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Topic: The "Syberia is overrated" thread

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All Forums : [Adventure Games Forum] : The Hot Spot > The "Syberia is overrated" thread
3 JUN 2008 at 4:30pm

JKing

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Originally Posted By Terry Penrod (3 JUN 2008 4:23pm)
For example, in the realm of tactical strategy and pure fun, the Worms series is great. But compared to most hard-core PC strategies (turn-based or real-time), it is child's play.

I'd rather think that Worms would classify first as a party game, Terry.  It works well as a strategy game, but it's far more fun when you're sitting around a computer with friends---which will often lead to premature launchings, accidental jumps into the drink, etc.  Much fun.


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3 JUN 2008 at 6:05pm

Terry Penrod

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Worms is definitely a party game JK and one of the funniest franchises around. But my point was that just because a game is easy / simple does not mean it can't also be of very high quality and lots of fun. The Rayman series is another example but in the whacky action-adventure / platformer category.

Conversely, there have been some truly dreadful games that featured extremely high degrees of difficulty. Some were hopelessly bug-ridden, some just plain boringly derivative copies of better games, and others were poorly designed with terrible control schemes and awful AI.

The problem I see here is that some hard-core PC AG fans didn't like Syberia (mostly) because it was just too easy for them. But it wasn't made for hard-core players, it was made for a much wider audience. For them, it actually provided plenty of challenge. For those of us who were willing to accept the game for what it was, it had ultra high production values and (IMO) a solid original story with compelling characters and interesting settings.  

Cheers, Terry  

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5 JUN 2008 at 12:45pm

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Originally Posted By Terry Penrod (3 JUN 2008 4:23pm)
Another example would be Action-RPGs like the Diablo series, which many hard-core CRPG fans think is simple-minded junk that doesn't deserve to be labeled RPG.

you couldn't have picked a better example terry... i do not play rpgs... i LOVED diablo... i loved it for that reason, its simple-mindness, no hassle straightforward gameplay... but... i do NOT play rpgs... i perfectly understand rpg fans trashing the game... the fact that it appealed to me, the non-rpg player, didn't make it a good rpg, it just made it an rpg that appeals to the non-rpg masses... exact same with syberia

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5 JUN 2008 at 1:49pm

Terry Penrod

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Originally Posted By Aya (5 JUN 2008 12:45pm)
 
Originally Posted By Terry Penrod (3 JUN 2008 4:23pm)
 
Another example would be Action-RPGs like the Diablo series, which many hard-core CRPG fans think is simple-minded junk that doesn't deserve to be labeled RPG.  


you couldn't have picked a better example terry... i do not play rpgs... i LOVED diablo... i loved it for that reason, its simple-mindness, no hassle straightforward gameplay... but... i do NOT play rpgs... i perfectly understand rpg fans trashing the game... the fact that it appealed to me, the non-rpg player, didn't make it a good rpg, it just made it an rpg that appeals to the non-rpg masses... exact same with syberia  

 

In Diablo's case, it spawned the PC sub-genre, "Action-RPG" because it was as much an action title as it was a role playing game.

The problem with Syberia is that it did not combine the major gameplay elements of two or more main genres in order to broaden appeal. It was just a very easy (but still pure) point & click PC adventure. So there isn't a convenient, non-judgmental way of recategorizing it for general discussion - other than perhaps labeling it as an interactive fiction novel with light puzzles aimed at a large audience including beginners.  

In both cases, the games were extremely polished, nicely packaged, and virtually bug free. Few would agrue that in every other way (except relative level of difficulty), Syberia was superb compared to most commercially produced PC games. So again, what we're really talking about here is our own preferences / expectations as opposed to the stated intent of the developer and publisher.

Cheers, Terry


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5 JUN 2008 at 5:53pm

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Originally Posted By Terry Penrod (5 JUN 2008 1:49pm)

In both cases, the games were extremely polished, nicely packaged, and virtually bug free.


I'm not sure why you posted that, as a game's QA has little to do with it's worth. There are plenty of bug ridden games that deserve massive praise, and many polished titles which are crap. What makes a good adventure game is the story, puzzles and other gameplay considerations. Presence (or lack thereof) of bugs or crappy packages have little to do with how well the game plays.



