Every system has its pros and cons, but I think the 80s way of mixing verbs and a graphical interface was a good trade-off. The problem with that path is that it reduces the number of actions you can associate to an object, and also hides the choices available until you hover on the said objects. This system provided a kind of balance between the almost unlimited universe of actions possible in text adventure games, and the games that used only graphics – such as the later iteration on the genre that went much further by removing verbs all together, introducing pull-down actions directly on objects based on the context. Natural evolution led to choosing the verbs that were the most frequently used, and having the gamer combine such verbs with objects on screen. Graphical adventure games introduced visuals, and with the advent of the mouse, pointing and clicking on objects and characters became a thing. The verb-based system was an evolution following the text-only adventure games of old, where you had to type commands word by word to unlock the next paragraph of text. The first thing you notice with Thimbleweed park is that it plays on nostalgia, by reusing the typical verb-based system of older graphical adventure games (select a verb, click on an objet to formulate an action), and its presentation based on pixel art.īefore talking about the game and all, I think it’s worth focusing on these two decisions. Broken Age by Tim Schaffer was rather disappointing (especially the second act), so I was eagerly waiting for Ron Gilbert’s take on this almost dead genre. After many years of obscure blackout of adventure games, it seems like there is a kind of revival, especially following the release of Broken Age and the remastered editions of older LucasArts games.
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