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In terms of the decline of RTS games (or at least RTS games from major entities rather than RTS games from niche publishers that get little exposure), I suspect the abomination that is Command & Conquer 4 has something to do with it.

I got that game for free and I still haven't bothered to actually try and finish the single player campaign. Its like they basically took C&C and removed all the things that made it worth playing.
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Breja: <snip snip>
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groze: <snipity snip>
Same here.

Part of the problem lies in the absolutism of puzzles in P&C adventures. In real life, if there's a problem to be solved, there's usually more than one solution to it. If you want to get a ball down from a tree, you can throw stones at it, climb the tree, prod it down with a very long stick or whatever. If it was a LucasArts adventure, you would probably have to make a pendulum out of a stick, a stone and a piece of string, attach a balloon to it, let it float up the tree and knock the ball down.

I'll be honest - I don't like LucasArts adventures. I find them illogical and I detest the way that they hold singular solutions to be absolute. As you say, Daedalic has the same problem. WadJet Eye went in the other direction - the puzzles were absolutely logical, but at the same time, that made them incredibly easy, because only having one solution meant that you had to be nudged to that single solution.

I was never really a fan of Myst until I had another crack at it recently and was astonished by just logical the puzzles really were, once you figure out what the Miller brothers mindset was. Everything you need to know is always within your reach, but the game owes a lot of that to the game world being so abstract and following its own internal logic.

Any good puzzle game requires the game to give all of the information that is needed. If that information is something that is semi-common knowledge in real life, then that needs to be alluded to without being shoved in your face.

That's why I liked LA Noire, or more specifically its structure. It broke every case down into two components - collecting information, and acting on that information. You're never left hanging just because you forgot a single item or missed a single clue.
Post edited August 09, 2017 by _ChaosFox_
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Matewis: Realistic combat flight sims perhaps? At least modern ones.
The only one I know of is DCS World, although I can't vouch for it since I haven't played it. The core game is free though on Steam, so if you are curious you could try it out.
It seems to be focused on multiplayer gaming, but lists single-player as well in its Steam description.

The guys at GiantBomb did a few videos of the game:
, [url= https://www.youtube.com/watch?v=huVi6rdPE4I]#2, #3
Post edited August 09, 2017 by Ricky_Bobby
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Ancient-Red-Dragon: The adventure game genre is dead because most devs have no clue how to make logical puzzles, and almost no one likes playing the illogical puzzles that they do make.
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Breja: It's not like they were any more logical back when the genre seemingly ruled the world. If anything, it's the opposite.
That's true, I actually enjoy the more recent stuff by Wadjeteye Games much more than many of the Lucasarts classics from the 1990s...I replayed Monkey Island 2 some time ago, and it got pretty tedious with all the barely logical puzzles for whose solution you don't get any hints.
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jonwil: In terms of the decline of RTS games (or at least RTS games from major entities rather than RTS games from niche publishers that get little exposure), I suspect the abomination that is Command & Conquer 4 has something to do with it.

I got that game for free and I still haven't bothered to actually try and finish the single player campaign. Its like they basically took C&C and removed all the things that made it worth playing.
C&C wasn't the entire RTS genre though (and I was done with the series already after Tiberian Sun which I found hugely disappointing). Don't know what the reasons for the decline of the genre are...but regarding Starcraft 2 I'd say they catered too much to the hardcore "E-sports" crowd...as an average (or sub-average) gamer I found some of the mechanics rather unenjoyable.
Post edited August 09, 2017 by morolf
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Ancient-Red-Dragon: The RTS genre is dead is because the Blizzard RTS games turned it into an extreme hardcore micromanagement chore and after a while people realized that such gameplay is not strategic (winning simply boils down to whoever has faster & more accurate fine motor skills in their fingers and therefore can hit more keys & mouseclicks per minute) and not fun.
This seems pretty much accurate...if I wanted that type of gameplay where click speed, reflexes etc. matter most I could just as well play an FPS game.
And Starcraft 2 really overdid it with the micromanaging...I liked Zerg in the original Starcraft, but never played them in multiplayer in 2nd because of all that crap you had to do with queens and additional larvae to keep up unit production (and the other races had similar stuff, like calling in bonus SCVs for the Terrans)...no thanks.
Post edited August 09, 2017 by morolf
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groze: <snipity snip>
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_ChaosFox_: Same here.