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5 JUN 2008 at 6:09pm

Steve V

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Originally Posted By avatar_58 (5 JUN 2008 5:52pm)
Originally Posted By Terry Penrod (5 JUN 2008 1:49pm)

In both cases, the games were extremely polished, nicely packaged, and virtually bug free.


I'm not sure why you posted that, as a game's QA has little to do with it's worth. There are plenty of bug ridden games that deserve massive praise, and many polished titles which are crap. What makes a good adventure game is the story, puzzles and other gameplay considerations. Presence (or lack thereof) of bugs or crappy packages have little to do with how well the game plays.



Not sure about this Avatar, for example there was a bug in Evil Under the Sun when it first came out that caused the entire screen apart from Poirot to turn white when you were in 2 different locations. There was a workaround where hitting F2 and F3 to quick save/load would get you back in the game again and allow you to continue until the next white screen crash. This caused many many players to just uninstall the game in frustration, I put up with it because each crash only took you out of the game for about 20 seconds, but I could understand why other people didn't feel it was worth the hassle.

Also Madden football players have been waiting about thirteen years for one particular bug in that game to be fixed and while it's a minor issue related to Punt returns, it has actually caused a few players to say they won't buy the game again until they know its been sorted out.


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5 JUN 2008 at 6:39pm

Terry Penrod

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Originally Posted By avatar_58 (5 JUN 2008 5:52pm)
 
Originally Posted By Terry Penrod (5 JUN 2008 1:49pm)

In both cases, the games were extremely polished, nicely packaged, and virtually bug free.


I'm not sure why you posted that, as a game's QA has little to do with it's worth. There are plenty of bug ridden games that deserve massive praise, and many polished titles which are crap. What makes a good adventure game is the story, puzzles and other gameplay considerations. Presence (or lack thereof) of bugs or crappy packages have little to do with how well the game plays.
 

Every aspect of a commercially produced game reflects on its quality.

That includes not just the gamplay elements and in-game content (story, plotting / pacing, characters, dialog, voice acting, music, sound effects, cut scenes, animations, and other graphics) but also the interface design, controls, player options, ease of installation, programming, AI, physics, quality assurance / compatibility testing, instructions / manual, packaging design, and even the official website.

My point above is that in every area other than degree of difficulty (which was perfectly suited for the wider intended audience), Syberia was a superb product - not just good or very good, but superb.

Your or my personal preference for much harder puzzles and your apparent dislike of the story, etc. are of no real consequence in the grand scheme of things. Syberia received oustanding reviews and high ratings because it deserved them, whether you agree or not.

Cheers, Terry  


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5 JUN 2008 at 11:08pm

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it doesn't matter if a game is superb in all aspects except one, when that particular one is among the (if not the) most important aspect... if you make a superb fps in all aspects but give the player 2 crappy weapons, it will not be a superb fps... if you make a superb strategy game in all aspects except the ai, which will do all kinds of inane moves, it will not be a superb strategy game... if you make a superb adventure game in all aspects and virtually have no puzzles, you will not have a superb adventure game... for the gamers who want a good game for the genre they love, and not to casually kill some time, the important aspects are what matters most, and not how shiny and polished the product looks... that is not subjective, it is a fact, and will be backed by any serious gamer from any genre... and the puzzles in syberia were not easy, they were practically non-existent... simon 4 had dead easy puzzles, but you knew/felt there were puzzles there... syberia was "click where the little halo-cursor shines and the game will eventually end"

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5 JUN 2008 at 11:50pm

Terry Penrod

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Originally Posted By Aya (5 JUN 2008 11:07pm)
 

it doesn't matter if a game is superb in all aspects except one, when that particular one is among the (if not the) most important aspect... if you make a superb fps in all aspects but give the player 2 crappy weapons, it will not be a superb fps... if you make a superb strategy game in all aspects except the ai, which will do all kinds of inane moves, it will not be a superb strategy game... if you make a superb adventure game in all aspects and virtually have no puzzles, you will not have a superb adventure game... for the gamers who want a good game for the genre they love, and not to casually kill some time, the important aspects are what matters most, and not how shiny and polished the product looks... that is not subjective, it is a fact, and will be backed by any serious gamer from any genre... and the puzzles in syberia were not easy, they were practically non-existent... simon 4 had dead easy puzzles, but you knew/felt there were puzzles there... syberia was "click where the little halo-cursor shines and the game will eventually end"  

