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friedmonster11 karma

Those are different from adventure games in the classical sense of the term. Their game is a point and click adventure and you can see the entirety of the content in a single playthrough. The content of course being story and puzzles. And once you have seen those, there isn't much reason to go through it again. It's not like playing Mario. You essentially have one linear path through the game and you have to tackle objectives in a linear fashion. So unless the writing is amazing or you happen to like something specific about the game, there's no reason to revisit adventure games most of the time.

friedmonster7 karma

"I just flew in from MS Paint and boy are my vertices tired"

You can have that one on the house.

friedmonster2 karma

I actually tried doing this with a Twine game I was building and got out of hand REAL fast. I was trying to adapt the first level of Deus Ex to Twine because I know it pretty well but it was pretty clear I would be working on it for quite a long time so I scrapped it and started working on a Twine version of Street Fighter 2 which was even more of a nightmare because I had to implement fighting moves and keep track of health bars. I wanted to make it super complex at the beginning but after the third "turn", it had spider-webbed out of control because while the outcome of a fighting game is essentially binary, how you get there can be infinitely more complex.

friedmonster1 karma

What do you think about the potential for branching narratives in adventure games?