Do you also think most of the point of click games just suck and copies of each other?
I liked the Daedalic P&Cs but probably more because I played them together with my gf and someone always had another idea where to go or how to solve a puzzle (and if not - well there still is the internets:3) . But yeah some of the puzzles are really not that logic in those kinda games ( I remember The Night of the Rabbit being extremly guilty of that - the puzzles seemed to me not to have a logic solution at least in my mind). In the daedalic games it is mostly the dark humor we enjoyed while playing - the older ones we played pretty much because of nostalgia and wanting to try some old classics (like Day of the Tentacle or The Secret of Monkey Island).
Thanks for the GA - since I'm a little Cthulhu-Fan would be the right game for me and my gf to play together !
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Gemini Rue http://store.steampowered.com/app/80310/
The Dark Eye: Chains of Satinav http://store.steampowered.com/app/203830/
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Any of the titles published by Wadjet Eye in the last 5 years are a solid bet: http://store.steampowered.com/search/?term=wadjet
What makes them special is that they've learned most of the lessons that make older P&C adventures (e.g., LucasArts and Sierra) occasionally frustrating, while preserving the so-called "golden age" pixel-art style. Gemini Rue is easily the standout of the bunch.
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Point and click games usually require almost no coding and are based almost entirely on art. Some don't even need animations, just static artwork. While painting images like that does take time, it doesn't take as long as a triple AAA 3D scene. 3D scenes require the collaboration of multiple artists of different fields (modelling, texturing, animation, etc) not to mention technical artists.
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While a AAA title does indeed require more work than a typical point & click game, a low budget shooter or action game does on the other hand require less work. You get a lot of functionality for free with most modern tools, making shooters in particular relatively easy to make.
Sure, if you're going for 2 frames of animation and really simple art, adventure games will still be simpler, but most don't.
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I'd still disagree. Having worked on both before (on an indie scale) I can honestly say, that creating 2D assets is infinitely quicker than 3D ones. Just designing a house from one angle is far easier than designing it from all angles. It's a lot easier to implement as well, although I have less experience with that.
I assume under modern tools, you mean plug ins and engine capabilities, right? Well...while both Unity and Unreal have asset stores, i think we all know that getting art from the asset store doesn't usually result in a great product. A lot of these are equally useful for point and click titles anyway,.
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With a 3D shooter you can get away with having far simpler looking environments than in a decent adventure game. A house can be a box with repeated textures + a windows & a door, as long as the textures are alright and have nothing that look too distinct, it won't look too bad, while in a point & click adventure game, the expectations, even for one that's intentionally being a callback to the early 90's and thus being rather low-res, is that the house is far more detailed
And no, I did not mean the asset stores, but rather you get most of the "coding" done for you with templates that already exist for these engines.
And I feel that asset stores do get a bit of a bad rap. Sure, you should not buy the main character models and such, but clutter items and that sort of things can be purchased from the asset stores without it harming the game. Heck, even bigger budget titles do use some pre-made assets (mostly sound assets though)
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Can't call this fair comparison. There is no complex gameplay in most point and click games, while it's expected that an fps shooter should at least include a few enemies and weapons. It's kinda had to say this without examples.
My point is simply that if we have a point and click game that takes two hours to complete and an fps that takes an equal amount to beat, the fps one is harder to develop. (depending on the art style of course).
I don't know whether you have worked on a game before, but I assure you, most of the coding is not already finished, unless you are really lucky or don't care about money. Some assets can be downloaded sure, but usually those are simple controllers or simple AIs. You need a bit deeper than that for a game, especially if you plan to create something slightly original.
On the other asset store's do get a bad rap, I agree, although I tend to go to other 3d marketplaces.
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I think some genres just aren't people's forte, and it might be better just to say 'it's not for me' rather than 'they suck'. Just because you don't get the good about a genre doesn't mean that those good qualities don't exist, u feel me?
Like, RTS and 85% of action/FPS bore me to tears, buuuut it'd be remiss of me to just blow off two huge genres as sucky bc I personally don't like them.
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You wanna know one that's actually good and kinda funny? Might be worth your time..I commonly don't care for them, but Anna's Quest is a gem. http://store.steampowered.com/app/327220/Annas_Quest/
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Full Throttle just get Remastered, it was awesome in 1996 & still is to this day!
The Syberia series with the beautiful art of B. Sokal & great story.
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I don't understand why it is fun to randomly try every other object on random places. Most solutions don't even make sense.
Try The Blackwell Legacy and if it works out for you, the remaining 4 games. They are point and clicks, but as far as I remember no item combinations, and there are absolutely no moon-logic in them. Really logical games that are very story-heavy - I very much recommend them :)
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The Raven - Legacy of a Master Thief has a pretty good storyline if you like crime novels, maybe this can help change your opinion. :)
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the best point &clicks are the ones that acknowledge the absurdity of the concept and fill it with humor. when done right, a contrived solution can be forgiven if it's funny enough, and also the usual process of trial and error is far more bearable if its accompanied by great oneliners. good examples are Day of the Tentacle, Sam & Max Hit the Road and Ben There Dan That.
for serious P&Cs is much more difficult to hit the sweet spot between difficulty and immersion: hard puzzles can break the immersion if not reasonable (the duck from The Longest Journey), while too obvious puzzles can make the game unrewarding (the final boss from The Longest Journey). still, all that can be forgiven if the story and characters are interesting enough (like in The Longest Journey)
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There are definitely some point and click games that I've enjoyed, my favorites being the Monkey Island and Broken Sword series (I've only played 1, 2 and 5) off the top of my head. I love them more for their story/humor rather than puzzles though :P
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I love point and click adventure games, dont ask me why, i just love them, maybe it is related that i grew up playing them but who knows
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I found the Adventures of Bertram Fiddle to have the right balance.
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I don't understand why it is fun to randomly try every other object on random places. Most solutions don't even make sense. What am I missing? Maybe I played the wrong ones, do you have any recommendations that are not so hard?
I don't think I played any classic point and click games. I heard some are really good, like Sanitarium? Most of the ones I played are from Daedelic.
I guess I need to make a giveaway for a point and click game now, here is Chronicle of Innsmouth. It looks like it's only for hardcore point and click fans, definitely not for me.
Good luck!
EDIT: I'm being blacklisted because I don't like point and click games, bring it on people! I also hate Denuvo, Kanye West sucks, Hitler did nothing wrong and Barbie rocks! I must also say I don't like to go out and drink all night, blacklists pls?
Thanks a lot for your replies, I started playing Anna's Quest and I'll continue with other recommendations.
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