 

But Aya, compared to other well established game genres, sales figures for PC AGs have been really pathetic for years now. Syberia actually made a decent profit, specifically BECAUSE it was so easy. It targeted a larger, wider audience of novices / beginners / casual gamers with a story and characters that obviously appealed to them, in a very clean, highly polished package. In other words it succeeded in accomplishing exactly what the developer and publisher set out to do. In the process, it also introduced many new players to the classic PC AG genre - people who would never ever have done so if the difficulty level was noticeably higher.

Conversely, a sure-fire formula for relatively weak sales and low profits or even financial ruin is one that appeals ONLY to hard-core PC AG fans like us and employs lots of expensive talent to produce. Sorry, but that's just the way it is. The Myst Series is history and our little niche simply no longer appeals to many people in this world. Moreover, everyone in the game development / publishing profession knows it, along with their investors, shareholders, and the entire gaming media. Sokal and Microids knew it too - so they decided to go another way and it worked like a charm.

Again, Syberia is unquestionably a PC AG in the classic sense and the game deserved all the excellent reviews, good ratings, and healthy sales numbers it garnered. That same formula could also be used to create many more easy, beautifully executed AGs / interactive novels that would probably sell quite well. So I fail to see the problem.

Cheers, Terry


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6 JUN 2008 at 1:44am

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I played Syberia when it first came out and it really was, like, .... WOW... what pretty graphics.  The beauty of the environment drew me into the story really quickly.  The puzzles were easy enough not to impede gameplay for more than a couple of hours and the story appealed to a huge number of new pc gamers as well as the teenage and female segments.

I know this because I practically lived on the Syberia forum dishing out hints and solutions to people from all around the world.  It was fun to see which country had just had it released.  I remember when the Portuguese came onto the site and the Russians.  Various nationalities came en bloc, stayed around for a month or so and then vanished.

They all enjoyed the game.  For many it was their very first gaming experience and a huge number of them were teenagers.  They took away a positive opinion of the genre and hopefully they found other games to enjoy.

I believe that's what the makers intended it to be and I enjoyed it enormously.  Never once did I feel like quitting.  There will always be weak spots in every game where a player thinks it could have been harder, better, tighter written, etc.  That's personal taste.  But when Syberia came out in 2001 it really was a significantly clever and beautiful gaming experience.  There were no bugs; the interface controls were simple; people loved the music; there was no murder or violence; no swearing or drug references - nothing to offend children or families.  It was well designed and executed and delivered a profit simply because of its mass appeal.  It cannot be condemed because of that.

As for the deficiencies in the storyline - sigh - I think those became obvious in part 2 and I cannot deny I rail about them - BUT - for a great number of people those holes were forgiveable or not even noticeable because Sokal got everything else so spot on.    

And how many AGs manage to achieve only the perfect score on all the elements?  

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6 JUN 2008 at 12:16pm

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Originally Posted By Terry Penrod (5 JUN 2008 11:50pm)
Syberia actually made a decent profit, specifically BECAUSE it was so easy.


This may or may not be so and there's no way of knowing for sure, but I have a different theory. I believe that the majority of the people who played Syberia used a walkthrough for the entire game or at least large parts of it, so its difficulty level made little difference anyway. My guess is that Syberia sold so well because it looked good, sounded good, had a good story, and the wider audience could not care less about the puzzles.

When I'm making a game, my line of thought is this: Since most people are going to use a walkthrough anyway (the ratio of those who buy DITR to those who ask for a walkthrough is .78 at the moment; I reckon the rest find it without asking), why not satisfy those few who want to be challenged with some hard, challenging puzzles as well? Furthermore, I find nothing admiring in an easy game. From a developer's point of view, even a small and insignificant one such as myself, loading a game with piece of cake, obvious puzzles is the lazy way out. Coming up with thought provoking and challenging situations on the other hand is the real challenge.

