I played all the Space Quest games, the Hero's Quest, King's Quest.. all that Sierra stuff, and I loved it. Then I played the Lucas Arts games like Monkey Island, Day of the Tentacle, Grim Fandango, and Full Throttle and it made me realize something.
Those Sierra games have you dying left and right. You walk too close to a cliff.. goodbye, hope you saved recently. Open a door.. goodbye, hope you saved recently. Click a little too close to the banister on the stairwell.. goodbye, hope you saved recently. Fall asleep outside the town.. goodbye, hope you saved recently. Go over and investigate those flashing lights.. goodbye, hope you saved recently.
I understand the getting back to town with one guy left alive and hoping no random encounters happen... in RPG's. But there's a limit to where the dying goes from being something you get satisfaction out of dodging to somethng completely counter-productive b/c you have to save your game between every click, especially in those adventure/quest games.
I also agree that a lot of games lack that certain something today. Fewer and fewer games these days are worth the plastic disc they're printed on, even tho developing them costs three times as much as your typical PS2 game. But that's b/c the graphics processors are so supercharged that devs have to sink 90% of their budget into the art and programming alone... which leaves little to nothing for real writers to devleop a storyline, good dialogue, and characters that are worth a damn.
The last good game I played was Little Big Planet. It's an amazing concept: Give the gamers a robust level editor (and believe me, LBP's is ROBUST) and let the gamers make the levels. I haven't played the same level in LBP twice and I've had the game for three months. You'd be shocked at just how creative some of these levels are. With the real-physics engine, folks have made working two cylinder engines, boxer engines, mechanical calculators, and even a mechanical AI for playing tic-tac-toe.... Things the game designers never thought of or even figured were possible.
Granted, it's a different genre than the tsunami of dime-a-dozen FPS's we've seen the past three years, but that's what the industry needs, and that's what the industry is sorely lacking - creativity.
EDIT: In saying that, be aware I'm picking up Killzone 2 this Friday. The most beautiful game on any console anywhere to date, but it's still an FPS. I've read the reviews and played the demo... It's a GREAT FPS, and a shitload of fun. But at the end of the day, like Halo, Gears, Resistance, Unreal Tourney, Doom, Quake (list goes on ad nauseum) it's still just another FPS on the giant pile of FPS games.. And there's no end in sight.. It's just one FPS after the other after the other. The only variation is: shooting or chopping or spells, aliens or bad humans or zombies, sci-fi or modern or medieval.
Last edited by MunkySpunk; 02-24-2009 at 10:29 AM.