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/vr/ - Retro Games

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>> No.7254537 [View]
File: 165 KB, 320x200, The_Secret_of_Monkey_Island_(DOS)_26.gif [View same] [iqdb] [saucenao] [google]
7254537

>>7254189
>Command line had the most depth
I wouldn't call it that, given how most of those games (even the most popular and respected ones) had almost no tolerance for anything except the exact syntax and vocabulary the lazy-ass programmers intended.

I think the verb list approach was a nice compromise that preserved the perception of complexity and detail in the interaction which was originally a big part of the genre's appeal while removing (most of) the obtuseness.

Interaction icons/coin are are an acceptable streamlining, but I think the two-button (examine/approach) approach was way too simplified.

>> No.5447531 [View]
File: 165 KB, 320x200, The_Secret_of_Monkey_Island_(DOS)_26.gif [View same] [iqdb] [saucenao] [google]
5447531

>>5447513
I, for one think hefty collections of items and the classic "sentence construction" approach were the biggest appeal of Inventory scrollers/Mousevanias. Oversimplifying it with just a couple (and eventually even just one) possible interactions didn't make the genre any favors

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