Do you like classic adventure games? Check out Diamonds in the Rough!


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6 JUN 2008 at 1:30pm

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@terry: sales have nothing to do with quality... sorry, but whoever believes otherwise is severely deluded... similarly to all other media (esp music), things get dumbed down a lot in order to appeal to the lowest common denominator, ie the [s]sheep[/s] masses, who require quick, easily digestible stuff (which is what syberia was, regardless of its high qualities in certain areas)... so judging a piece of work like music, movie or game by how much it sold just doesn't apply (without saying that quality never sells, it's just 5% of the total)

Originally Posted By Caroline (6 JUN 2008 1:44am)
But when Syberia came out in 2001 it really was a significantly clever and beautiful gaming experience.  There were no bugs; the interface controls were simple; people loved the music; there was no murder or violence; no swearing or drug references - nothing to offend children or families.  It was well designed and executed and delivered a profit simply because of its mass appeal.  It cannot be condemed because of that.

nobody condemned it because of that... for at least 15 years before syberia there were dozens of adventure games that fit your description... syberia didn't do anything new... the mass appeal came because of the reasons mentioned above... and nobody condemns mass appeal either... the whole point of this thread is that syberia is overrated, which it certainly is, and that mass appeal doesn't by any means mean quality

and, to repeat before it gets forgotten among all the other arguing, that i enjoyed playing syberia... it was a pleasant gaming experience... but as an overall adventure game it was fair

You have gotten the attention of the mysterious lady. She turns to face you. Her face is devoid of any flesh. You are frozen with horror as she begins ripping your body into a bloody mess.


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6 JUN 2008 at 3:29pm

Terry Penrod

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Aya, I never said that sales were an indication of quality. I said that the developer and publisher set out to appeal to a bigger, broader audience and they succeeded. They did so by offering a beautifully crafted game that specifically did NOT require any previous AG experience or any particular knack for solving difficult puzzles.

Why anyone would then challenge the game's obvious high quality / production values because it was easy (as it was meant to be) is beyond me.

Remember that level of difficulty or sophistication has absolutely nothing to do with quality. Most animated Disney films are world-class productions but they are mainly aimed at kids. The stories are very simple and the characters, dialog, and song lyrics are geared for children. However, they are super high quality entertainment products that make a ton of money BECAUSE they appeal to a very large, wide audience. They do not require any interpretation or instruction. They can be enjoyed as pure entertainment by litttle kids, older kids, whole families, and older adults that prefer really well made, non-graphically-violent, non-sexual movies with happy endings.

All I've done is apply the very same standards to Syberia and IMO it passes the test with flying colors. It was a superb AG in every sense that was designed specifially NOT to be a typical brain-teasing puzzle fest that most people need a walkthrough to even approach. The reviews stated clearly that it was quite easy / suitable for beginners and that clicked with people. So it sold well and the sales numbers were simply a bi-product of a highly successful effort to provide a world-class AG with broad appeal.

Cheers, Terry

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7 JUN 2008 at 4:15am

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I knew Syberia was popular but wow so many defenders. Very interesting read here and begs me to make a few comments. I am not a big Syberia fan but I heartily agree with Terry's post directly above. For me the story is primary and character development is a close second. Puzzles? Well I don't care if I ever see another one. I don't mind puzzles as long as they contribute to moving the story along. For example the object you need is on the other side of a door. The only way in is through the door. Fine figure out how to get in. That is legitimate. But baking cookies ala Still Life! Give me a break what an insult to any gamer. Too many games do the Still Life route. So yes give me a story with interesting characters even if they are annoying, aka Oscar! Bye the way Sokal why is it Kate had to do everything while useless associates only got in the way?

Another question, Just what do all you people have against the dreaded walk- through? I mean if you don't like them don't use them but to rail constantly about them is ridiculous. It is not like their existence effects the game if you don't use them. There was a song out several years ago by the Eagles called "Get Over It" Rather than rant about hints/walks etc put the head phones on and listen to Don Henley spell it out.

