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Audio&Games

Creative process and critics

Rock Paper Shotgun talking about Full Throttle:

On release, Full Throttle was perhaps the first sign of adventure fatigue from critics. It was 1995, and the flawless DOTT and S&M had in years past rightly received rave reviews from everywhere, inducing everyone else in the industry to try to copy. The press were perhaps looking to take LucasArts down a peg, and Full Throttle provided the opportunity. It was short, the puzzles were simpler, and it had some absolutely god-awful action sequences. It didn’t receive a drubbing, of course – but it did represent the beginnings of the tedious decision that the time of the adventure was coming to an end.

They. Were. Trying. Stuff. Out. It’s something that critics get-but-don’t-get most of the time. Creative people try things out, find a recipe. They use that successful recipe for a while. Then they want to switch it up, change things. Consolidate, reduce, add.

Short? Yes, because we’ve known for a long time that people don’t finish games.

Simpler? Yes, because we’ve known for a long time that people hate difficult, convoluted puzzles.

Action? Yes, because we’ve known for a long time that people like action a lot.

Yes, most of the time it doesn’t do as well as previous output but… That doesn’t really matter because the reasons for changes are not stupid and if you want the old stuff, it’s still around.

We’re here now in 2017, where the most popular games have some narrative going on like Uncharted or Thimbleweed Park or Mass Effect. Adventure games never really died, that was a headline trick. That’s what I dislike with journalism/coverage of creative stuff: pushing a narrative when really, there’s none.

We just create entertainment and try to sell it to continue to create entertainment. If you want to write about that, dive into the design and business decisions that are shaping games but don’t go for the kind of lazy and obnoxious “X is dead” or “Y is everything now”.

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