Maniac Mansion, The Cave and Thimbleweed Park
Jan 08, 2015
The main criticism I heard about The Cave was the repetition of playing multiple times to get all the endings. Each character had their own story and to see all 7 stories, you needed to play the game 3 times. Each character had their own section of The Cave, so there was new stuff, but there were also 5 sections that had to be repeated.
While designing the game, I didn't think twice about this for two reasons:
1) That's the way Maniac Mansion worked and I was trying lift the spirit of that game. Despite what conspiracy theorists will say, the reason there are 7 characters in The Cave is that Maniac Mansion had 7 characters. It wasn't to make people play an entire extra playthrough to see everything. Occam's Razor and all that.
2) I really didn't expect players to finish The Cave and then immediately start it up again and do another playthrough. I figured people would take a break. Enjoy the story and the deep meaning behind it all, examine themselves and their own desires, then maybe a week or two later, they would play it again. It's why the repetition wasn't a huge concern for me.
2a) The Goldmine level was just poorly laid out. I will 100% cop to that, and I think that one level contributes a lot to the feeling of monotony on subsequent playthroughs.
Now, this post isn't some cathartic postmortem on the design of The Cave, so let's get on to Thimbleweed Park, which is what you (quite literally) paid your money to see.
Thimbleweed Park has 5 playable characters: Detective A, Detective B, Ransome, Delores, and Franklin. Each of those characters has their own story and ending. The design decision Gary and I face is how to avoid the repetition of having to play the entire game multiple times to see all the endings.
One option is you get all five endings in one playthrough, but that would mean the endings couldn't be mutually exclusive and they can't really change the outcome of the story. As storytellers, we want the endings to have meaning and finality.
We could do some artsy-fartsy flashback storytelling where the different endings are just possibilities, kind of like how it worked in Monkey Island 2 with Guybrush dying in the acid pit. Artsy!
We could just let players skip through sections they have already played, but this feels lame, kind of like fast forwarding your VCR to get to the good parts (this is 1987, VCRs were all the rage). It's too meta for me and feels like you're not really playing the game, you're just outside the game.
One of our biggest jobs over the next few weeks is to figure out how to do this and not force players to replay sections of the game just to see a different ending.
Although... you had to do that in Maniac Mansion. You had to reply a lot of the game just to see Wendy's ending over Bernard's ending. I don't remember a single person complaining about that, yet, players complained non-stop about (what I perceived as) the same thing in The Cave.
How were they different? Or are they not, and it's the players that are different? What does it mean for Thimbleweed Park? Will our heroes escape? Tune in next week! Same adventure time, same adventure blog.
- Ron
But WE were raised with another level of "boring"! So, I really will not disappointed if I have to play many times to see many endings!
I think it just felt different in MM because the characters themselves told the story whereas in The Cave it was the narrator and the levels that told the story.
On a side note, did The Cave oddly remind anyone of how some of the old DataSoft games played (e.g. The Goonies on C64)?
Things are different now, maybe some people are lazier, but other people simply want a better design than that of Maniac Mansion.
Sad .. but true !!!
And we had no internet to just look things up which essentially is the fast forward button on the VCR. :)
It almost felt like Pac-Mans ghosts were coming to get you. I always walked into the rooms further in the back and I made sure to close doors, fearing that characters passing through adjenct rooms might actually be programmed to try to find me, using their senses, hearing when I say things, pick things up, and all that.
Of course the game didn't actually do this, but having something LIKE this in Thimbleweed Park would be truly fantastic! I missed it in Day of the Tentacle, where you could practically stroll all around the mansion without feeling at risk at any time.
That's why a playthrough didn't feel the same.
Another big difference with Maniac Mansion is that the locations were all the same. When playing Bernard you could think about, what if I cannot fix the Radio, how will I get rid of the Meteor with Michael? So the next playthrough is testing ideas that already formed in your head. That's my two cents. Make sure the locations stay largely the same and it's different characters thrown into the same world.
As far as I know, the big adventure of all times is not Maniac Mansion, but Monkey Island...
Personally I've been playing AGs since my 10 and I felt better playing only with one character. It made me feel more inside the story.
It's only my opinion. Whatever the number o characters you use I think It's gonna be great.
Seckretli I hope that after Thimbleweed Park is a success, they might consider doing this again.
Imagine how awesome it would be like. "Lucasfilm made Maniac Mansion - and then came Zak. We've already had David Fox working with us, so ... the good sort of history is about to repeat itself..."
I know I'm crazy! Go ahead and blame the fanboy inside.
When I finished Maniac Mansion, I was excited and felt some kind of acomplishment. I thought the game was awesome. Weeks or months later, I replayed.
When I finished The Cave, I was somehow excited, and I thought the game was awesome, and that I wanted more. So I replayed it right away.
Both are actually really really great games, though
Because if you can play with any character at anytime and you can save the game, you could load some older game state to start from that point and get another ending?
In the past we were more likely to replay an old game after weeks or months or years but this is rarely the case now; which it doesn't mean it doesn't happen anymore, but only a small percentage of gamers (the olders?) do that.
Anyway, I'm personally happy with the Maniac Mension way: if I have to replay some parts of the game, then it's fine.
Examples:
Weird Ed (Maniac Mansion):
- if you turned the faucet in the kitchen on, he turns it off
- waits for a package to arrive (you can steal it... or not)
- goes to the kitchen to grab cheese (you can steal it... or not)
- you can befriend him... or not.
Purple Tentacle (Maniac Mansion):
- if you play with the reactor (made in Chernobyl) the tentacle comes to check what's wrong...
- it can catch you and imprison you... or not.
Bus driver (Zak McKracken):
- can be woken up by knocking on the bus with ANY hard object
- if you're with your girlfriend he'll ask if she wants to come too
Sushi in fish bowl (Zak McKracken):
- when pouring the water from the aquarium, you can save the fish's life...
