That knight armour will be important later |
Wednesday 20 March 2024
Sunday 17 March 2024
The Year Ahead - 2024
By The TAG Team
Our reviewers, admins, and commenters |
Two writers have recently taken on some of the administrative behind-the-scenes work on the blog. We’d like to welcome Morpheus and Michael to our list of admins, and while there haven’t been any formal announcements until now, they’ve been polishing some of the pages and spreadsheets that weren’t given all the attention they needed recently. The other admins are still also maintaining the blog and connections, including Ilmari, Joe, and Will, who have been keeping the wheels turning since the transition from Trickster’s original project.
We’re trying to keep the reviews and playthroughs coming, and have some goals for this year. Perhaps it’s a little late for New Year’s resolutions, but better late than never, right?
First, we’re trying to ensure that we have posts at least once a week, sometimes more often than that. We love the community that has developed here, and look forward to it growing bigger and bigger.
Second, we have a somewhat ambitious (but maybe not completely realistic) goal of finally finishing the 1993 games this year. You’ve been earning all those CAPs with your score guesses, comments, and other contributions to the blog, and what could be better than a year ahead post for 1994 to spend them on?
It’s for this goal that we need your help. Help us write a review of a game! Test the waters (and hone your writing style) by first writing a playthrough of a missed classic. A game from your past, or a game from before 1993 we didn’t play yet (but should have). Email us at adventuregamer@googlegroups.com with your ideas.
And even if you can’t help write a review, there are many ways you can help us grow the community and make it better. Share links to your favorite TAG blog posts on other sites, and encourage others to join the conversations. Comment on the posts, let us know you’re there, and tell us what you enjoy reading about, so we can adapt. Constructive criticism? This is a perfect post for those comments. Just remember, this is a volunteer-run blog, so not everything is possible, but we’re open to new ideas... but we need your help to do it.
Thanks for making this blog something we look forward to reading and writing every time!
Friday 15 March 2024
Discussion Point: Linear Games
Written by The TAG Team
While not really adventure games, the Grand Theft Auto series are sandbox games, which by definition is not linear. |
Continuing with our series of discussion questions, let's have a chat about game worlds.
In some adventure games, you have to complete area A before you can have access to area B. In other games, you have free rein to go nearly everywhere you want, exploring along the way.
Sometimes, it was done for logistical reasons. Leisure Suit Larry 2, for example, was specifically designed to avoid disk swaps, with each area fitting on a different floppy. When you advanced, you would change the floppy, and not have to flip disks back and forth.
In Maniac Mansion, you could explore nearly everywhere in the mansion from the beginning, although sometimes you might get caught by the Edisons and get to visit a special room in the basement.
Some games are a hybrid. In The Legend of Kyrandia, for example, you can explore a large area, and then when you solve a puzzle, you can explore the previous area as well as a new large area combined -- and you need to go back and forth to solve some puzzles.
Does a linear path make the game easier? Harder?
Is there a thrill in opening up new areas, or more joy in seeing things you can’t access yet?
Which games handled their choice well? And are there any games that handled it poorly?
There’s pros and cons to each approach, but what are your thoughts?
Wednesday 13 March 2024
Friday 8 March 2024
Discussion Point: Arcade Sequences
Written by The TAG Team
What happens if I put playing cards into the spokes? |
Back when the blog became a collaborative team effort, we started posing questions to you, the readers. If you don’t remember about this, that’s understandable. It’s been a little bit longer than we anticipated since our last post.
But we’re back, and plan to make this a regular feature of the blog once again. And we’d like to start the conversation with one of the most polarizing additions to adventure games: the arcade sequence.
They started creeping into our genre back when computers weren’t quite so powerful, so maybe they weren’t as challenging. Or were they? No mice, instead just clunky keyboards that went click-click-click.
So many questions:
Did they add any value to the adventure games?
Would the games be as fun or as well revered without them?
Are they better or worse than gambling sequences?
What were some good arcade sequences?
Are there any games that could benefit from having them added?
Or, what other thoughts do you have?
Some arcade sequences seem to, ahem, DRIVE gamers crazy. |