Mr. Underhill
Stuck In Attic
The Blind Prophet just released and it looks GORGEOUS!
https://store.steampowered.com/app/968370/The_Blind_Prophet/
https://store.steampowered.com/app/968370/The_Blind_Prophet/
The Blind Prophet just released and it looks GORGEOUS!
https://store.steampowered.com/app/968370/The_Blind_Prophet/
It's free.
So nobody seems to have bothered to check the results last week, but they are actually kinda fine. Whispers of a Machine, Outer Wilds and Gibbous won most stuff (congrats, Mr. Underhill!), Disco won something (but thankfully not as much as I feared).Aggies looking kind of dire this year
What lurks in the darkest corners of the mansion? Face your fears to uncover the terrifying secrets held within. It will not give them up willingly though, it will test your worth with mysteries to solve, and push your sanity to the edge of madness, or maybe, beyond... Taunting you, testing you...You will need all your wits and bravery to face the darkness and the terrors it holds, whilst trying to stay alive. Only the esoteric few will succeed.
Do you have what it takes?
Westmark Manor is a journey into the occult, a mind-bending survival horror game, with a heavy focus on solving puzzles and exploration, inspired by the formidable H.P. Lovecraft.
Theodore Westmark is a curator at the department of ancient history. A man who has seen many odd things in his life but has delved into research into the occult as of late. He has devoted years of his life in the search for an ancient alchemical formula that is said to control space and time. He found what he was looking for in Vörnum, an island off the coast of Norway.
He brought all the material back to his home in order to study it without distractions.
Theodore believes this would free his wife Elizabeth from her nightmarish illness but something darker and more sinister is hidden within those passages, or even himself.
You will make your way through the volumes of corridors and rooms inside the mansion, and the darkness of the grounds outside, uncovering secrets and solving clues to reveal answers that will let you continue your journey. Some of the puzzles may require multiple answers or items to unlock the next stage, and various objects will aid you, either guiding you, or will assist you in survival. Don't ignore anything, everything could be (and probably is) important! Manage your inventory wisely, and guard your map with your life!
Ironically given that Myst was treated as such a cutting-edge product at the time of its release, in terms of design it’s something of a throwback — a fact that does become less surprising when one considers that its creators’ experience with adventure games stopped in the early 1980s. A raging debate had once taken place in adventure circles over whether the ideal protagonist should be a blank slate, imprintable by the player herself, or a fully-fleshed-out role for the player to inhabit. The verdict had largely come down on the side of the latter as games’ plots had grown more ambitious, but the whole discussion had passed the Miller brothers by.
So, with Myst we were back to the old “nameless, faceless adventurer” paragon which Sierra and LucasArts had long since abandoned. Myst actively encourages you to think of it as yourself there in its world. The story begins when you open a mysterious book here on our world, whereupon you get sucked into an alternate dimension and find yourself standing on the dock of a deserted island. You soon learn that you’re following a trail first blazed by a father and his two sons, all of whom had the ability to hop about between dimensions — or “worlds,” as the game calls them — and alter them to their will. Unfortunately, the father is now said to be dead, while the two brothers have each been trapped in a separate interdimensional limbo, each blaming the other for their father’s death. (These themes of sibling rivalry have caused much comment over the years, especially in light of the fact that each brother in the game is played by one of the real Miller brothers. But said real brothers have always insisted that there are no deeper meanings to be gleaned here…)
You can access four more worlds from the central island just as soon as you solve the requisite puzzles. In each of them, you must find a page of a magical book. Putting the pages together, along with a fifth page found on the central island, allows you to free the brother of your choice. This last-minute branch to an otherwise unmalleable story is a technique we see in a fair number of other adventure games wishing to make a claim to the status of genuinely interactive fictions. (In practice, of course, players of those games and Myst alike simply save before the final choice and check out both endings.)
For all its emphasis on visuals, Myst is designed much like a vintage text adventure in many ways. Even setting aside its explicit maze, its network of discrete, mostly empty locations resembles the map from an old-school text adventure, where navigation is half the challenge. Similarly, its complex environmental puzzles, where something done in one location may have an effect on the other side of the map, smacks of one of Infocom’s more cerebral, austere games, such as Zork III or Spellbreaker.
This is not to say that Myst is a conscious throwback; the nature of the puzzles, like so much else about the game, is as much determined by the Miller brothers’ ignorance of contemporary trends in adventure design as by the technical constraints under which they labored. Among the latter was the impossibility of even letting the player pick things up and carry them around to use elsewhere. Utterly unfazed, Rand Miller coined an aphorism: “Turn your problems into features.” Thus Myst‘s many vaguely steam-punky mechanical puzzles, all switches to throw and ponderous wheels to set in motion, are dictated as much by its designers’ inability to implement a player inventory as by their acknowledged love for Jules Verne.