- or you can pour it somewhere where the fish will die.
Post office (Zak McKracken):
Several ways to get in:
- disguise
- falling through
- phone distraction
Several ways to fail:
- bad disguise
- falling through without a rope
And this is all optional - no need to get in in the first place.
Even if we throw out the "various paths" to achieve something, just making the objects and the NPCs "real" and "alive", like the stewardess in the plane in Zak, who has her routine that can be disturbed, makes a playthrough to be fun and not feel redundant.
Whereas Maniac Mansion was richer - different characters say different things when solving the exact same problem. That alone is a big deal - I went through the whole game many times, even interacting with useless objects, just to see what they would say. And it usually was the same thing, but sometimes it was not and it was enough.
My solution to the problem would be to allow for the game to be repetitive in a mechanical way (you have to go through the same set of steps) where it absolutely can't be avoided, but allow for small quirks and differences for each character. Maybe they will say different things, maybe some easter-egg-like NPC or object will pop-up only when a certain combination of characters is chosen. And let those things contribute for us to know more about each character.
Of course, if time and resources allow, I wouldn't say no to effectively having a unique game for each combination of character...
Of course, The Cave did this: there were multiple possible solutions to the puzzles, depending on the characters you had. Maybe the way to approach it is to have different solutions based on number of playthroughs rather than based on character combination? If you got to see “what was really going on in that scene” on the second playthrough, that would introduce more novelty.
The buyers from today don´t know Games where you need to restart when you are at the end because you see you made a mistake,
They just don´t know it. They are spoilt. They only know games where ALWAYS is a way to go ahead. Or to turn on the ingame help...
I´m sure the orignal players have no problem with replaing this game again and again.
I´m one of these. I hate achievments. You get them partly for no reason. You are playing some game and you get an acheivment for not dying or better you get one for dying in a specific way - What has that to do with the Story??
I´m sooo happy about this Game I would love to be able to play it again and find new stuff. If you played it once and you have seen everything, why would you ever play again? You can do it a few years later, ok. You forgot most and can play a "half new" game. But having several Endings and possibilities was a great invention and offers more then a "one time fun" Game.
But I see your Problem. you earned a lot of critism about that in The Cave. The Cave never had this attention and was (this is my opinion) mostly buyed (in ratio) from the today players. They don´t like it. They need more Entertainment or get bored.
Now you have two possibilities, do an oldschool game with everthing (multiple Endings several playthrougs) and make the Fans glad,
or you make an Game for the crowd/the masses.
I think in your heard you are preferrring the first one, but you need to sell this Game and you want to earn money with it.
OR YOU FIND A WAY TO HAVE BOTH!
Like a selection at the beginning (like hard and easy mode) one for playing easy and be able to see everything in one playthrough or you choose the Hard/Oldschool way and need to play every single version again.
I bet this isn´t easy to realize... But you would have both an real oldschool game that ist selllable to every gamer generation.
Just my opinion.
I don´t want to be you at this point.
Best Regards from Germany
Tim Lammert
With multiple endings, I think playing through something again allows you to catch stuff characters say or do that you might have missed the first time through. Another one of my favorite game series is Zero Escape (which is more like a visual novel with puzzles); the latest game had 26 different endings. It used a flow chart so you could jump to specific parts you hadn't played through yet, but I often found myself playing through some of the parts again anyway to try and understand the overall story better. The first game of the series, '9 Hours 9 People 9 Doors', had only 6 endings but a lot of parts you had to play over again. You could 'fast forward' through it, but after getting a particular ending and finding out small tidbits of the whole picture, playing through the same part again with the new knowledge makes it even more interesting than the first time through. You understand why a certain character acts a certain way or why they said what they did. It keeps the repeated parts fresh and intriguing, and lets the player act upon what they already know. As you get more and more endings, you start guessing about what the overall story is really about, but you may still be missing a few small facts that will completely overturn your inferences and blow your mind.... lol
It could be that there are few people who still have the patience to play games that way though. It can be really tempting just to go look up a walkthrough or simply read a synopsis and be done with it.
(I played Maniac Mansion years ago, so I don't remember :P).
I mean, in The Cave, you choose 3 characters from a set of 7.. so to see all endings you should
play 3 times, and the last time you are forced to select and re-play the story of 2 characters that you've already chosen.
Probably, if the number of available characters would be a multiple of the number of selectable characters
subsequent playthoughs wouldn't annoying.
Plus, you could introduce small changes in the game when different characters approach the same problem
(e.g. an ultra difficult puzzle for a character to open a door could be just "smash it" for another or vice versa, etc..)
and so you could attenuate the sense of repetition; it is annoying for me when you are facing the same puzzle with
the same character just because you are interested, in that moment, to know about the story of another character.
Btw, I use to like repetition in other kind of games (more focused on gameplay than on story).
Probably in storytelling this could be also attenuated by introducing sometimes hooks/informations that
are interesting but that you could completely understand only when you know the ending of the story.
So a 2nd re-play could give you a deeper understanding of the story/characters/message.
1. Are the characters set when you choose them at the beginning like MM?
2. Is there any character that HAS to be used every time, like Dave in MM?
3. If #1 is a yes, how many characters are used simultaneously? Is it 3 characters like MM?
So my idea is basically to make the player do multiple play throughs, but change the game drastically depending on the characters chosen. And to only let the player choose 2 at a time for each play through. Or say, the one character you HAVE to have and 2 others, like MM.
This may be completely unrealistic and an impossible amount of work, but the basic idea is to have a lot of different areas, puzzles, jokes, and narrative for each character that isn't even accessible to other characters, so that basically, when a player chooses 2 characters for the first play through, it's a drastically different game than when the player chooses the 2 different characters for the next play through.