As to Syberia not my favorite game by a long shot, however, it does belong on the top twenty or so lists. That's evidenced in this thread. Now tell me Keepsake is a %&*$* game. I doubt it would get pages of defenders. Balanced against the hundreds of garbage games churned out Syberia looks darn good. Isn't that where top game list come from. Game A measured against Game B? Again that is where Syberia shines.

But there is room for everybody and no one will agree on which style of Adventure games is best. I will never put a game like Myst on a top ten list. Because I don't like that style of game it is the same thing for puzzle game fans, their list will look a lot different than mine. Nothing wrong about that but angst over walk throughs, that's ridiculous. No I don't make a practice of using them the answer? Don't read them.

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9 JUN 2008 at 11:45am

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I liked both games..... and they both bugged the hell out of me....  I loved this bit and hated that bit.  No wonder it polarises gamers.

Check out the "My thoughts" sections on my walkthroughs.

http://members.optuszoo.com.au/~shell.e/syberia

http://members.optuszoo.com.au/~shell.e/syberia2

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15 JUN 2008 at 4:43pm
Deleted UserWell, I’ve just finished playing through the first Syberia, and I must say that I actually agree with both camps of posters above. At first, when I started playing, I was wowed by the beautiful artwork and the polished interface and lovely graphics for a game this old. I just loved the surreal atmosphere, the lovely music, and,  comparative to most other games, excellent voice acting; in short, as Terry said; -excellent production values.

I wasn’t too bothered by the lack of ‘get-your-teeth-into-it’ puzzles during the first act, as I was still wowed by the strange story, etc. and was still getting a feel for the game. However, by the second act and onwards, I did start getting severely irritated by the lack of challenge, and I did get the distinct feeling that I was simply clicking my way through an interactive movie.
My kiddies have these interactive stories – let’s say 3 little Pigs, where you choose the narrator, and you can click anywhere in the picture for a little animation, but click on the arrow, and the story relentlessly progresses, notwithstanding the specific input of the person clicking. This is how it started to feel.

I reckon this kind of criticism could have been prevented by including a variable difficulty feature – definitely not a new concept in the videogaming world. How about a level where the little cursor would not change to show you exactly what to do next?
How about a few harder puzzles that could have contained a hint system such as that of the much maligned Keepsake? (A game, it seems, that I am the only person in the entire world in liking, and which, to my mind, had some pretty nice puzzles which were only somewhat marred by idiomatic language /cultural differences, the developers not being English)

All in all, I’m glad I played Syberia, and now know what it’s all about. I will also attempt Syberia 2.
I do agree, though, that it is a pity that a bit more effort wasn’t put into the “puzzle issue” to have made the game slightly more challenging to more seasoned gamers.


15 JUN 2008 at 5:49pm

Terry Penrod

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I agree Traveler that some sort of variable difficulty scale would have made the games much more appealing to hard-core PC AG fans like us. But that would have added quite a bit to the production time / costs and it very well could have lessened the appeal to novices, casuals gamers, etc. So I still view that as a strategic business decision which in all fairness, worked very well.

The game was rated as easy and most all the reviewers stressed that Syberia didn't require much if any experience with or aptitude for solving difficult puzzles. That resonated with a pretty wide spectrum of buyers and it accomplished what the developer / publisher set out to do.

Again, I fail to see how anyone could read those reviews and not be aware that the games were very easy compared to most PG adventures aimed at avid adult fans. I simply went into them knowing that and enjoyed all the many other superb aspects you mentioned.

Cheers, Terry

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15 JUN 2008 at 6:51pm

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It's strange but, from reading the posts, the main complaint seems to be that people played it looking for a challenge and were disappointed. Admittedly there were other things, people who, for whatever reason, failed to appreciate the plot and people who found the controls difficult to use.

In the case of the first two, the problem is more the expectations of the players than anything wrong with the game. As for the third, well I don't recall having any problems with controls but if you did, then yes, this could be held against it.
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15 JUN 2008 at 7:40pm

Terry Penrod

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The controls and interface in Syberia were about as seamless and simple as they could be. It has also been pointed out that the whole "Kate walks too slow" complaint is nonsense - as double clicking makes her run at a good pace. The game had no major bugs reported and any technical problems people may have had were probably due to user error / outdated drivers / other third-party programs running in the background or just plain inadequate system specs (although that's hard to imagine since the system requirements were so low and it officially supported Win 95, 98, 98 SE, ME, 2000, and XP).