And yet, whatever the technological determinism that spawned it, this style of puzzle design truly was a breath of fresh air for gamers who had grown tired of the “use this object on that hotspot” puzzles of Sierra and LucasArts. To their eternal credit, the Miller brothers took this aspect of the design very seriously, giving their puzzles far more thought than Sierra at least tended to do. They went into Myst with no experience designing puzzles, and their insecurity about this aspect of their craft was perhaps their ironic saving grace. Before they even had a computer game to show people, they spent hours walking outsiders through their scenario Dungeons & Dragons-style, telling them what they saw and listening to how they tried to progress. And once they did have a working world on the computer, they spent more hours sitting behind players, watching what they did. Robyn Miller, asked in an interview shortly after the game’s release whether there was anything he “hated,” summed up thusly their commitment to consistent, logical puzzle design and world-building (in Myst, the two are largely one and the same):
Seriously, we hate stuff without integrity. Supposed “art” that lacks attention to detail. That bothers me a lot. Done by people who are forced into doing it or who are doing it for formula reasons and monetary reasons. It’s great to see something that has integrity. It makes you feel good. The opposite of that is something I dislike.
We tried to create something — a fantastic world — in a very realistic way. Creating a fantasy world in an unrealistic way is the worst type of fantasy. In Jurassic Park, the idea of dinosaurs coming to life in the twentieth century is great. But it works in that movie because they also made it believable. That’s how the idea and the execution of that idea mix to create a truly great experience.
Taken as a whole, Myst is a master class in designing around constraints. Plenty of games have been ruined by designers whose reach exceeded their core technology’s grasp. We can see this phenomenon as far back as the time of Scott Adams: his earliest text adventures were compact marvels, but quickly spiraled into insoluble incoherence when he started pushing beyond what his simplistic parsers and world models could realistically present. Myst, then, is an artwork of the possible. Managing inventory, with the need for a separate inventory screen and all the complexities of coding this portable object interacting on that other thing in the world, would have stretched HyperCard past the breaking point. So, it’s gone. Interactive conversations would have been similarly prohibitive with the technology at the Millers’ fingertips. So, they devised a clever dodge, showing the few characters that exist only as recordings, or through one-way screens where you can see them, but they can’t see (or hear) you; that way, a single QuickTime video clip is enough to do the trick. In paring things back so dramatically, the Millers wound up with an adventure game unlike any that had been seen before. Their problems really did become their game’s features.
As we look at the staggering scale of Myst‘s success, we can’t avoid returning to that vexing question of why it all should have come to be. Yes, Brøderbund’s marketing campaign was brilliant, but there must be more to it than that. Certainly we’re far from the first to wonder about it all. As early as December of 1994, Newsweek magazine noted that “in the gimmick-dominated world of computer games, Myst should be the equivalent of an art film, destined to gather critical acclaim and then dust on the shelves.” So why was it selling better than guaranteed crowd-pleasers with names like Star Wars on their boxes?
It’s not that it’s that difficult to pinpoint some of the other reasons why Myst should have been reasonably successful. It was a good-looking game that took full advantage of CD-ROM, at a time when many computer users — non-gamers almost as much as gamers — were eager for such things to demonstrate the power of their new multimedia wundermachines. And its distribution medium undoubtedly helped its sales in another way: in this time before CD burners became commonplace, it was immune to the piracy that many publishers claimed was costing them at least half their sales of floppy-disk-based games.
Likewise, a possible explanation for Myst‘s longevity after it was no longer so cutting-edge might be the specific technological and aesthetic choices made by the Miller brothers. Many other products of the first gush of the CD-ROM revolution came to look painfully, irredeemably tacky just a couple of years after they had dazzled, thanks to their reliance on grainy video clips of terrible actors chewing up green-screened scenery. While Myst did make some use of this type of “full-motion video,” it was much more restrained in this respect than many of its competitors. As a result, it aged much better. By the end of the 1990s, its graphics resolution and color count might have been a bit lower than those of the latest games, and it might not have been quite as stunning at first glance as it once had been, but it remained an elegant, visually-appealing experience on the whole.