Obviously, there would have to be some common npcs and areas through every play through, but I would minimize those as much as possible. But even in those common areas and story, try to make as many rooms and items that only certain characters can access/use as possible. Keeping in mind that the payoff for games like these are the punchlines, narrative moving forward, and exploration.
When I look back on MM, exploration and finally unlocking a new "area" were among my favorite payoffs. First, finding the key under the doormat and getting in the house. Then finally getting upstairs. etc.
Now imagine that, if on a second play through of MM with 2 different sidekick characters, that the interior of the Mansion were almost completely different. That only a few rooms of the house were the same, and that the general story was the same, but that you had almost a drastically different house to explore with new puzzles and a few different or additional npcs. Basically, each character would come with it's own exclusive content. Rooms that you couldn't enter before would be accessible etc.
Basically what I'm saying is try to cram as much character exclusive content as possible into the game. That way, yes the main character that you have to use will still have their areas every play through, but that's only 1/5th of the game. Really beef up the areas, npcs, puzzles, items, and events that are exclusive to certain characters. And that content will change how the main character interacts with his standard environment and even open up some exclusive content that the main character wasn't able to access in their "area" before.
Example: Let's say there's the hotel. Only secondary character 3 has access to the top 3 floors and all the items, npcs, puzzles and events/jokes within. Character 3 gets a taser which they give to main character. Main character can now tase the bouncer to a nightclub that either they couldn't access at all in another play through, or that they could only access part of in a different play through. Let's say, in the previous play through, they could only get into the club basement and access the items/puzzles/events that helped complete that particular play through. This time, they get into the main floor of the club and a slew of other items/npcs/convos/events that they didn't before. Keeping in mind that all these new jokes, stories, convos, explorations are the actual payoffs in the game.
I think beefing up the character exclusive content is what makes multiple PTs enjoyable. Though, I have no idea of it's viable or if it's an impossible amount of work. If it's not too much work, you could even focus on combo-character exclusive content where it's what I just described, but only accessible with certain combinations of characters.
I think this also separates players in a good way. If you know a second playthrough will be mostly the same game with a few changes here and there, some players might not play the game a second time. The ones who do are probably the ones who like finding small changes in the details and the ones who want to explore the game completely. In The Cave, a single playthrough would have felt like not completing the game because you know every character has their own specific area. This means some people will play just for the new areas and the rest is boring to them.
1. Complexity: MM felt very complex, with many options and dialogue with realtime events. I even played Monkey Island many times to go through all the dialogue. In the cave, when I entered a level I already played, and knew I had to do things A, B, C, D and F, it really wasn't motivating for me to do them, because everything behaved exactly the same and you had to walk a lot.
2. NPCs: In MM you felt you could wander a living house. I remember playing the Edna fridge scene a couple of times, to see what happens, if she gets you. Or save and just go into Eds room, with him in it (I think you could also run away and outside the front door, where he gave up. When he did, I sneaked into the room with another kid to get the card behind the hamster. Or you could just wait for a cut scene where he would leave his room. Cool!).
One thought to maybe make the replayability more enjoyable:
You will of course have many scenes, which are common to all character combinations, which will tell the main thread of the story. You could have the stuff that happens in the respective alternate threads make the main thread be shown in a very different light.
As an example the detectives might arrest somebody because of some hard evidence. Only if the player chose a certain character would he/she know, that the hard evidence was just a very weird coincidence and the arrested person was indeed not guilty ("Holy shit, that poor guy was sentenced for life in my first playthrough... And that weird tasting coffee was freshly made Kopi Luwak? (http://en.wikipedia.org/wiki/Kopi_Luwak)").
As a good movie, that showed the same scenes over and over again without getting boring, I'd like to reference "A night at McCool's" (http://www.imdb.com/title/tt0203755/?ref_=nm_flmg_act_17) .
Gosh, it's hard to enter a comment here with all that math stuff you have to calculate...
Record 1st play. At the end of TP, put a "Delorean", take everybody back, leave previously used characters unavailable (you can't meet yourself! It's a Time Paradox!), and use other characters while playing previous play (They'll meet original players, that will complete same puzzles again).
Yeah, baby! Problem solved, Doc!
XDDD
Hmmmmm..... I heard the main criticism was that it is no classic adventure game as advertised ;-)
1.) by time
Like some character only acts during the night (student working the night-shift? night-active nerd?) while another character is playable only in the morning (parent while the kids are at school?) and another one only in the afternoon (schoolkid?).
Let certain things only happen at certain times (like watching some '24'-episode)...
2.) by location
Like someone already suggested assign different characters to different floors of the hotel or areas of the surrounding.
If the characters are some type of FBI-like agents them splitting up would be perfectly plausible.
3.) by story
Like in the "Song of Ice and Fire"-books.
Each character stars in several, not-subsequent chapters of the same, whole story.
Replaying "shared" areas of the game could be ever so much fun if you could see your other self sometimes.
Remember when you (as officer Barney from Blueshift) were standing at the locked door in the Black Mesa Transit System when a train came by with a scientist - your former self (as Gordon Freeman from Half Life)? Epic!
Or a scene like in the 2nd Back To The Future movie where the 2nd-Movie-Marty McFly sees the 1st-movie-Marty-McFly perform on stage while hanging above him?
Why not let one character visit for example the hotels kitchen and make something somewhere go CRASH without any apparent reasen.
And later - with another character visit the same kicthen and hide in a cupboard because you think some bad guy was near - and then make that character knock a kettle from the stove by accident.
Why not even record the players own moves from 1st playthrough and replay those - now as an NPC - during the 2nd playthrough?
Like a "drive-atar"...
Personally I´m not entirely happy with visiting the same locations and encountering the same puzzles with different characters because I´m afraid of situations where I try and try to come up with a solution for e.g. opening a locked door and not noticing that that door simply won´t open for that character(-combination) whatever I do.
