Marco Thorek wrote:
Others want to actually create a new genre specifically for
Sierra-like games. As official taxonomer for MobyGames, they will forever
remain in our system as what they really are: Interactive Fiction with
Graphics. This puts them in the same category as Mask of the
Jim Leonard schrieb:
It seems to me, the farther we move into the present, the harder it is
to classify a game. Some genres have blurred beyond recognition.
Trust me, I can classify them. :) Genres haven't blurred; people's minds
have. Go ahead -- hit me with something difficult.
Hm,
Yes, but since those games are just Sierra-style games with verbs and
nouns
you can pick from a list, it's still a derivative from IF (except this
time
the parser forces a limited subset of words you can choose from, in a very
specific two-word combo). The pick words from a list-style
Jim Leonard wrote:
What made Lucasarts games worth playing,
thankfully, were the clever and engaging storylines and puzzles, which were
good enough to force people through the awful interface.
Clever and engaging storylines, agreed (up to a certain period), but awful interface? I admit the first
Jim Leonard wrote:
Trust me, I can classify them. :) Genres haven't blurred; people's minds
have. Go ahead -- hit me with something difficult.
Jagged Alliance, Birthright.
Wait, want really difficult ones? OK then: Europa 1400 The Guild, King of Dragon Pass :)
--
Pedro R. Quaresma
Salvador
On Tuesday, January 21, 2003, at 03:01 AM, John Romero wrote:
[Snip]
The Apple II version of King's Quest was one of the early
double-resolution 16-color games and subsequent Sierra adventures used
that graphics mode. Double-res on the Apple II was 160x192 with 16
colors. Mixed-mode graphics
At its most basic, Adventure + Action, subgenres Cyberpunk, Dark Sci-Fi.
Come on... simply calling it Action Adventure ignores the Character
development aspects of the game and simply labeling a game where shooting
occurs as Action would lump Space Invaders, Doom and Tomb Raider into the
same
On Wednesday, January 22, 2003, at 10:43 AM, Jim Leonard wrote:
[Snip]
Adventures progress through decision, not action. Since you can't
significantly change Mafia's story or outcomes based on your
decisions, it's
not an adventure game. People confuse this a lot; they think that
great
Pedro Quaresma wrote:
Clever and engaging storylines, agreed (up to a certain period), but awful
interface? I admit the first version of the SCUMM system (Zak Mcracken,
Maniac Mansion) was poor, but the one used on the Monkeys and DoTT is, IMHO,
in the very least pretty decent. And so was
To remain in the Interaction Fiction with Graphics subgenre, verb-noun
input
using text labels must be maintained. If the verbs (actions) and nouns
(items) are replaced by icons or pictures, or accepts verb-only or
noun-only
input, it no longer qualfies as Interactive Fiction.
This
Edward Franks wrote:
From a game developer's viewpoint, when or what things made the IBM PC
the platform of choice over the Apple IIs, C64s, etc.? I know that on
the business side of programming the common wisdom is that 640K RAM was
the key (VisiCalc vs. Lotus 1-2-3). Was it the
Pedro Quaresma wrote:
Jim Leonard wrote:
Trust me, I can classify them. :) Genres haven't blurred; people's minds
have. Go ahead -- hit me with something difficult.
Jagged Alliance, Birthright.
Wait, want really difficult ones? OK then: Europa 1400 The Guild, King of
Dragon Pass :)
Karl Kuras wrote:
At its most basic, Adventure + Action, subgenres Cyberpunk, Dark Sci-Fi.
Come on... simply calling it Action Adventure ignores the Character
development aspects
Sorry, I may have forgotten to add subgenre Role-Playing, which should be
there.
of the game and simply
Edward Franks wrote:
On Wednesday, January 22, 2003, at 10:43 AM, Jim Leonard wrote:
[Snip]
Adventures progress through decision, not action. Since you can't
significantly change Mafia's story or outcomes based on your
decisions, it's
not an adventure game. People confuse this a
Karl Kuras wrote:
Adventures progress through decision, not action. Since you can't
significantly change Mafia's story or outcomes based on your decisions,
it's
not an adventure game. People confuse this a lot; they think that great
storytelling equals adventure game, which is
Yech, it seems like Gamedex is confusing genre with plot.
Jim Leonard wrote:
Karl Kuras wrote:
To remain in the Interaction Fiction with Graphics subgenre, verb-noun
input
using text labels must be maintained. If the verbs (actions) and nouns
(items) are replaced by icons or
Marco Thorek wrote:
Well, according to Moby it belongs to six genres.
Two main, four sub. Sorry if that's not obvious in our presentation; I should
probably mention to Brian that our main genres should be highlighted
differently.
I thought about a game
belonging to one genre, like in the
I found one flaw right here:
Since there is no such thing as an RPG that isn't also an adventure, or strategy, or
action game, RPG becomes a sub-genre instead of a main one.
There are certainly RPGs that aren't adventure (or other genre) games. Two off the
top of my head are Telengard and
RE:
#1. Actually Spacewar was the first computer game...and it was an action game. But
yes, computer adventure came before computer RPG. I'm not sure that is of any
significance; however, since several other genres (besides action and strategy) also
came after Adventure.
#2. Fantasy is
19 matches
Mail list logo