Posts Tagged genre

Zak McKracken and the Alien Mindbenders Bits

zakheader1 Zak McKracken and the Alien Mindbenders Bits

Zak McKracken was Lucasarts’ second ever SCUMM title. It didn’t really have the same impact as the various Monkey Island or Indiana Jones games, but it contained loads of personality and a few interesting twists on adventure game mechanics.

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It all started with a dream...

The good stuff:

  • Zak McKracken, the game’s protagonist, dreams of winning the Pulitzer Prize but is stuck working for The National Inquisitor, a trashy tabloid. Despite Zak’s disgruntlement, his job is a very good excuse to have the player investigate suspicious phenomenona and travel to exotic locales.

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    The red, underlined "LOOK!" arrow-sign was actually a breath of fresh air in a genre notorious for pixel-hunting.

  • The game came packaged with a print version of the National Inquisitor and featured headlines such as “Two-Headed Squirrel Attacks Two Campers At Once!” and “Scrambled Son Tries To Kill Parents With Eggs.” Incidentally, not everything in the newspaper is supposed to be fabricated — a concept that was a big part of Men in Black.
  • The game’s story revolves around a devious alien plot to overthrow humanity. This is achieved by a group of aliens — disguised in Groucho-style masks — running a phone company that’s slowly eroding earth’s intelligence through dial tones.

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    The FM Towns version of the game.

  • Being exposed to the aliens’ Mindbender machine results in game commands being sucked out from the user interface. This is a rather clever way of simulating Zak getting stupid. It also serves to gate the player and justify some rather perplexing behaviour.
  • The National Inquisitor doesn’t have the biggest budget, so Zak must pay for his own flights. Aside from being another logical gating mechanic, it also serves to tease the player with impossibly expensive flights. It’s debatable whether such red herrings are actually a good thing, but they add the illusion of scale.
  • A vital way of getting the funds to travel around the world is winning the lottery.
  • International flights also double as copy-protection, requiring the player to enter “Visa Codes” (that are provided in the game’s manual) when travelling outside of the US.

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    Yes, that King.

  • Zak can “mind-meld” with animals and control them, but this is often just an amusing distraction, e.g., making your goldfish smile or having a yak poop.
  • The game is split into five main parts, each one involving getting a piece of “The Device.” It’s a very non-linear approach — especially for an adventure game — as it allows the player to explore and the world in almost any order he wishes.
  • The game’s female characters were based on at-the-time significant others of the various individuals on the development team. One of these women was notorious for dyeing her hair, so her in-game equivalent appears with differently coloured hair every time she takes off her space helmet.
  • Zak’s pet goldfish is named Sushi.

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You Got RPG in my Fighting Game

Combining genre staples has been around for a long time. It’s a technique that, when well executed, can create some really interesting experiences.

But is it applicable to fighting games?

snap00065 You Got RPG in my Fighting Game

Are character-levels a good idea in a fighting game?

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Deductive Puzzles

Adventure games are filled with their fair share of sleuthing, so why do they often turn into a parody of MacGyver?

Well, gameplay, of course. Browsing the scenery for usable objects — whether they can be picked up or not, and whether they can be used by themselves or in conjunction with other objects — is the interactive cause-and-effect bit.

macgyver Deductive Puzzles

Way too many designers have asked themselves that very question.

Considering how many adventure games revolve around solving mysteries, though, it’s surprising that so few of them rely on the player’s deductive skills. Instead, the audience is often stuck doing all sorts of illogical things, especially on a micro level. There’s usually a clear goal, but getting there is a matter of figuring out the logistics, not the mystery.

Now relying on the player’s deductive skills can be a big challenge. It’s not the most casual concept, it can be difficult to keep all the details of the “big picture” in one’s head, and even small discrepancies between the player’s conclusions and the designer’s intentions can result in an impasse.

Still, it’s not impossible.

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