MRY
Wormwood Studios
You need to switch to coinage, preferably heavy coins. And throw harder!
Thanks so much! We're working on another project, which should be longer. I'm glad you liked the banter (which obviously owes a lot to PS:T).
Filthy degeneracy.Also one big convenience function that got introduced by Simon the Sorcerer 2 and which I miss in every adventure in which it is missing since, is a key, that highlights all interactable objects on the screen. Pixel hunting shouldn't be neccessary.
Well, what can I say the game was so captivating that I finished it in one go. The high level of quality from the demo section definitely was kept in the rest of the game and I can recommend the game wholeheartedly to every fan of classical graphic adventures. I also loved the fact that there were multiple endings, and their composition.*snip*
The hotspot hunting (it's really not "pixel hunting" -- none of the hotspots are that tiny, and with one exception they all have a tooltip letting you know when you've found them) is something we're thinking hard about for the next game. From a gameplay standpoint, it's one of the biggest complaints we've gotten. But, like Aeschylus, Victor (the artist and co-creator) and I have an old-school mentality that is hostile to the light-up option.
One problem with the light-up button is that it changes the scene from a composition of visual elements into a scatter of functional elements. My only experience with that kind of a button is in RPGs, and it invariably results in my playing in a purely "unimmersed" fashion: I am oblivious to whether the treasure hotspot I'm clicking on is a corpse, a chest, a barrel, a pile of skulls, whatever. If it lights up blue, I click it, loot it, and move on. While that is not a particular problem in games where the visuals are not an important part of the experience (which I submit is the case when you're dungeon-crawling in NWN2 or something), I think it's a big problem with adventure games, particularly when we've got an awesome artist like Vic.
A second problem is that it would tend to discourage us from having a lot of hotspots. Whether we highlighted the hotspot (which presents its own problem, since our hotspots are frequently geometric approximations, not pixel-perfect outlines; pixel-perfect outlines would be a must, but would be more labor intensive) or simply had the tool-tip appear, if we have a large number of hotspots then the screen's aesthetics would be quickly compromised. Thus, to the extent one could avoid the psychological problem above, there would still be an aesthetic problem.
-snip-
To the extent the complaint is a legitimate one, I think we probably will be able to address it by more careful visual composition. Vic's style -- painterly, baroque, almost miniaturist -- is the cornerstone of Wormwood Studios, so we're not going to change it. But we may be able to use lighting, colors, animation, and other visual cues to point the player toward important hotspots. We will likely also use somewhat larger hotspots.
I mean, to some extent you can get that through art -- and Vic is a great artist. But you can't get all of it. (Perhaps this is what you mean by "an emotional or atmospheric cue," though.) (Let's set aside whether purple prose like that is good or bad. I'm just making a point at what can be conveyed.)He looked around the landscape. Drenched in the golden haze of late afternoon it seemed wonderfully tranquil and beautiful, though permeated with a sense of remoteness and even melancholy, like a scene remembered from one’s youth.