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by djsumdog 3580 days ago
That entire genre had a lot of issues. People like to talk about the Gabriel Knight 3 / cat hair moustache as being the pivotal moment for the death of adventure games, but really it was all along in the design.

Puzzles were difficult, natural language processing is a hard problems, and commands/grammers could get weird/complex. The icon based point-n-click cleared this up a little, but Sierra had a business model build around needing to order hint books (or play with large groups of people).

No one wants hint books, because once you use one hint, you tend to just keep using them. With the Internet and things like UHS for adventure games, this model kinda hit a wall.

Telltale, Double Fine, et. al. brought this gene back by treating it more as an interactive story. The puzzles were less crazy and you could get through them without a hint guide.

Broken Age is a stealer example of both versions of this genre. Part I is more like Telltale, except with better puzzles. It's easy to get through, but still challenging. Part 2 goes back to the Sierra model though, with puzzles that make little sense and are insolvable for most casual and moderate gamers without a hint guide.

2 comments

"cat hair mustache" that bit is a classic. http://www.oldmanmurray.com/features/77.html
> Part 2 goes back to the Sierra model though, with puzzles that make little sense and are insolvable for most casual and moderate gamers without a hint guide.

Really? I don't remember having to look up hints a single time in part 2. The puzzles were more difficult, but definitely not "Sierra model". The solutions were logical if you paid attention, with the possible exception of the tree joke (I don't remember if that was part 1 or part 2).

The knot puzzle was probably the most annoying of them, but the problem with that one was having to take the long walk back and forth every time you failed.