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Why not just kill the bad adventure games? Specifically, the ones that insta-kill you because you were just one pixel off the path, or require constructing a moustache from syrup + cat hair? If I recall, there's established rules to make adventure games enjoyable. The first rule is not to leave players clueless on what to do next. The second rule is to guide the player based on the type of failure (e.g. replace "nothing happens" with "The power doesn't seem to be on".) The third rule is to present the detail properly. It's trivial to present too much and too little detail, and just as easy to make an important detail more obscured than it should be. (i.e. if you can pickup an item, it probably shouldn't be buried in a room description or under two layers of "EXAMINE DESK")
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Sep 6, 2011