At least make perfectly clear if something won´t ever work in the current constellation!
What are your thoughts on an "Indy Quotient"?
What about some kind of flowchart-view of the entire games "chapters" (scenes/rooms/situations/puzzles) - available only after finishing the game for the 1st time - showing you what chapters or situations you already visited/solved and letting you jump right there, perhaps with the characters of your own choosing?
Best regards and so many thanks for all the hours of fun you guys already gave me!
Hori
I believe the pacing of point and click adventures is slower, and the player has more time to work their imagination. You spend a lot more time in the same rooms and ... you get a feel for them. Much of The Cave just zips past you in a flash. There is an obstacle. Do this thing, proceed, never look back.
Revisiting locales is something adventure players are used to, and it indeed is something many players don't mind at all - it just comes natural to a game like Maniac Mansion. It's not a road movie. And some of these rooms might even feel rather homey. I used to run Maniac Mansion all these years ago just to traipse about and act like this was my house. For realz.
It's a fascination that has to do with the freedoms you have in it, and that you can treat it much like it's a simulation of what you'd do if you were actually there. As a kid, I sometimes would do nerdy things like imagine how I'd walk around and move about, if my life had a SCUMM interface. It was hilarious, walking down hallways, all stiff and bobbing my head, than turning towards a door, reading the plaque on it and then acting like someone clicked on me to open it, only to turn around again to face a non existant audience and say, "It's locked."
Please don't judge - XD I was in love with the stuff then and I was a kid. Still am in love with it today! You have NO idea how happy I am that after you made The Cave, which I admittedly didn't like (because I was hoping it'd be like a SCUMM Adventure), you're *actually* doing this! I still can't believe this is happening! No I'm not foaming at the mouth, but you see, this is a dream come true!
I don't mind doing character specific puzzles over and over again just *like* I did in Maniac Mansion. If you can use today's Technology[tm] and logic to create new puzzles that can only work because TWO or even THREE specific characters can work them out TOGETHER, that'd be brilliant, but it's only an option.
Like, say, each character has certain things only they can do. And you can solve puzzles combining their skills and abilities rather than combining items? I'm all for it.
Dude A knows pottery and about security?
Dude B has a grasp of handling extreme heat safely?
Dude C can handle all kinds of chemicals and wood work?
Dude D is into history and smithing?
And you want a key replica?
Dude A and B could make a replica made of hardened clay.
Dude B and D could craft one the old school way.
Dude A and C could harden clay with some coating.
Dude A and D could make a lockpick.
And on and on and on ..
Characters development and story is one of the main reasons behind the magic in graphic adventures. When you know there is only ONE possible ending for each character, the whole game feels like you are going through a journey in getting to know the character, to finally discover all the aspects that the author created about it. If you have alternative endings, it makes you feel like the author did not have a clear idea about the character and in my opinion that gets away a lot of the excitement of the game.
My take on this subject would be: once a character path has got to an end, inactivate it. When the final character gets to its end, the game finishes
the annoying thing about the cave for me was the generic parts, like the goldmine or the beach, because it didn't matter which player you used, the puzzles were the same.
that and the part of only holding only one object, so you had to go through the whole place just to get something you had to leave behind.
I've played games like the old JRPG Chrono Trigger, which had 14 different endings (even though only about half of them were meant seriously). So I don't mind replaying the games to see what else happens? These endings can all be satisfactory, if they are each made with attention to detail and witty humor.
That is just one factor. The rapidly diminishing attention span is another, and the need to be an anonymous dickwad on the Internet is also a factor.
So I'm saying don't implement any achievements for seeing all possible endings, in that case those people will never try it and thus won't complain about the repetition. Easy fix!
Or you start with them all and you can lose individuals along the way. Of course you'd most definitely be breaking your own imperatives for game design there...
Or slightly differing content and puzzle chains for each combination of characters, interleaved rather than separate boxes/levels. A world that expands depending on the different people you drop in to it.
I'm sure you'll think of something! =)
This would be the Συζυγία 8000, a computer promoted by company that did game systems. The president is a Greek entrepreneur, the computer was designed by a friendly bearded man and a bunch of EE hippies. Despite this insane combination and many shortcomings, it became one of the best home computers on the 80s.
There could be some disks and floppies with games, and a BBS where people play the uncle of mmorpg and share "stuff".
Would this be the "Greek entrepreneur"? https://en.wikipedia.org/wiki/Saint_Nicholas
1. It was action-y. You have to pay more attention to movement, so you're paying closer attention to the places you're passing through. Paying attention to platforming gets repetitive quickly, I feel.
2. The non-character sections don't change based on your characters. I don't remember anywhere with different puzzle solutions or different story elements based on character interactions.
The most striking one is the zoo which can be skipped using certain characters (the knight, monk, and time-traveler all have ways of using their abilities to get the hotdog without going through the puzzle chain). I've always wondered whether this was completely intentional.
There also are some other places where specific characters abilities let you solve puzzles differently (like there are occasionally hooks which the adventurer can swing over). I didn't mind replaying the game as different characters because finding these shortcuts on repeated playthoughs is fun.
One of the problems with the mine car level was that, as far as I know, there is no real way of playing it differently whichever characters you have.
I think the difference between that and Maniac Mansion is perhaps the feeling that the Cave would be very different each time, hence you wanted to see more straight away, whereas with MM you knew that a lot of it would be the same and so taking a break came more easily.
the Papers Please save tree does not feel lame at all.
http://www.gamedev.net/uploads/showdown/2013_06/sss_8be44c2fea55e71c39664e9db9fe5818.png
Have the game auto-save at defined checkpoints and also allow manual saves.
It might not do away with having to replay some parts AFTER the branching decisions, but it may be the best way to organize saves.
