out of nostalgia and maybe show them to their kids, but I can&#039;t imagine many 12 year-olds will actually play them. Same goes with most of the indies such as BTDT and TGP!, which I adore, but their target audience definitely isn&#039;t a new gen of adventure gamers.

Back in the early 90&#039;s, adventure games succeeded by being on the forefront of graphic and design technology. Now this only applies to FPS and action games. A new generation of gamers accustomed to the technical quality of such games will frown upon the poor adventures which, even if supposedly story-driven, have poorly rendered scenes, terrible dialogues and even worse voice-overs.

When the stories are a series of cliches or poor excuses for puzzle connection, what&#039;s left to the game? I&#039;d rather play an action-adventure if I like to search around for doors to unlock (or just move to a new area, for that&#039;s what most puzzles have become) or play Cogs if I want slider puzzles (I love that game).

As for the most horrid aspect, item-based puzzles, please come to your senses, game designers! If the game is set in a surreal wtf world, I won&#039;t mind much having to come to terms with the silly combos I&#039;ll have make up as solutions. When you set the game on the real world though, giving us &quot;realistic&quot; characters and settings, for god&#039;s sake make the puzzles rational.

Let the character carry what&#039;s possible for a human and interact with as many as possible items in the surroundings. For example, no character should run around with no cash, a credit card, id and possibly a cell phone. If the main character needs to ask a simple question someone in the game, let him/her use a phone! I won&#039;t make an hour drive to a colleague&#039;s house to make a 3-min conversation! Or search across the town to gather components to make a fishing-pole-gizmo to grab at something that&#039;s in knee-deep water (perhaps the character has some rare and lethal allergy?).

I&#039;ll myself point out that older adventure games weren&#039;t any better at the above points, but the issue is how no-one cared to move things forward. Doom didn&#039;t have realistic physics or a great targeting system, but these got perfected over the years. When your system only relies on puzzles, there should be progress in their design.

Since games like System Shock 2 or the Fallout series, it seems other genres have invested in the story and atmosphere so much as to make adventures seem bad in what was their supposed main selling point. Coupled with downright silly puzzles and a slow pace, there&#039;s no way a young gamer would give adventures a chance anymore.

Perhaps the only way for them to return to a mainstream audience (and not making me feel an idiot for still trying to find excitement by playing new ones) is to go for what no other genre can integrate so well: comedy. And by comedy I definitely don&#039;t mean &quot;Scary Movie&quot; crap, but &quot;Spaced&quot;-quality contemporary comedy (you lucky Brits, it never got shown on TV here). Since there seems to be a lack of good comedies in cinema, it&#039;ll be even harder for game developers to find good writers. The Zombie cows guys are a hope though... (some big studio please hire them?)</description>
		<content:encoded><![CDATA[<p>Being a fan of adventures and playing them for more than 18 years, I&#8217;ve seen what was once believed to be the peak of PC gaming turn to a marginal genre, with games released split between horrible hidden object type murder mysteries and indies held back by the lack of a decent development budget.</p>
<p>While I got excited that LucasArts would re-release its old titles, the truth is this move won&#8217;t do anything to promote the genre. Most will buy them out of nostalgia and maybe show them to their kids, but I can&#8217;t imagine many 12 year-olds will actually play them. Same goes with most of the indies such as BTDT and TGP!, which I adore, but their target audience definitely isn&#8217;t a new gen of adventure gamers.</p>
<p>Back in the early 90&#8217;s, adventure games succeeded by being on the forefront of graphic and design technology. Now this only applies to FPS and action games. A new generation of gamers accustomed to the technical quality of such games will frown upon the poor adventures which, even if supposedly story-driven, have poorly rendered scenes, terrible dialogues and even worse voice-overs.</p>
<p>When the stories are a series of cliches or poor excuses for puzzle connection, what&#8217;s left to the game? I&#8217;d rather play an action-adventure if I like to search around for doors to unlock (or just move to a new area, for that&#8217;s what most puzzles have become) or play Cogs if I want slider puzzles (I love that game).</p>
<p>As for the most horrid aspect, item-based puzzles, please come to your senses, game designers! If the game is set in a surreal wtf world, I won&#8217;t mind much having to come to terms with the silly combos I&#8217;ll have make up as solutions. When you set the game on the real world though, giving us &#8220;realistic&#8221; characters and settings, for god&#8217;s sake make the puzzles rational.</p>
<p>Let the character carry what&#8217;s possible for a human and interact with as many as possible items in the surroundings. For example, no character should run around with no cash, a credit card, id and possibly a cell phone. If the main character needs to ask a simple question someone in the game, let him/her use a phone! I won&#8217;t make an hour drive to a colleague&#8217;s house to make a 3-min conversation! Or search across the town to gather components to make a fishing-pole-gizmo to grab at something that&#8217;s in knee-deep water (perhaps the character has some rare and lethal allergy?).</p>
<p>I&#8217;ll myself point out that older adventure games weren&#8217;t any better at the above points, but the issue is how no-one cared to move things forward. Doom didn&#8217;t have realistic physics or a great targeting system, but these got perfected over the years. When your system only relies on puzzles, there should be progress in their design.</p>
<p>Since games like System Shock 2 or the Fallout series, it seems other genres have invested in the story and atmosphere so much as to make adventures seem bad in what was their supposed main selling point. Coupled with downright silly puzzles and a slow pace, there&#8217;s no way a young gamer would give adventures a chance anymore.</p>
<p>Perhaps the only way for them to return to a mainstream audience (and not making me feel an idiot for still trying to find excitement by playing new ones) is to go for what no other genre can integrate so well: comedy. And by comedy I definitely don&#8217;t mean &#8220;Scary Movie&#8221; crap, but &#8220;Spaced&#8221;-quality contemporary comedy (you lucky Brits, it never got shown on TV here). Since there seems to be a lack of good comedies in cinema, it&#8217;ll be even harder for game developers to find good writers. The Zombie cows guys are a hope though&#8230; (some big studio please hire them?)</p>
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		<title>By: Bear</title>
		<link>http://www.rockpapershotgun.com/2009/07/16/adventures-with-hitler-zombie-cow-interview/comment-page-1/#comment-223211</link>
		<dc:creator>Bear</dc:creator>
		<pubDate>Fri, 17 Jul 2009 10:34:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14827#comment-223211</guid>
		<description>I haven&#039;t played a good and satisfying asventure game since Broken Sword 2 (though I did enjoy 3 and failed to ever pick up 4).

