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Classic Games (Games) PC Games (Games)

Adventuredevelopers.com Returns 14

Courthold writes "After a very long period of downtime, Adventuredevelopers.com has returned, filling the void for all amateur adventure game creators out there. It returns fully equipped with many new articles, and a forum to share your ideas and work with others in the community. Adventuredevelopers is part of the Lucasfan Network (lfnetwork.com) along with other sites such as AdventureGamers and Mixnmojo. Hopefully this site along with others will help revive the long lost genre that is adventure games."
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Adventuredevelopers.com Returns

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  • Digging through the games [adventuredevelopers.com] listed on the site, I'm reminded of digging through the tras^H^H^H^H bargain/clearance been of CompUSA, of all the old games too old or too crappy to put on the shelves.

    Now now, don't get me wrong here. I'm not tryin' to smear these guys - there's sometimes some good stuff in those bins. Some of these games look fairly decent, like the KQ2 remake. But sadly, others just look like the video game form of fan-fiction. Where's the 'sort by highest rating' option on this site, eh?
  • by PylonHead ( 61401 ) on Monday November 08, 2004 @02:03PM (#10756413) Homepage Journal
    adventure games [oldmanmurray.com]

    • by Godeke ( 32895 ) * on Monday November 08, 2004 @02:54PM (#10757005)
      That article does point out a major problem with the majority of adventure games. I don't think we will see many more mainstream adventure games of the traditional mold because of that bizarre "logic" that evolved around the adventure game community.

      The best part of traditional adventure games were story and the triumph of solving a puzzle. The former (story) could be the part of so many more games than it currently is. One of the reasons I loved Half-Life was that there was a fun storytelling mechanism that never removed the player from the game. The latter (problem solving) is found in only a rudimentary form in most modern games (find key, locks magically open). Illogic puzzles are out, story is in: I don't morn that state, except the lack of more Monkey Island goodness.

The Tao is like a glob pattern: used but never used up. It is like the extern void: filled with infinite possibilities.

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