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 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 the icon-based one they used later starting on, I believe Sam & Max.
Sure, a parser is more precise when interpreting your ideas into the game, but an icon-based one can often be more rewarding.
As a sidenote on interfaces, I believe Ultima 6 was the first game to have both an icon-based interface _and_ also an "initial based" one ('O' for open, 'C' for cast, etc) I think most people, even those who were not used to the previous game, barely used the icons.
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