Cheers, Terry

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15 JUN 2008 at 7:57pm
Deleted UserYes, Terry; point taken. Are you sure your'e not in the employ of Mr Sokal and co.?

Originally Posted By Lurker01 (15 JUN 2008 6:51pm)
It's strange but, from reading the posts, the main complaint seems to be that people played it looking for a challenge and were disappointed. Admittedly there were other things, people who, for whatever reason, failed to appreciate the plot and people who found the controls difficult to use.

In the case of the first two, the problem is more the expectations of the players than anything wrong with the game. As for the third, well I don't recall having any problems with controls but if you did, then yes, this could be held against it.

I thought the plot was good, original and very easy to follow.
To clear up a minor point: Kate didn’t just randomly decide to take off on a wild goose chase, it was her job.
It was required of her to find Hans Voralberg, otherwise she would be fired. As I see it that means she didn’t really have much of a choice to try and find him. ([spoiler midtext]Well that is, -at first, of course. By the time she willingly followed, her relationship with Dan was history anyway)

Regarding the controls: I cannot for the life of me imagine how anybody; be it even a 100-year old granny who has never seen a PC in her life before, could have found the controls difficult. I ask you, how much easier and more intuitive could they possibly be? OK, maybe the cellphone could have given slight problems to a person such as mentioned above; but otherwise, all that was needed was to click a mouse.
And the cursor shows you exactly where to go and what to do next. Just click where the cursor changes. Want something out of inventory? Just click on it.
I would have put the simple and elegant design of the interface and the incredibly intuitive controls as a plus-point for the game; it shows good design.

Which reminds me of a point I thought of earlier while reading the thread earlier; a comment by avatar 58:
Originally Posted By avatar_58 (5 JUN 2008 5:52pm)
Originally Posted By Terry Penrod (5 JUN 2008 1:49pm)

In both cases, the games were extremely polished, nicely packaged, and virtually bug free.


I'm not sure why you posted that, as a game's QA has little to do with it's worth. There are plenty of bug ridden games that deserve massive praise, and many polished titles which are crap. What makes a good adventure game is the story, puzzles and other gameplay considerations. Presence (or lack thereof) of bugs or crappy packages have little to do with how well the game plays.

…er excuse me sir, but I beg to differ with you in the extreme on that one. Games have been known to have been entirely sunk because they were bug-ridden and/or technically not well finished off. I remember reading in the annals of gaming history, how  a certain version of the pack-man game, which had been much anticipated, was entirely –physically buried.
The game had so many customer returns, that the publishers eventually had the entire consignment of games that had been released to the public, recalled, and the physical game-boxes were literally physically plowed into a huge land-fill.
I’m not sure if I remember correctly, but I think they might have built a parking –lot over the site of the buried games.

I myself, although a lover of the Gothic games, could at a certain point simply not continue with the original version of Gothic 3; -different bugs had piled up to make the game unplayable. Many other people had similar problems. The fact that the problems were only addressed much later in a patch, contributed considerably to tarnish the image of these otherwise well-thought out and original games. Shall I go on?

Even in absence of examples, I beg to differ from you, in principle.
If you bought a car, and it couldn’t bring you around the block once without conking out continually with a million technical problems, would you be happy with that make of car, and recommend it to your friends, based on the theory that it should theoretically be a good car, because in theory it has good specs?
I’m sorry, but I’m not buying that one. Not in a million years.

I find it a great plus, especially in today’s day and age of rushed-to-be-published-for-a-deadline games, to find a game that is a pleasure to play because gameplay is seamless and bug-free.


15 JUN 2008 at 8:16pm

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Originally Posted By TheTraveler (15 JUN 2008 7:56pm)
 
Yes, Terry; point taken. Are you sure your'e not in the employ of Mr Sokal and co.?  