Yet even these proximate causes don’t come close to providing a full explanation of why this art film in game form sold like a blockbuster. There are plenty of other games of equal or even greater overall merit to which they apply equally well, but none of them sold in excess of 6 million copies. Perhaps all we can do in the end is chalk it up to the inexplicable vagaries of chance. Computer sellers and buyers, it seems, needed a go-to game to show what was possible when CD-ROM was combined with decent graphics and sound cards. Myst was lucky enough to become that game. Although its puzzles were complex, simply taking in its scenery was disarmingly simple, making it perfect for the role. The perfect product at the perfect time, perfectly marketed.
In a sense, Myst the phenomenon didn’t do that other Myst — Myst the actual artifact, the game we can still play today — any favors at all. The latter seems destined always to be judged in relation to the former, and destined always to be found lacking. Demanding that what is in reality a well-designed, aesthetically pleasing game live up to the earth-shaking standards implied by Myst‘s sales numbers is unfair on the face of it; it wasn’t the fault of the Miller brothers, humble craftsman with the right attitude toward their work, that said work wound up selling 6 million copies. Nevertheless, we feel compelled to judge it, at least to some extent, with the knowledge of its commercial and cultural significance firmly in mind. And in this context especially, some of its detractors’ claims do have a ring of truth.
Arguably the truthiest of all of them is the oft-repeated old saw that no other game was bought by so many people and yet really, seriously played by so few of its purchasers. While such a hyperbolic claim is impossible to truly verify, there is a considerable amount of circumstantial evidence pointing in exactly that direction. The exceptional sales of the strategy guide are perhaps a wash; they can be as easily ascribed to serious players wanting to really dig into the game as they can to casual purchasers just wanting to see all the pretty pictures on the CD-ROM. Other factors, however, are harder to dismiss. The fact is, Myst is hard by casual-game standards — so hard that Brøderbund included a blank pad of paper in the box for the purpose of keeping notes. If we believe that all or most of its buyers made serious use of that notepad, we have to ask where these millions of people interested in such a cerebral, austere, logical experience were before it materialized, and where they went thereafter. Even the Miller brothers themselves — hardly an unbiased jury — admit that by their best estimates no more than 50 percent of the people who bought Myst ever got beyond the starting island. Personally, I tend to suspect that the number is much lower than that.
A draft gameplay with some of the new locations of ENCODYA! (please consider this is a wip, still lot of work to do) And remember to wishlist it on STEAM https://bit.ly/39WBdFJ or GOG https://bit.ly/3b0vCOV © 2020 chaosmonger studio
Talking Adventure Games with Mark Yohalem
As a game design hobbyist, Mark Yohalem has worked both on his own projects and as an offsite senior or lead writer for BioWare, inXile Entertainment, TimeGate Studios, S2 Games, Nikitova Games, and Affinix Software. As co-founder of Wormwood Studios with two friends (artist Victor Pflug and programmer James Spanos) in 2010, he developed Primordia, a classical point-and-click adventure game that has sold about a quarter million copies and was, for years, the highest-rated adventure game on Steam. The same trio is currently working on Strangeland, another adventure game. Mark is also developing Fallen Gods, a role-playing game inspired by the Icelandic sagas and folklore, the board game Barbarian Prince, and game books like Lone Wolf. By profession, Mark is an attorney. In 2018, he was recognized in the Daily Journal as one of the top 40 lawyers under the age of 40 in California.
This interview features conversation about the aesthetics of point-and-click adventure games, classic and modern adventure games, game writing and design, and ways in which stories connect with both learning and play.
Jeffery Klaehn: [Imagine] you’re addressing an audience comprised primarily of non-gamers, and your talk is entitled, “The aesthetics of classic point-and-click adventure games.” You begin …
Mark Yohalem: The wonder of the classics is that they don’t just let us hear the voice of the past, they also allow us to listen with the ears of the past. We commune not only with those who created the art but also those who consumed it -- not just Beethoven but Beethoven’s audience. Given my strong bent toward humanism, the capacity to hear with another’s ears, to taste with another’s tastes, as it were, is very important. With classic adventure games, they are so great that we can enjoy them even with our own tastes, of course. (They may not be “timeless,” but they are enduring enough to retain a rich and palatable flavor after a couple of decades.) That means we can enter the past, and the perspective of the past, very easily through these works.