I think that the reason is that 'Maniac Mansion' was truly non-linear - you had the whole mansion at your disposal while wandering rooms freely in any order and solbing puzzles in different ways. And in 'The Cave' everything was rather straightforward - with single way to solve those arcade (and not actually adventure) common levels.
Multiple endings made sense BEFORE youtube was around. But nowadays, the first thing everyone does after finishing a game is searching for all the other endings on youtube and then moving on to the next game to finish. In general, most multiple endings feel cheap. Remember Heavy Rain? It was heavily advertised with "having over 20 endings" or so. Sounded great! In the end, you just saw a couple of very short unrelated movie sequences before the credits started. Boring!
For what it's worth, he's my take on that question, as a random gamer. The Cave is a plateform game, and not a super tight platform with mind breaking controls, like, say, Super Mario or Mega Man, it made replaying levels and the whole game much more tedious that it is for a point & click game. It's actually one of the reason I didn't enjoy The Cave that mcuh, while I love sidescrollers and point & click games. I like P&C games in which you can set the walking speed super fast or can breeze trough screens without seing your character walking all the way trough the room by double clicking or the like. It's particularly tedious when you're stuck on a puzzle and wander arround the game aimlessly.
As of the seven character thing, my concern with that, is that the third playtrough was boring because for two of the three characters, you already know what's going on. It would have worked better with either 6 or 9 character. But well, considering I wasn't a big fan of the core gameplay, I might be a bit biased. Good luck for Thimbleweed Park, and thank you for sharing your thoughts with us :)
Firstly the way that The Cave was divided into distinct sections that had to be progressed through linearly, with certain characters only able to access/solve certain sections. In Maniac Mansion the same locations and objects were available to all characters, it was just if/how the characters could use them that changed. This is a big, big difference. The most important one.
Secondly in The Cave it was difficult to get through sections you already knew how to solve very quickly, I guess due to it's platform-y nature. In Maniac Mansion if you could speed through the stuff you already knew quite quickly (or at least it felt that way), with the exception of something you needed to happen being on a timer. IMHO in Thimbleweed Park multiple playthroughs will not be annoying if the player is able to dictate the pace they move through the game. So for example no unskippable cutscenes or long winded animations you need to sit and wait for, double-click to instantly teleport through doors, etc.
The only other request I would have is have something that explicitly lets the player know how many endings he has or has not seen. Don't make me look a up a FAQ to find out if there is still more I haven't seen.
Unfortunately that means a lot more complexity and work to create additional content for each character. But maybe it wouldn't have to be all that much. Even if it was just in many instances choosing one dialogue option means that I miss out on hearing the all the other possible responses/information/jokes (like in some encounters in the MI games. I'm thinking of the first meeting with Largo specifically) I'd be way more keen to revisit those scenes and find out what I'd missed out on the first time.
2. I play through Monkey Island 1 & 2, Indy 3 & 4 at least once every 2 years. But not through MM or Zak. That's because MI and Indy are very funny and appealing to play through. Monkey because of tons of funny dialog that you can try and won't die if you select stupid dialog options.
IMPORTANT: Nowadays you can often go through ALL dialog options with a character. In MI there are often one option dialog sequences, where you can choose one option and can't go back.
I replay Indy because there are several way to accomplish things (I played through Castle Brunwald in Indy 3 at least 5 times to check all possibilities)
3. I'm not sure if you can compare Cave and a classic point & click adventure. It's hard work to play through a side scroller, since it needs concentration and permanent input (hold left, hold left, jump, grab ... miss ladder... DAMNED!.... hold left, hold left, jump...), while you can click through an adventure game while sipping coffee and do some other stuff beside it.
I didn't even know there were multiple endings in MM - darn, Bernard will be in Green's room for the weekend...
Also, *you're, not your. Geeze.
This all said, regarding multiple endings: maybe you can take a cue from the japanese visual novels. Have a gallery for every character and only show the important parts they suceeded in. Leave the unfinished business as blank cars. So everyone should know that they missed something for that character and if they want they can hunt for the diffetent story/ending.
Anf if you tease that if someone gets all endings and dialogues thete will be a naked girl and the single achievment you can get, more gamers will try to see it :)
She might have been less frustrated, if the Gold Mine (she didn't even bother to play further to get to the Island) offered slightly different puzzle solutions for different characters.
Maniac Mansion and Zak did it right by allowing me to solve exactly the same puzzle in different and often more rewarding ways.
For example the two headed squirrel puzzle in Zak McKracken:
At that time in the adventure I only had Zak as character, and one goal: get into the cave. I could kill the squirrel or give it peanuts. I could use several tools to just dig open the cave opening, but if I used the butter knife to dig, it'd be bent out of shape and I could sell it at the pawn shop for quite a sum of money, because it was considered to be a piece of art.
And that's what was missing from the repeating stages in The Cave, in my (and my wife's) opinion. Personally I enjoyed The Cave, and finished it with all endings regardless. But for my wife, who was also struggling with the iPad controls, it was a show stopper.
Another thing I liked about Maniac Mansion, there *always* was something to do, even if it wasn't needed for advancing the story (the hamster in the microwave for example). The game world felt "alive", and didn't just serve as a purpose to string puzzles together.
I agree with some of the things suggested here: One aspect is almost certainly that gamers today bore more easily and are accustomed to a different style of game design these days. Even if you are a veteran gamer from the old days, chances are your preferences changed over the course of time. It happened to me. I can't stand repetition in games anymore, although it never bothered me when I was younger. This is why I only very, VERY rarely do multiple playthroughs. I consider it a waste of time - and time, somehow, seems to get scarcer and therefore more precious the older I get. ;-)
A solution for this could be to keep consecutive playthroughs more interesting by making them unpredictable. As already pointed out in other comments, Maniac Mansion had a few non-linear elements to keep players on their toes. I believe the game would benefit from offering different, branching-out paths opening up not only based on player action but also pure randomness. Making it so that no two playthroughs are exactly the same.