 

No connection with Sokal or Microids whatsoever Traveler. However, I would love to hire Benoit as a designer / art director. In that capacity he is remarkably talented - and as stated earlier, IMO he is a better than average writer. His team was also very talented as were his creative and technical collaborators for music, voice-overs, sound effects, package design, etc.

In a nutshell, Syberia is one of the slickest and most tasteful total packages ever produced as an interactive game. It's only so-called "shortcoming" is the relatively easy degree of difficulty - which is what helped sell the title to a wider audience. So even that can't be used as a gauge for measuring or judging quality.

Cheers, Terry


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15 JUN 2008 at 8:43pm

JKing

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Originally Posted By TheTraveler (15 JUN 2008 7:56pm)
I find it a great plus, especially in today[ch8217]s day and age of rushed-to-be-published-for-a-deadline games, to find a game that is a pleasure to play because gameplay is seamless and bug-free.

Quite right!  There are many reasons I gave up on 'Indigo Prophecy', for example, but one of them was the ridiculously numerous and frequent crashes I encountered---and another way these silly action sequences which were anything but seamless.  It was a mediocre games besides, but the visuals might have kept me interested were it not for the abovementioned problems.
You can't kill someone in a studio.

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16 JUN 2008 at 6:20am

Lurker01

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Originally Posted By TheTraveler (15 JUN 2008 7:56pm)
Regarding the controls: I cannot for the life of me imagine how anybody; be it even a 100-year old granny who has never seen a PC in her life before, could have found the controls difficult. I ask you, how much easier and more intuitive could they possibly be? OK, maybe the cellphone could have given slight problems to a person such as mentioned above; but otherwise, all that was needed was to click a mouse.
And the cursor shows you exactly where to go and what to do next. Just click where the cursor changes. Want something out of inventory? Just click on it.
I would have put the simple and elegant design of the interface and the incredibly intuitive controls as a plus-point for the game; it shows good design.
I can't either, but there have been complaints over the control system. Comments like this:
I found the game navigation a little cludgy too. If I wanted to give Oscar something (a ticket, a permit, his feet... whatever), my natural instinct was to run up and click on him. Of course, you then click madly trying to get through the resulting conversation so that you could grab the item from the inventory. The dialogue system was a little annoying too - I wonder how many people just make Kate go up to each character and say everything it is possible to say until they get a reaction.
Actually, I think I might have made much more of that last point than I should have done. So actually, there are only two major complaints, both of which relate to the user having the wrong expectations.

Oh, and avatar_58, I'm not sure if you've realised this, but Syberia isn't about a lawyer who has to go on a journey to track someone down and make him sign a contract. It's about a young woman who starts out thinking that her life was fine with family, friends, a stable boyfriend and a decent job, only to find that it all starts to unravel quickly if she isn't around to maintain it and it probably wasn't as good as she thought it was to begin with.
"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." Albert Einstein

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16 JUN 2008 at 9:00pm

Steve V

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Originally Posted By TheTraveler (15 JUN 2008 4:43pm)

How about a few harder puzzles that could have contained a hint system such as that of the much maligned Keepsake? (A game, it seems, that I am the only person in the entire world in liking, and which, to my mind, had some pretty nice puzzles which were only somewhat marred by idiomatic language /cultural differences, the developers not being English)


Er, I am the other person who liked Keepsake  
I think people find it dissapointing because it isn't an epic tale of saving the world or uncovering grand conspiracies and you don't have a huge inventory of items to use at any one time. If you accept it for what it is, its a very good game in my eyes.

I can't comment on Syberia's plot or gameplay because I've never played it, but it has by far the most customer reviews of any game on Amazon.com and I guess because of its fame many gamers expectations are raised when they first play it, and they may wonder what all the fuss is about if it is as straightforward as has been stated here.

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17 JUN 2008 at 4:27am

Caroline

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That's actually what happened with Syberia 2.  The first one was so popular that the second game was eagerly awaited and then it was delayed, further increasing anticipation.  It was doomed to be disappointing when you consider how much hoopla had been generated.    In actual fact no.2 was just as pretty and on the same level.  The comments I heard from disappointed fans were mostly along the lines of annoyance at how Kate was simply left hanging at the end - but these people seemed to have become personally attached to the character.  

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