Tuesday, September 18, 2012

Double Fine Adventure

I feel like Tim and Ron were a bit stuffy when comparing adventure games to "modern games". Ron in particular seemed locked in the point and click mind set when judging a game's quality. He claimed that dialogue is something lacking in today's games because they aren't as interactive as they were in adventure games where the player was presented with multiple options. I really have to disagree with this; just because something is different doesn't mean it's lacking. Dialogue in games offer a wealth of purposes: in Bioshock it connects to the environment and urges the player to move forward, in Uncharted it creates a bond with nonplayable characters, in the Arkham games it creates an atmosphere of fear and insanity, and etc. Ron goes on to say that the dialogue and humanistic approach of the genre lends to its immersion, but there are plenty of ways for game to immerse the player, many of which are more engaging than a point and click adventure.

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