JK: A section of your talk is devoted to classic point-and-click adventure games, and to the question of what elements combined to make your own personal favorite games so successful, in your view …
Mark Yohalem: The transcendent moment of an adventure game is when you solve a difficult puzzle and realize that your mind and the designer’s mind, idiosyncratic as they both are, nevertheless aligned on this matter. (To give an example from interactive fiction, the moment when the player realizes in Andrew Plotkin’s Shade that he wants more sand, not less; there’s an even better moment in Plotkin’s Spider & Web.) With classic point-and-click adventures, that harmony is often coupled with beautiful artwork, a clever setting, and an outsider/trickster protagonist who solves his problems through wits and wiles rather than brute force. Probably my favorite adventure games are the ones where I formed a connection to the designer and the protagonist alike, while also experiencing a state of awe at the artistry of the game. Quest for Glory, Monkey Island 2, and Loom are examples of that. I’ve had the joy of watching my daughters form similar connections with, for example, Pajama Sam, Loom, and Primordia itself.
JK: And in moving to modern point-and-click adventure games, you communicate that …
Mark Yohalem: I worry that modern adventures have treated puzzles as a nuisance rather than an integral feature -- like pillars in a parking garage, “They’re in the way!” but it turns out they are actually supporting the whole edifice. Knock them all down, and the collapsed structure no longer serves its purpose. So I think you need puzzles. The trick is to make such supports beautiful, like flying buttresses or Corinthian columns, rather than ugly and obtrusive, like garage pillars. But because puzzle design is a hard and unusual craft (not one I’m particularly great at myself), and stories are something we create and consume every day, it’s easier to just tell stories and never develop the necessary skills. But I don’t think you can build a proper adventure game that way.
JK: Transitioning back to normal interview mode … Mark, how do you view digital games as serving broader public education functions?
Mark Yohalem: To speak from my own experience as a developer, Primordia is a small game, with no marketing, made by a team of three (plus a composer and voice actors). A quarter million people bought it (and presumably many more pirated it), and they embodied the character of Horatio. There is significant evidence that acting out a role inculcates values even if we know we’re just acting. So this little hobby project wound up reaching and teaching orders of magnitude more people than I’ve had in my classes at prisons, test prep academies, colleges and law schools, and professional training venues. Imagine the impact of really big games, like Call of Duty or Stardew Valley. We can glibly say “it’s just a game,” but play is how mammals learn norms and behaviors.
Of course, the most important thing as a game designer is no doubt to make a game fun and rewarding, but I myself find it hard not to think about the lessons we’re imparting. So I like that adventure games tend to model resourcefulness, resilience, creativity, and non-violence (along with, I suppose, kleptomania and hoarding). And even aside from “larger lessons,” if nothing else we are teaching the audience how to play games, which is why I think it’s important to provide challenge, agency, and interaction -- otherwise you are training players away from the unique aspects of gaming and toward expectations that can be better satisfied with movies, books, comics, etc.
JK: Does your approach to storytelling change, depending upon genre?
Mark Yohalem: Most of the game writing I’ve done has been for role-playing games (Dragon Age: Origins, Torment: Tides of Numenera, Infinity, and my own projects) or strategy games (Kohan II, Axis & Allies, Warlords IV, and a couple other failed efforts). I would say that the three major differences are the medium, the verbs, and the scale.
The “medium” here means the primary mechanism by which story is conveyed to the player. In strategy games, it’s the mission briefing and -- to a lesser degree -- cutscenes, with some flavor via the descriptions for units and structures and their responsive “quips.” What’s significant is that these are almost always uninteractive. You might also tell some story within a given mission, but that, too, is typically passive. Because it’s passive, it needs to be short and melodramatic to hold the player’s interest. In RPGs, the primary medium is branching dialogue (at least in the “narrative” RPG subgenre characterized by Black Isle Studios, Bioware, inXile, etc.), which goes on at great length, allowing for a lot more subtlety. The key to that dialogue is its responsiveness -- the player needs to control the dialogue and feel like his choices matter. In adventure games, you have some branching dialogue, but I’d actually say that the protagonist’s monologue, often delivered in quips in response to examining or interacting with the world, that’s most important. These quips need to be pithy (or they derail gameplay) and perhaps a bit humorous to leaven the frustration of puzzle-solving.
The “verbs” are the means by which the player can act within the game world. The game’s story should be driven by the player’s verbs -- otherwise, the player becomes a passive participant. In a strategy game, you act by building and destroying structures and armies. So the story needs to be driven by warfare. If the story is about romance and introspection, it will (in my opinion) fail to mesh well with the gameplay. That’s why I like Starcraft’s story much more than Warcraft III’s. In an RPG, the verbs are typically killing, looting, leveling, and talking. The story needs to be about a protagonist who grows more powerful, and who has occasion and reason to kill thousands of foes and gather hundreds of items. In an adventure game, the verbs are item collecting, item combining, and interacting with the environment. So the story needs to be about how those actions -- not gathering armies or killing enemies -- is necessary to overcome the antagonist. If you make an adventure game where the story is principally about the protagonist killing bad guys, it will (in my opinion) feel absurd when, during the gameplay, you have to trick your way past a concierge or trade one knick-knack for another.
