Whither The 7th Guest-Style Puzzle Adventure? 48
Deunan writes "While poking around on the Internet, I discovered a DirectX front end for the classic The 7th Guest CD-ROM puzzle adventure. After some further searching, I stumbled across a more recent pitch for 7th Guest III: The Collector [apparently the game was in development in 2002/3, and there's an interview with designer Rob Landeros about it, but it seems to be stalled.] I was wondering what killed interest in it - are 'thinking' games just not popular anymore?"
They exist; just not as story driven adventures. (Score:5, Informative)
Frankly, the 7th Guest series hasn't helped. 11th Hour was just pathetic. Terrible merging of puzzles and story with the little "PDA" showing all the cutscenes; it wasn't mixed into the surreal astmophere of the original game very well, where the puzzles were blocking your progress because of the nature of what was happening.
The best you can do right now is the Myst games, which carry on the notion of merging adventure with puzzles. Uru does a decent job of it and Myst IV is coming down the pipe.
Re:They exist; just not as story driven adventures (Score:5, Interesting)
The Myst games were great, but Riven was silly hard. The marble puzzle at the end haunted my very dreams. Uru seems to be much easier, so maybe Cyan got complaints about Riven's difficulty.
don't remember 7th guest (Score:5, Insightful)
I miss them (Score:3, Interesting)
Then I realized to play the 11th Hour I needed four more megs of RAM (to up it to 8).
Re:I miss them (Score:3, Informative)
Re:I miss them (Score:3, Informative)
They're still popular... (Score:5, Funny)
Re:They're still popular... (Score:1)
As a fan and a critic... (Score:5, Interesting)
These days, many years later, I personally lean towards the first two options, since these days it is technologically possible to weave puzzles into games & environments, where as 7th Guest smells slightly of playing puzzle games just to play puzzle games. We've all heard the mantra, 'Adventure games are dead' which I wont bother debating for or against since I think the statement is a bit overly dramatic, but games like 7th Guest lived for a reason, and they have died for a similar reason. Gamers no longer need games-within games to enjoy them, for the games themselves are plenty enough, so the successful adventure games have moved on with this for the most part.
I honestly hope that 7th Guest style games move on, and start with something new; I feel we need games that make the environment an intrical part to the story & gameplay, not abstract puzzles placed in locations, a tired concept. We need games in which the story is not merely a device to drive gameplay; we need games that the gameplay has many levels of depth, and offers freedom for different types of players; we do not need another adventure puzzle-game. Harsh and sad words, especially coming from a genuine fan of these games, but honestly spoken...
Look harder, young grasshopper - they're out there (Score:5, Informative)
Or, if you really miss those old masters, check out Tierra Entertainment [tierraentertainment.com], who have remade King's Quest 1 and 2 (so far) so that it's playable on modern computers.
Long Live The Adventure Game!
Re:Look harder, young grasshopper - they're out th (Score:2)
I think I'll try KQ2 (don't think I ever beat it), but I'm hesitant because that which was amazing then might be better remembered than attempted to be relived.
Re:Look harder, young grasshopper - they're out th (Score:1)
just note that Tierra's version of KQ2 is a bit different than Sierra's. so you can see it as another game.
Re:Look harder, young grasshopper - they're out th (Score:1)
I think the OP was more after games that were more or less pure puzzles - not the LucasArt kind.
Re:Look harder, young grasshopper - they're out th (Score:3, Interesting)
Myst has always felt more like the puzzles were just there - part
Re:Look harder, young grasshopper - they're out th (Score:3, Insightful)
You mean like Myst? Though that game didn't even have plot advancement, really.
Myst singlehandedly ended the LucasArts/Sierra Golden Age of computer adventure, and we're all the worse for it.
Rob (Sam & Max 2, RIP)
Re:Look harder, young grasshopper - they're out th (Score:2, Insightful)
You mean like Myst?
Every puzzle in Myst is part of a larger system of puzzles - they may not appear to have any connection to each other at first, but when you look deeper, you realize that each puzzle in an area relates to all the other ones. Together, they form a comp
Re:Look harder, young grasshopper - they're out th (Score:2, Informative)
There are tons of games there; I've only played a few so far. Also see the "No Action Jackson" game topic a few days ago.
They killed themselves. (Score:5, Insightful)
The ones that were actually logic (like the lost files of sherlock holmes and most of lucasarts's stuff) got labeled as "too easy" which encouraged people (*cough*sierra*cough) to churn out crappy illogical ones.