Man, that game won me over the moment he took a lucky piece of coal. 

Remind me to pick up this sometime.</description>
		<content:encoded><![CDATA[<p>I haven&#8217;t played a good and satisfying asventure game since Broken Sword 2 (though I did enjoy 3 and failed to ever pick up 4).</p>
<p>Man, that game won me over the moment he took a lucky piece of coal. </p>
<p>Remind me to pick up this sometime.</p>
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		<title>By: Owen</title>
		<link>http://www.rockpapershotgun.com/2009/07/16/adventures-with-hitler-zombie-cow-interview/comment-page-1/#comment-223148</link>
		<dc:creator>Owen</dc:creator>
		<pubDate>Fri, 17 Jul 2009 07:58:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14827#comment-223148</guid>
		<description>Although I will be buying this in the next few days, I figured I&#039;d play through &#039;Ben there, Dan that&#039; first and I&#039;m really loving it!  The humour is absolutely spot on. 

My only gripe is a technical one, in that the text is a little hard to read.  Is there any way of altering the resolution/size etc?  
(I noticed this was possible for &#039;Time Fentlemen, Please!&#039; but couldn&#039;t find the same settings in &#039;BtDt&#039;)</description>
		<content:encoded><![CDATA[<p>Although I will be buying this in the next few days, I figured I&#8217;d play through &#8216;Ben there, Dan that&#8217; first and I&#8217;m really loving it!  The humour is absolutely spot on. </p>
<p>My only gripe is a technical one, in that the text is a little hard to read.  Is there any way of altering the resolution/size etc?<br />
(I noticed this was possible for &#8216;Time Fentlemen, Please!&#8217; but couldn&#8217;t find the same settings in &#8216;BtDt&#8217;)</p>
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		<title>By: drygear</title>
		<link>http://www.rockpapershotgun.com/2009/07/16/adventures-with-hitler-zombie-cow-interview/comment-page-1/#comment-223147</link>
		<dc:creator>drygear</dc:creator>
		<pubDate>Fri, 17 Jul 2009 07:47:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14827#comment-223147</guid>
		<description>With the streamlining of interfaces, I think the actual problem is a lack of imagination. It&#039;s reduced to one-click because there&#039;s only one way to interact to make sense-- well, there should be more ways to interact with the environment, and they should be interesting. Adventure designers should allow for more unpredictable actions, and not obscure item combinations but things like being able to PUSH a person or OPEN a television or TALK TO a door.

I guess in a way, a lot of adventures are more limited in interactivity than the average FPS. Only being able to do MacGyverish puzzles in a limited way on certain things isn&#039;t more free than only being able to shoot things.

It&#039;s nice to at least have descriptions for different actions even if they aren&#039;t always implemented, like the Ben &amp; Dan games. I liked how it acknowledged what I was trying to do when I USED every person, and the running joke of talking to inanimate objects and having Ben say &quot;please help me out, object&quot; and how that never works.</description>
		<content:encoded><![CDATA[<p>With the streamlining of interfaces, I think the actual problem is a lack of imagination. It&#8217;s reduced to one-click because there&#8217;s only one way to interact to make sense&#8211; well, there should be more ways to interact with the environment, and they should be interesting. Adventure designers should allow for more unpredictable actions, and not obscure item combinations but things like being able to PUSH a person or OPEN a television or TALK TO a door.</p>
<p>I guess in a way, a lot of adventures are more limited in interactivity than the average FPS. Only being able to do MacGyverish puzzles in a limited way on certain things isn&#8217;t more free than only being able to shoot things.</p>
<p>It&#8217;s nice to at least have descriptions for different actions even if they aren&#8217;t always implemented, like the Ben &amp; Dan games. I liked how it acknowledged what I was trying to do when I USED every person, and the running joke of talking to inanimate objects and having Ben say &#8220;please help me out, object&#8221; and how that never works.</p>
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		<title>By: Dominic White</title>
		<link>http://www.rockpapershotgun.com/2009/07/16/adventures-with-hitler-zombie-cow-interview/comment-page-1/#comment-223130</link>
		<dc:creator>Dominic White</dc:creator>
		<pubDate>Fri, 17 Jul 2009 06:29:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14827#comment-223130</guid>
		<description>@Alaric - run the Setup app. You can choose window size, scaling effects, fullscreen mode, etc.</description>
		<content:encoded><![CDATA[<p>@Alaric &#8211; run the Setup app. You can choose window size, scaling effects, fullscreen mode, etc.</p>
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