I kind of like Telltale's "He will remember that." and "She noticed your lying face." There, however, you have no clue if something different/bad will happen to you throughout the game. This may be okay for your first time playing though the game because it feels less strategic and more immersive/adventurous ... or so. But I think -- especially for players who enjoyed the whole game once before -- an indication about whether your actions will yield the same ending might raise the fun factor.
If the choice of avatar would mean that kind of indication, fine. If the pursuing different plots/endings would be more flexible/complex, well... What about showing/using mood? ("An angry rockstar walks into a bank...") :)
Best,
Marcel
I also played Monkey Island 1 and 2 several times, but not as often, as the fencing took a lot of tries and you couldn't easily speed it up. If I remember correctly, you just needed some luck to get to the last answers. But what really annoyed me was the library in MI2. I didn't believe that any of those books could be relevant, ignored them and needed some outside help to get to the end ...
So, what I want to say is this: I think people will like to go through the story several times, different endings or not, but please avoid parts that take a lot of time because you need to do something brainless repetitively. It's what killed the fun for me in WOW: Killing some beast may be fun, but killing the same kind of beast 20 times is far away from 20 times the fun.
And by the way: Guybrush explaining why he is not dead after falling in the acid pit is in my opinion one of the funniest moments that ever happened in a computer game. I sometimes relate to it when I try to explain why I love point and click adventures in general and the old MI2 in particular.
The only somewhat tedious puzzle in any of your P&C adventure games is getting all the lines for the sword fights in The Secret of Monkey Island. I actually liked the library in Monkey Island 2, though. The puzzle was really hard, but all those funny titles and descriptions are just awesome!
First MM was a longer, harder game.
With one playthrough I had a lot more satisfaction and sense of achievement than with my first Cave playthrough (way more).
The platforming elements I didn't like. I didn't like the whole system of holding one element at a time. And nowadays I expect that with a double click I can skip watching the character walk through the whole room.
As you pointed out, the mine part was pretty bad... The guy yelling all the time was annoying.
I also found the different stories a little repetitive... In fact I wasn't interested in the different endings at all I was only interested in the parts of the cave you only explore with a specific character.
In order to make a second playthrough worthwhile:
1) Though obvious, if the original playthrough is great it is easier to persuade oneself to do it again... if it was "ok" then not so much.
2) If endings are meaningful and interesting, and very different I will likely feel motivated to play in search of new ones. If they are not so interesting or not so different or relevant in their differences then maybe, playing again from the very beginning might be something less desirable.
3) If puzzles have different solutions, second play-through are less painful. If different solutions show small different story variations and jokes then it might get really interesting.
4) If on each play-through there is something randomly changed that makes a couple of puzzles to be necessarily solved in a different way, then it might force/guarantee point 3.
5) Things to do that are not necessary to finish the game. Things to see and people to mess with. The cave was so minimalistic that Ii felt compelled to rush through the whole thing. In elegant puzzle games less can be more, in this type of game more details and interaction is almost always better. This fact there was no dialogue in the Cave made the whole thing even more to the point and no fooling around.
And it's possible to skip the voice acting if you have heard it already by just clicking.
One thing I appreciate about broken sword is that it's not so much walking-around game. Most puzzels can be solved within the scene and then move on which make replaying it not a huge problem. And it helps that it's wonderful witty voice acting which I often don't mind listen to multiple times.
And played it exactly as you mentioned.
First completition with three Characters.
About 2-3 Weeks playing other Things, after this playing with 3 other Characters.
Now paused about several Months.
Havent seen the ending from the twins.
Only one suggestion, you should have made 8 Characters. So you can play the game at last with 2 new Storylines and one you´ve already seen. That would be 66% fun, instead of only 33% ;-)
Currently Playing MM again(from within my old DOTT CD) . Hard to remember what to do to finish the game :) But don´t reading the walkthrough :) After this i will try Zack again :)
Hope the new Game will be such Amazing as the old ones :)
As someone said, The Cave could've been better if you got 6 or 9 characters, i.e. multiples of 3, the number of playable characters per playthrough.
But I don't think Thimbleweed Park will have selectable characters, so the two games seem different to me.
That said, The Cave is an underrated gem, and its flaws didn't really spoil my enjoyment.
Resident Evil 1 on the other hand is a game where I love that it has two different characters with completely different playthroughs, but I hated having to get either the best ending, the good ending, the bad ending or the worst ending, it was just so monotonous and the playthrough was practically the same for the two different characters but you would just make 1 or 2 different choices throughout their games but it felt like you were just playing through the same game four times for each character with very slightly changes.
how about a Pulp-Fiction-Tarantino-like style of telling the story in the game?
(three stories about one story... ;-))
As a backer, I backed the game because it's retro (and you're just grumpy cool).
Give me the multiple endings that require multiple play throughs (play... fuck it, I'm not going down that rabbit hole - Have you seen that thing! it's got huge sharp... it can leap about...), make it hard. In this day in age, I want (need?) that challenge.
Please do multiple ways to play through the game. Please do different puzzles and meaningful finales for each combination of characters. It will be perfect for this detective genre! The man who gets bored easily, will play at least one cool Timbleweed Park storyline. The man who loves good detective stories (or who backed this project) will shurely play every storyline achieving all ideas, puzzles and endings.
PS. I loved The Cave, even if i got a tiny bit annoyed by the dynamite. The ideas where brilliant and i wanted to see everything (loving the twins and the rocket launch most for the cool atmosphere and ideas) so i played it 3 times on my iPad.