The “scale” sort of fits with the verbs, but not entirely -- it refers to how large the game’s world is, how large the ensemble of protagonists is, etc. In a typical adventure game, a single character does most of the action, so you need a story about a loner confronting a problem that can be dealt with alone (more or less). The scale of the stage is smaller too -- even in adventure games where you globetrot, the focus is on a few densely rendered rooms or areas, not vast forests or cities (this is true even of Quest for Glory). In a typical RPG, you gather a party of helpers -- but not an army of helpers, and you explore on more of a town scale. In a typical strategy game, you have an army and you “explore” on a territorial scale. These scales, like the verbs, call for different kinds of characters, challenges, etc.
Ultimately, when game-narrative fits game-play, the narrative gets a huge boost. That’s why a game like Super Metroid, which has basically no story, actually feels like it has a compelling narrative -- what narrative there is meshes perfectly with how you play. When a game narrative doesn’t tie to the gameplay, it feels awkward and artificial, at least to me, like arcade game cutscenes.
JK: How do games encourage a sense of connection between the player and a game’s story and characters?
Mark Yohalem: The story should be driven by the protagonist’s actions, and those actions should be consistent with the “verbs” the player is able to do while playing. When that happens, the player feels embedded in the story.
JK: Why play adventure games, in your view?
Mark Yohalem: There once was a boy who played Loom, and he became so enthralled that he swore, “Someday, I want to make a game like that.” And he spent decades dreaming and laboring under that spell. Of course, not everyone is susceptible to the same sorcery, but why not see if it works on you? Like hypnosis, it requires willingness and a certain collaboration with the mesmerist -- so if you’re repulsed by adventure games, there’s no sense bothering. But if not… we’ve drained so much magic out of the world, it’s worth chasing what’s still there.
Tardy, an adventure game set in crewless spaceship full of crazy machines, from Belarusian developer
The game's out.
THE YEAR IS 1991 ...
The world is experiencing times of change, technology is growing and the Internet is finally reaching a massive crowd. In the last decade the movie franchise Stellar Battle took the world by storm, creating fans in every corner of the world. Now the net helps conspiracy theorist spread his ideas about the movie timeline and hidden messages in the script.
YOUR OPPORTUNITY IS HERE ...
Your name is Diego, a comic-book store owner from southern Argentina who believes in this theories and dreams to one day meet his platonic love the real Princess Lanor. Until one day the opportunity comes knocking down the ¿plumbing?, now you have the chance to save the Princess and help the rebellion into his battle against the evil Stellar Armada.
KEY FEATURES:
DEMO:
- 2D RETRO-STYLE POINT-AND-CLICK ADVENTURE - Travel back to the 80s in this faithfull reproduction of the adventure games from that decade
- 16 COLOR PALETTE - Enjoy the artwork done in the same 16 color palette used in games like Maniac Mansion and Zak McKracken
- 9VERBS UI - Allow yourself to relive the experience of the mythical 9verbs UI in point-and-clicks adventure games
- FUN PUZZLE DESIGN - Enjoy a fun-oriented puzzle design derive from lightweight storyline.
Remember this is just a demo of the game, there is still no release date for the full game, I hope you like the idea and don't forget to leave a comment below!
Graham is alone in a forest filled with strange wolves. While he’s fleeing for his life he finds a lost girl in an abandoned lodge that won’t survive without his help. Try to find their way to safety in this game filled with puzzles, engaging dialogue and innovative storyline.
But watch out: not everything is what it seems.
A cinematic thriller told through the classic perspective of point & click adventure games,
The Night is Grey is about modern storytelling fused together with hand-drawn animated characters, fully animated backgrounds and an original studio recorded music score.
TRADITIONAL FRAME BY FRAME CHARACTER ANIMATION
12 frames per second animation of hand drawn original characters
DIGITALLY PAINTED ANIMATED BACKGROUNDS
Over 50 different locations with fully animated panoramic backgrounds
FULLY ORIGINAL AND ORCHESTRATED MUSIC SCORE
Original music score recorded in studio with real instruments
A COMEBACK FOR POINT & CLICK ADVENTURE GAMES
A cinematic thriller told through the classic perspective of point & click adventure games with puzzles solved through creativity and the exploration of sceneries and characters.
FOCUS ON ENGAGING STORYTELLING
A modern approach to a vintage game style with well written character dialogues and a plot filled with unexpected twists.