I know where I have to go, just down the ladder, but there’s a goat in the way and it’s mean. I surely have to find a distraction but I have scoured, and I mean scoured, the available locations and nothing have I found. I’ll check the online walkthrough, NO, be strong, you can do this. The bar, I only gave that a cursory scour, I’ll check there again. A towel; the game has let me pick up a towel; and I can use the towel to whip the goat, of course!
Point and click adventures make you stupid through desperation. They make you think that a toilet brush and a bouncy ball will go together to make something useful, they make you think that talking to the man a fifth time will make all the difference and they make you think that a towel can distract a goat. They are difficult, they are infuriating and I love them.
My love began with Broken Sword: Shadow of the Templars, a game that I believe to be underrated. It is beautiful, it is well written and above all it completely engrossed me from start to finish. To this day it is one of the few games I have completed multiple times, not because the second or third play through was any different but just to experience the story again.
Nowadays games have moved on from the 2D majesty of Broken Swords 1 and 2 but something that still draws me to a game is a good storyline.
Heavy Rain is a fantastic game with some true innovation and an interesting and often complex story. If there is one criticism of the game, however, it’s that it trades gameplay for storytelling. Quick-time events are used a fair bit and often it feels like you’re reading one of those books with decision points, prompting you to “turn to page 39 to enter the cave”. This isn’t necessarily a bad thing and Heavy Rain still stands as one of the finest games ever made (a list that Broken Sword should be on), but it highlights that games seem to have a choice between story and gameplay, a choice that is likely to see story lose out. Games can be hugely successful with rubbish, little or no story as long as they are fun to play, this will always be true. On the other hand, a cracking storyline doth not a good game make; so if a choice has to be made, story will fall to gameplay. But maybe it’s time to buck this trend.
Telltale Games’ The Walking Dead is a modern point and click adventure and it’s success suggests that gamers are becoming more interested in story. You control the character of Lee as he tries to survive and protect his companions thorough the zombie apocalypse. Choice making and conversation dominate the gameplay and good scripting and voice acting play out the plot based on the popular comics. Suffice to say I think it’s excellent, a well made immersing experience; but in my play through of the first episode I never did anything stupid. This may be a modern point and click, but it’s not a modern Broken Sword. Like so many other game types it seems that the challenge has been lost, to a degree, in this generation. Good games with good story lines are, however, being made and this is wonderful. Telltale games and Quantic Dream are at the forefront of this and I’m very excited to see what they do next.
Today the best games often get by on good gameplay and good writing, and there’s nothing wrong with that. But I hope that story can start to become a bigger part of gaming and who knows, maybe soon I will once again be trying to move ill-tempered animals with hand drying equipment.