PSS. Monkey Island is my life! And luckily i am free of guilt after 25 years ;) Thank you Ron for your great work!!!
the main issue is that it's a different genre: adventure games are much faster to play through again than riddle based games, so i don't see a problem having repetition here as long as you have enough differences. just make sure you have unique dialogs when the riddles are the same. that should give enough freshness.
look at the beautiful machinarium. i don't like replaying it, because it is relatively slow and the mini games are a huge turn off for me. so even an adventure game can be hard to pick up under certain circumstances.
i think if you make dialogs and cut scenes skippable and allow skipping rooms (double click the exit will move immediately to the next room), there is no problem having duplicate content because it's easy to skip.
i had no problem replaying the awesome primordia to get all content and all the endings because it was easy to skip and so it was very hassle free.
Perhaps also have a few unique "death" endings per character. Obviously once these have shown they would take you back to the game a short while before you took the act that killed you (or failed to take the act that saved you).
First solve on easy, and after this a complete new experience playing on hard. So many things changed...
I remember beating "The Legend of Zelda: The Wind Waker" for the first time and unlocked the second quest, which was essentially the exact same game except Link was wearing his pajamas. Everything was just the same, except all of the dialogue about Link's iconic green clothes (which most likely always refer to him fitting the role of the foretold, legendary hero) was suddenly swapped with people remarking about his shabby outfit. Same thing goes for Super Mario Galaxy, I KNEW you would unlock Luigi if you beat Mario's campaign 100%, so I just rushed through it because some part of me would rather play as Luigi than Mario. Same game. Completely the same. But I wanted Luigi. Sometimes the character and the players relationship to them is more important than the game. As long as the game in itself is free from tedious obstacles that might make you give a replay a second thought, I think most people (me at the very least) are curious about getting to know the protagonists and what they think about the environments you've already explored. The Legend of Zelda: Majora's Mask builds upon this concept to an insane amount. Not saying that's what it is all about, but a lot of enjoyment from that game comes from seeing what a person says to you differently when you're disguised as the mayor as opposed to dressed as a cow. It's fun and makes the world more alive and playful.
Replaying a game is fun and with a new character it's downright exciting and rewarding as long as the game (at least the recurring elements) are smooth enough to not make the player hesitate. Ever played Super Mario World, beat the Special World and unlocked the second playthrough where all of the Koopas suddenly wore masks of Mario? Yeah, I replayed that entire game just because of that. I was curious to see what other minor details had changed. It didn't matter, because the game was fun. On that not I also enjoyed Sonic Adventure, flawed as it is, but I loved the feature of each character having storylines that cross each other and the player having to retread the same territory. The game was a jumbled mess and broken as hell, but it was really fun to see how Tails would interact with a level as opposed to Sonic!
I've never played The Cave so I can't tell what might've worked or not worked in that game, but I'm fairly certain it wasn't the repetition.
As a matter of fact, I seem to recall loving the hell out of "Freddie Fish: The Case of the Missing Kelp Seeds" for the very reason that I could replay the game with subtle, minor changes to each round. ;)
Best of luck!
-Andreas
Replayed MI2 lately and the hectic ending sucked (not the ending itself of course)
To the problem of how to deal with different endings:
Another approach could be that one of the characters (in a team) has the ability to solve certain parts very fast (aka easy mode) so one can concentrate on the parts of the other characters. On a second thought thats not perfect. Screw that.
You have to sort it out yourself.
In the comments are lots of useful bits, a blend of it would be the best. So it will be different from MM, the Cave, IJ4 and so on, its a new game after all.
Choose wisely or the pack will let you walk the plank :)
- 999 ( http://en.wikipedia.org/wiki/Nine_Hours,_Nine_Persons,_Nine_Doors )
- Virtue's Last Reward ( http://en.wikipedia.org/wiki/Zero_Escape:_Virtue%27s_Last_Reward )
I don't want to explain the story as some people may want to play them, but on the first one (the story of both are linked) you had to replay all of the part you already played, to see all the ending, on the second one, the story is displayed as a graph and each node is a specific point in the story/decision you made, the whole story force you to use it multiple time, and it was used in a really interesting manner. I invite you to test, at least the later one to see own it was done.
And both games are some sort of escape room and are quite good, I strongly recommend them.
1) MULTIPLE SOLUTIONS. Don't only have multiple endings, but also have multiple solutions for the game along the way. That way, the fun in replaying the game for a new ending can come from trying to figure out which puzzles have alternate solutions and then solve them that way. Maybe have an improved and global point system like in the Indiana Jones games to show how many of the puzzles a player has solved.
2) TIME BASED EVENTS. Go the Maniac Mansion route, as has been mentioned by others, and have semi-random events that you might or might not stumble upon, making at least the first couple of playthroughs different each time. On the same note, include dialogs on the way where you can only pick one out of multiple options so replaying the game gives you the chance to try out these new dialogue options.
3) MULTIPLE ENDINGS FOR MULTIPLE PLAYERS. I see the value of multiple endings or differing playthroughs in the fact that different players can have different experiences. It may not necessarily be meant for one player to find all the endings. Multiple players are then encouraged to talk with each other about the stuff they experienced, like "Dude, did you know that if you do X on Y then Z happens?" "No! Good I got a savestate around that part of the game, so I'm gonna try it out!"
4) NO SKIPPING. Don't allow the skipping of entire game portions. If people want to do that, they'll just look up videos of these endings on YouTube anyway. Also, adventure games where each line can be skipped with the pressing of the . button serve themselves for speedrunning, so the player can handle the skipping themselves (combine this with point 1, and it might work out nicely)
5) NO ARTSYNESS. Don't do some artsy "oh that's not what really happened" thing after reaching an ending, unless there is only a single "good" ending. If there are multiple MEANINGFUL endings, then the norm shouldn't be that an ending gets "retconned" by the narrator. The situation of Guybrush's death in MI2 is different because it's a joke and actually DOES contradict with something that already happened (Guybrush living and telling Elaine the story).
UNLESS YOU...
6) HAVE ONLY A SINGLE GOOD/CANON ENDING. Just avoid multiple good endings altogether and have one ending with small differences such as what happened in Monkey Island 1 where the ending is always the same, but you can either save or abandon your crew or you can save or kill Bob.
