A better Indy movie than the last 2, IMO. I go back and replay it every so often.
> The Sam and Max episodes were pretty good
Some of them were funnier than others. It helps if you were attached to the characters having read the comics or watched the show. (The comics had the most concentrated humor - see: the comic about Dracula)
I recall the episode featuring the Abraham Lincoln statue running amok was very funny.
(Though I guess in the context of these games, that would be considered new-fangled.)
For those who are out of the loop:
> https://half-life.fandom.com/wiki/Aperture_Science_Material_...
Barely any adventure game has a puzzle that requires brute-forcing. The problem is rather that sometimes players don't have the same kind of thinking as the developers.
This issue can be aggravated if the player comes from a different culture or is playing a translated version of the game; for a famous example: the "monkey wrench" puzzle only works if the player is used the the US-American English name of the respective tool.
If the author has a solution in mind but it is not properly hinted, for most players brute force is the only option. In the case of point and click adventure games, if you don't think "I could stick the bubble gum to the mouse to run through the wall and grab the key" you are left trying every combination of item and action, which isn't fun.
And now, I'll go back yelling at some cloud.
Anyone can design a hard puzzle. Guess the number in my head. Unscramble this 200-character anagram.
The real magic is in the "Aha!" moments where the solver makes a connection and is able to proceed. Great puzzles are supposed to make the player feel like they are smart, not that the author is smart.
Many point and click games fall apart here. Brute force isn't fun. Games where you think you'll need something in the future but the game won't let you take it now just so you'll have to backtrack when the game wants you to do that aren't fun.
A lot of modern point and clicks are by people who don't understand that and think suffering and click mashing are the point. I don't remember much of playing Thimbleweed Park, but VirtuaVerse was very much that.
https://oldmanmurray.com/features/77.html
> Who killed Adventure Games? I think it should be pretty clear at this point that Adventure Games committed suicide.
What I quite like in Joe Richardson's Death of the Reprobate is that Joe breaks the fourth wall and admonishes the player character for feeling sad that Joe told him the puzzle solution and robbed him of a "Eureka moment". "IF THE PUZZLE DIFFICULTY IS PITCHED JUST RIGHT, THAT'S MY TRIUMPH, NOT YOURS" says Joe.
But the rest of your point stands. I keep reading young gamers complaining about adventures and role-playing games being “too difficult” whenever they don't put big flashing arrows on the next character or place to interact with. I cannot understand that: if one can solve a puzzle without grit, what pleasure does that bring? It's the same as watching TV.
I'd also observe that "brute force" here is an O(source * target) problem, where a source/target pair is some expressible command. e.g., you can't usually combine two locations on the screen, but you can try to combine any item with any screen location, and in some games, any item with any item. Some games add a term for "verb" to that as well, though most games nowadays wisely realize that's not really helpful.
You can see the core reason why people complain about "moon logic" isn't really that the logic is weird. I don't think that specifically bothers too many people. Often it's part of the fun in a way. The problem with "moon logic" is that it means I can't cut down on that search space with common sense or clever-but-grounded logic. In reality rubbing my cat with a piece of tape to pull some hair off of it so that I can wear that tape as a fake mustache is not a sensible option to consider, which is a real part of a real puzzle [1], not just something I made up. A game that consider that a solution to a problem is a game I have to rub everything on everything and it is not just "gamers being lazy" that they don't want to perform hundreds or thousands of possible actions, where all but one of them will result in failure, and depending on the game, some of them may even result in "game over". That's terrible design and that's not the player's fault.
[1]: The classic Old Man Murray article, for today's 10,000: https://www.oldmanmurray.com/features/78.html The rest of the puzzle isn't exactly a tour de force of logic either.
Partially agree, but I also think that they were victims of the graphic cards revolution where each year you could have shiny new GFX and visuals, and that drove new games development (and funding). But indeed being contrived and self-referential didn't help.
Or maybe adventure games were always a niche genre for a niche of people, it just happened that the niche of computer/console players in the early days coincided more.
True as well; the race towards photorealism and natural immersion (mostly first-person 3D across various genres) had an almost suffocative, and sometimes obliterative, quality.
That's a name I haven't heard in a long while. And the "Cat Stache Puzzle", once an infamous case-study of virtual insanity in game design, now nearly forgotten...
The boundaries can be blurry, and a puzzle can wrongly seem to fall into the tedious category because I'm missing something. But, in my opinion, classic adventure game puzzles too often really are arbitrary and boring.