Re:They killed themselves. (Score:4, Interesting)
the puzzles for the most part required actual reasoning and couldn't be brute-forced.
I remember this one chess-derived puzzle which almost reduced me to tears.
Good times!
Do you mean the Horse and the Queen Puzzles? (Score:3, Interesting)
I came across the exact same queen puzzle in my Scheme programming class at university. The horse one, I can't recall if it was placement or movement ( I think it was movement of a horse to the other side of the board), but an actual board was useful for that too.
I would accept those kind of puzzles in a game with a similar format, if the payoff in story was big enough. I like chess! :)
Re:They killed themselves. (Score:2)
The chess-derived ones in 7G and 11H annoyed me though. The authors clearly hadn't put any real thought in - they'd just run out of ideas and pilfered a book of "classic puzzles".
Grab.
Myst-esque games... (Score:1)
They died, because they were pretty poor idea. (Score:5, Insightful)
It wasn't unlike the now-deceased Mega CD - when that first came out, you had two basic game types. There were Mega drive games with the odd FMV sequence thrown in, and and then there were the full FMV games along the lines of Dragons Lair/Cobra Command etc. But whereas CD-Roms become commonplace, so few people actually bought the Mega-CD, it died a death. FMV heavy games such as the 7th Guest are best left dead and buried. If you really want puzzles, you can buy a decent paper and pen puzzlebook for about two pounds.
Puzzles in RPG (Score:2)
Who killed adventure games? (Score:5, Insightful)
Re:Who killed adventure games? (Score:1)
Re:Who killed adventure games? (Score:3, Funny)
Re:Who killed adventure games? (Score:2)
Another problem with adventure games, once they're done, that's it. Zero replay value. Obviously there'll be little money to be had in making such games, unless you constantly churn out more. And that flow of more adventure games typically left designers with fewer creative puzzles.
Still playing them (Score:1)
Cliff Johnson (Score:5, Informative)
Re:Cliff Johnson (Score:3, Informative)
They were not updated to work on Mac OS X, they just do (with the Classic environment).
Re:Cliff Johnson (Score:2)
That was my FAVORITE game! I didn't know it was available on Windows!!!
It sucks I used my mod pts, or i'd give u even more!
Repackaged old puzzles (Score:3, Informative)
Not really unpopular (Score:1)
Speaking of Cliff Johnson, I figured out how to easily solve the 3 in Three puzzle "Whale of a Time" (when I played it again this year). Man, if you don't figure it out, that puzzle will kick your ass. The ending to that game rocks.
separating out the bad (Score:4, Insightful)
Meanwhile, an adventure game doesn't reveal its wonders (or failures) for at least an hour, perhaps more. It is hard to separate out bad games from very very good ones, and I think the market soured as people gave up after too many bad experiences.
Essentially, adventure games have similar problems to literature. You don't need a million dollars and a team of writers to code together a game, and you have such freedom to innovate that there is no easy box-checking to do to determine if what you've written is up to scratch.
The interactive fiction people have really come together to produce detailed game reviews and open competitions (see IFcomp [ifcomp.org]) as a sort of homebrew version of the book-review and annual prizes that help readers cull through the tens of thousands of books each year.
Was there ever a 7th guest style? (Score:2, Insightful)
TriloByte (Score:2)
If anyone knows of a link to it, please post it..
Re:TriloByte (Score:2)
Re:TriloByte (Score:1)
I found (supposedly) the 11th hour DirectX player here [filefront.com]. I haven't tried it yet, so I can't vouch for its authenticity or functionality. Any port in a storm...
There is no such thing as an adventure game? (Score:1, Insightful)
Isn't it bad enough that every single time a pc magazine/site reviews an adventure game they insist on putting in a paragraph about how adventure games are a dead genre? (Missing the obvious logical problem...)
They're not as prevalent as they were, but they exist.
Stupid Microscope Puzzle! (Score:1)
Re:Stupid Microscope Puzzle! (Score:1)
Not quite 7th Guest style, but... (Score:2, Informative)
No, I'm not suggesting that you make your own adventure game. There are plentyof great ones already. The "Games" section of the AGS website is full of extremely inventive titles made by ambitious adventure game fans. I recommend Six Day Assassin and Five Days a Stranger (which, despite both titles starting with numbers, are not at