@boosegoose was not wrong. There is an abundace of OCD in these here forums…
Oh god yeah they’re the worst!
Back to the topic:
I would second those two things.
Beside that, Ron had implemented my other wishes already. The only thing would be a longer factory-part with more difficult puzzles. But this had to be done very carefully and I can live with the current state (and like it).
I’d say this applies to me too. I rarely saw Zak’s special scripting
I wouldn’t need puzzles per se but currently it’s a little sad that there is not much reason to spend more time in the factory and also the cemetery which is a shame because of those gorgeous backgrounds.
Which brings me back to this:
- This would also be a great opportunity to give the cemetery more significance: You could have your own tomb stone for every character that dies, i.e this game needs a permadeath feature!
This would also be a great opportunity to give the cemetery more significance: You could have your own tomb stone for every character that dies, i.e this game needs a permadeath feature!
Super controversial opinion incomming:
I honestly believe adding maybe a few more ways to die than just one wouldn´t have hurt the game.
End of controversy take out those pitchforks!
This may not be so controversial in this forum, I’m sure here are some people who can appreciate a nice death like they were in Maniac Mansion.
First off it adds some tension and with the games constant autosave the frustration having to redo a lot of stuff wouldn´t be an issue anyhow.
Talking about that a “shut off autosave” function would be nice.
three game modes instead of two might be ideal: casual, hard and masochistic
I agree - a game with dead endings could be fun if it’s not overdone and feels fare. For me Maniac Mansion achieve that balance perfectly.
I wouldn’t need puzzles per se …
For me the puzzles are telling the story (or at least pushing the story forward) in a good adventure game. So I would appreciate more puzzles in the factory.
… and also the cemetery which is a shame because of those gorgeous backgrounds.
Yes, I agree, but during playing TWP I didn’t miss more “action” on the cemetery. The cemetery in TWP was for me like the Azores in Indy IV.
Talking about that a “shut off autosave” function would be nice.
Nice would be more save game slots.
Yeah, missed opportunity there. There was actually some discussion about an achievement you could earn for wasting energy… you’d have to leave every light turned on (every light in every room of the hotel?), open every refrigerator and microwave, and leave all water faucets running. We decided not to do it, I think mostly because we just wanted to ship the game.
you’d have to leave every light turned on (every light in every room of the hotel?), open every refrigerator and microwave, and leave all water faucets running.
Totally agree. I’d have a hard time just testing that. The stuff of nightmares for me.
More possibilities to combine things
Motivation: IMO, TWP has not enough possibilities of “playful experimenting”. I think ZakMcKracken did a better job in this respect and gave the illusion of an “open world” or “sandbox game”. Back in the 80ies and 90ies we dreamed about games where everything is possible. In ZakMcKracken I can see this spirit, but TWP this dream seems a little bit forgotten. Reduction of combinations helps to reduce the complexity of the game for the player, however, once the game has been solved, it would be nice to activate an “advanced” mode that opens up much more possibilities for the player to combine things (even if not needed for finishing the game)
It would be interesting to hear if I changed the behavior of any kids playing the game… that would be cool.
Not me, unfortunately, as (a) I didn’t play the game until I was quite old and (b) my (grand-)parents wouldn’t leave this kind of education to a piece of software .
Now, to my shame, I have to admit that with the advent of energy-conserving LED bulbs, I feel less inclined to turn off the light. Maybe time to replay the game?
Yeah, missed opportunity there. There was actually some discussion about an achievement you could earn for wasting energy… you’d have to leave every light turned on (every light in every room of the hotel?), open every refrigerator and microwave, and leave all water faucets running. We decided not to do it, I think mostly because we just wanted to ship the game.
what kind of behavior are you trying to impart on children?