7) MANIAC MANSION VS THE CAVE. If I recall correctly, Maniac Mansion does what I describe in my points 1 and 2. Multiple solutions to puzzles and situational puzzles. The Cave has only one solution to each puzzle (unless I'm mistaken). Also The Cave may be a good puzzle game but it's a boring platform game. I would have preferred The Cave much more if I could have the AI position a character in the level as if it were a strategy game. Maniac Mansion is a lot less cumbersome to navigate with the Point and Click interface.
Oh another thing about The Cave: Don't forget that you had the "cave paintings" in The Cave. So for me, the idea was: play with three characters, then play with the next three characters, and then play with the final character and two characters who I didn't find all cave paintings with for 100% completion. I thought you designed it that way deliberately, Ron.
I hope that this conveys my thoughts in an understandable way and was worth the read.
Oh, and the worst thing of MM was dying and having to restart the game. That was SO frustrating. Horrible.
So I'd vote for option 1) or 2). Stick to the MI format please when coming to the storyline.
I like the idea of having multiple playable characters though, as in MM or Day Of The Tentacle!
Last thing, just to make it clear.... I JUST CAN'T WAIT FOR THIS GAME!
make more , we`re waiting !!!
Until the post on this blog, I didn't have heard about it (sorry, "mea culpa"). So, I purchased it on Steam and played, yesterday.
But.
There is a bug, or maybe it looks like a BIG bug!
I played a lot, then I "Save & Exit". When I load the saved game, all the characters are in the starting position, out of the cave, with the crowbar resting on the ground.
So, I searched on the Internet, and found the Steam forum, and many other people had my same experience, users playing on Mac, Win 7, Win Vista...
The last post, dated February 2013, talked about a bug fix, with a patch release. Then, no more messages.
So... anyone had my same experience?
I tried to move the 3 files (*.sav) from the "numbered" folder to the parent folder, following a suggestion read on the Steam forum, but it didn't work.
Ron, it's normal? I don't think so!
Thank you
I loved THE CAVE but it WAS a little annoying because it took three attempts to get 7 character's endings, forcing repetition of at least two characters. (If there had been six or nine characters, I'd wager there would have been less complaints.) Plus the Gold Cave level was annoying, as you say.
Just make the game world dense enough so that repetition doesn't feel so... repetitious. And try not to make a level where we have to walk extremely far, and back again.
It felt more monotonous to wander through the same environments because all you did was just walking around from puzzle to puzzle.
In a point n click adventure game the world is more lively and there's a lot more stuff you can do to add some variety to your playthrough. Look at and try random stuff, talk to people etc.
I say don't worry about players having to replay the game, after all we adventure fans are used to it :)
Time is at a premium when so many games are hitting the market. Most people are playing a game once, if at all. Going by achievements, maybe 1/4 of the players even reached the end for one set of characters. Most people beat a game once, shelve it, and watch the rest on youtube where they can get the same story without any of the time required.
This isn't a bad thing! Modern gamers aren't lazier or uncaring, please don't make assumptions like Roberta Williams about how PC gamers in the 80s were richer and had access to less distractions so they could fully consume a game or whatever. It just means you need to grab your audience from the very beginning and give them compelling reasons to see everything. And that largely comes through gameplay. Repetition is a killer especially if the player isn't seeing anything new.
I sort of have to agree with Jaybee right above. Gaming and gamers have changed a lot since you did Maniac Mansion, most significantly their mindset of dealing with the elements of being stuck or having to repeat something they already did. Time is of the essence, measured in money, even. and while I argue that this doesn't mean that you have to compromise to doing easier puzzles, people are a lot more impatient in seeking to get forward than, say, I was when playing the likes of Full Throttle or The Dig in the mid 90s. Could take days to figure out a single puzzle, and I was okay with it. I wouldn't be anymore. Maybe it has something to do with not being a kid anymore, and having other responsabilities in life, but I don't quite think so. I mean, how fast would you surf away from a website these days that loaded in dial-up speeds, a minute or two? Somebody posted the rest of the story as a Youtube-video anyway, so you might as well throw your game out of the window and have a Voodoo Lady put a juju on you. Ron.
What I'm saying is that even in difficult games you have to give the players some reason not to say, "f**k it" right away. And you can't make them do things over and over. If you're planning on putting some Maniac Mansion style dead ends there, you should at least notify people when they are about to enter no-progress state. Maybe even introduce autosave functionality often enough that if you do, you won't have to rely on your own saves possibly from rooms and rooms away? Like, even in Full Throttle there's only one puzzle to die in, and if you do, you just repeat the same scene.
2016 is not the time to be pissing off your gamers with dead ends or having to run through an hour of what you've already solved in succession. If you do, people just move on to the next game. Might take some fun away from the way the games were in the 80s, but I'm telling you: frustration is a killer.
This was made worse when you transitioned between levels; you never knew if the level was going to be new or a repeat.
Having to do the same things over isn't the worst; rather, repeating a whole subplot before you could continue when you were interested in something new felt a bit tedious.
Also, could lead to falling through the floor. :p.
Wow, thanks to this topic, I discovered and purchased "The Cave".
It's very funny, the footprint of Ron Gilbert it's present everywhere :-)
Now I am in the Luna Park. I resolved 4 out of 5 games. The only one left is "guess the weigth"... I still can't figure out how to cheat the cheater :-D But I'm sure there is a logic inside...
Think, Zak, think!
[/Off Topic]
The cave was awesome!
I found it very useful.
If there is an audience for this game outside of the backers then I don't think repeating the story, similar to the cave, would be a problem. For kids its a plus.
If there is an audience for this game outside of the backers then I don't think repeating the story, similar to the cave, would be a problem. For kids its a plus.