Here are a few notes from me:
- Mix it up
Searching for list after list of hidden objects can get tedious after a
while. Give us some story, mini-games or different ways to find
hidden objects occasionally. Typically, we have a few ways of finding
objects: Lists, silhouette (which some people don't like), pictures of
the item, even poems. By mixing it up and giving us variations, we're
less likely to get bored.
One game I played had you find items by showing you a sepia sketch.
This added to the difficulty without saying, "HERE! This is exactly
what you're looking for!!"
I think the reason why adventure-HOGs are so popular is exactly because
we need a little variety. Moving about where WE want to go breaks it
up and makes us feel like we have more control.
- Make it relevant!
If you're going to add mini-games (which so many do), have them
actually be pertinent to the story! This, also, is important to the
immersiveness of a game. If we're in the middle of a heart-racing
situation, suddenly stopping to play a nice game of chess doesn't make
any sense.
- Don't insult our intelligence
We don't need (or want!) every mini-game to be so difficult that
there's no way we could figure it out, but please don't make them so
easy that they take no thought at all.
- Give us an option
Add a SKIP button. Some people don't like a lot of reading, some don't
like to play mini-games. Yes, they both add to the fun, length and
immersiveness of a story, but it should be our choice how immersive we
want it to be.
- What's with the sparklies??
PLEASE don't give us unsolicited hints! This is exactly the issue I
had when I beta-tested Tamara the 13th: Too much hand-holding and
unwanted hints! The game is beautiful, but the fact that you don't
have to think for yourself - at all - is really a turn off.
- Proofread
I don't know how many times I've seen complaints about this. One or
two spelling or contextual mistakes are excusable, but consistently
throughout the game? Not acceptable for many people. If the story and
gameplay are good enough, I can ignore it, but it really throws off the
all-so-important immersive feeling.
If the game to be translated into other languages, get someone who not
only knows the language, but is a native speaker to help with the
translation and proofreading! Yes, I know it is more expensive, but it
will really lend credibility to your project, hence earn you more in
the long run.
- Make it era-appropriate
Nothing will break the spell of a good story like seeing an electric
blender in Medieval times. If you're portraying a certain period in
time, at least double-check to see if questionable items belong there.
ie. A little research goes a long way!
- The Music
Music will add a lot to a story, and I'm not saying you have to have a
full orchestra with an all-original score... but at least make it
something we can listen too. If you absolutely must have annoying
music, at least give us the option to turn it off separately from the
voice (if there is a voiceover) and the sound effects!
- Break out of the norm
I'm sure I'm not the only one who is getting tired of the forumlaic
"Search three scenes. Story. Advance to three new scenes (and unable
to go back to old scenes). Story. Repeat," type of gameplay. Look
left, look right, look forward. Look left, look right, look forward...
it gets a little old, even with an original story. Doing something a
little different would be a pleasant surprise.
- Brightness Control
Witch's Prison is brilliant all around, but I was shocked when I saw
the Brightness Control option, as I'd never seen that available in any
game. I and many others LOVE this option, so as Grammaton says, "Also
consider putting in a brightness adjustment. Simply because all
games should have that."
- Mix it up
Searching for list after list of hidden objects can get tedious after a
while. Give us some story, mini-games or different ways to find
hidden objects occasionally. Typically, we have a few ways of finding
objects: Lists, silhouette (which some people don't like), pictures of
the item, even poems. By mixing it up and giving us variations, we're
less likely to get bored.
One game I played had you find items by showing you a sepia sketch.
This added to the difficulty without saying, "HERE! This is exactly
what you're looking for!!"
I think the reason why adventure-HOGs are so popular is exactly because
we need a little variety. Moving about where WE want to go breaks it
up and makes us feel like we have more control.
- Make it relevant!
If you're going to add mini-games (which so many do), have them
actually be pertinent to the story! This, also, is important to the
immersiveness of a game. If we're in the middle of a heart-racing
situation, suddenly stopping to play a nice game of chess doesn't make
any sense.
- Don't insult our intelligence
We don't need (or want!) every mini-game to be so difficult that
there's no way we could figure it out, but please don't make them so
easy that they take no thought at all.
- Give us an option
Add a SKIP button. Some people don't like a lot of reading, some don't
like to play mini-games. Yes, they both add to the fun, length and
immersiveness of a story, but it should be our choice how immersive we
want it to be.
- What's with the sparklies??
PLEASE don't give us unsolicited hints! This is exactly the issue I
had when I beta-tested Tamara the 13th: Too much hand-holding and
unwanted hints! The game is beautiful, but the fact that you don't
have to think for yourself - at all - is really a turn off.
- Proofread
I don't know how many times I've seen complaints about this. One or
two spelling or contextual mistakes are excusable, but consistently
throughout the game? Not acceptable for many people. If the story and
gameplay are good enough, I can ignore it, but it really throws off the
all-so-important immersive feeling.
If the game to be translated into other languages, get someone who not
only knows the language, but is a native speaker to help with the
translation and proofreading! Yes, I know it is more expensive, but it
will really lend credibility to your project, hence earn you more in
the long run.
- Make it era-appropriate
Nothing will break the spell of a good story like seeing an electric
blender in Medieval times. If you're portraying a certain period in
time, at least double-check to see if questionable items belong there.
ie. A little research goes a long way!
- The Music
Music will add a lot to a story, and I'm not saying you have to have a
full orchestra with an all-original score... but at least make it
something we can listen too. If you absolutely must have annoying
music, at least give us the option to turn it off separately from the
voice (if there is a voiceover) and the sound effects!
- Break out of the norm
I'm sure I'm not the only one who is getting tired of the forumlaic
"Search three scenes. Story. Advance to three new scenes (and unable
to go back to old scenes). Story. Repeat," type of gameplay. Look
left, look right, look forward. Look left, look right, look forward...
it gets a little old, even with an original story. Doing something a
little different would be a pleasant surprise.
- Brightness Control
Witch's Prison is brilliant all around, but I was shocked when I saw
the Brightness Control option, as I'd never seen that available in any
game. I and many others LOVE this option, so as Grammaton says, "Also
consider putting in a brightness adjustment. Simply because all
games should have that."