Part of the problem lies in the absolutism of puzzles in P&C adventures. In real life, if there's a problem to be solved, there's usually more than one solution to it. If you want to get a ball down from a tree, you can throw stones at it, climb the tree, prod it down with a very long stick or whatever. If it was a LucasArts adventure, you would probably have to make a pendulum out of a stick, a stone and a piece of string, attach a balloon to it, let it float up the tree and knock the ball down.

I'll be honest - I don't like LucasArts adventures. I find them illogical and I detest the way that they hold singular solutions to be absolute. As you say, Daedalic has the same problem. WadJet Eye went in the other direction - the puzzles were absolutely logical, but at the same time, that made them incredibly easy, because only having one solution meant that you had to be nudged to that single solution.
Daedalic's games usually have quite sensible puzzles. The Whispered World is really the only one that I had major issues with. Chains of Satinav, Memoria, New Beginning, Alcatraz, Deponia 2 & 3 and Harvey's New Eyes I completed without any need for hints or walkthrougs, and I had only a few problematic moments in Anna's Quest, the first Deponia, Night of the Rabbit and the first Edna & Harvey (and if I were more patient I'd probably get around most of those on my own too).

LucasArts classic's are a mixed bag for me. Secret of Monkey Island is their best work far as I'm concerned. Monkey Island 2 does have some terrible puzzles (though not the wrench one, I actually figured it out almost immediately) but overall is still a good game. The Dig slowly goes from very sensible to completely idiotic, and I got to pretty much hate the game by the time I reached the end. Sam & Max Hit the Road has pretty terrible puzzles too. There's a lot to like about it, but the puzzles are mostly way to insane to be fun to figure them out. Grim Fandango is sort of reverse-Dig for me, it starts out pretty bad, but in the latter half of the game the puzzles actually make much more sense. I still have not played Fate of Atlantis, Full Throttle and Day of the Tentacle (though at least I own the last one, and will geto to it soon).

Still, in terms of puzzles I really don't think there is a worse game than the first Discworld. The graphics and the voice acting is all top-notch, but the puzzles are not just illogical, they are cruel and demented. Even for someone who knows the books. Someone once said that to finish the Discworld without a walkthrough is to see the face of god - a cruel, insane god, and that's a spot on description.
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Breja: Still, in terms of puzzles I really don't think there is a worse game than the first Discworld. The graphics and the voice acting is all top-notch, but the puzzles are not just illogical, they are cruel and demented. Even for someone who knows the books. Someone once said that to finish the Discworld without a walkthrough is to see the face of god - a cruel, insane god, and that's a spot on description.
Would you say that Discworld is worse than both Wizardry 4 and La Mulana in this respect?
What has happened is not that some game genres have dissepeared, but that they have become niche.
Luckily, there are a number of small game companies that fill the niche.
I give you Matrix Games, which publishes Historical wargames,much like SSI and Talonsoft used to. In fact, it has picked up and modernized several Talonsoft and SSI games.
ANd the nice thing is,,unless you buy them on steam..they are pretty much DRM free. When you but them they send you a 16 character code.like the old CD codes, to install the games, but that is it. No on line requirement to install or play the games,no limit on install, backup the installer and the code and it's your forever.
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Matewis: Realistic combat flight sims perhaps? At least modern ones.
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F4LL0UT: I think action games where the protagonist is not a human or at least humanoid in general. Until the late 90's action games where you controlled a vehicle rather than a human being, whether it was realistic air planes or tanks or something sci-fi like some hover tank, space ship or mech, were pretty much the norm and often among the biggest releases. I guess this was gradually killed, first mainly by first person shooters and later more and more also by third person games. It only occurred to me rather recently how rare these kinds of games have become and virtually extinct among AAA titles. Sure, there's still vehicular combat these days but usually just as a feature of a game where you control a human being that CAN assume control of vehicles.

It's particularly crazy because these kinds of games should be a lot cheaper to produce, saving developers tons of animations and requiring lower graphical fidelity. I get it that, for example, a game that allows you to "be a high tech police vehicle" (like in G-Police or Future Cop) isn't as marketable as a game where you're an alcoholic cop on a path of revenge for the murder of his wife who can control sci-fi vehicles but come on, it's so much wasted potential design-wise. It really occurred to me when I played Dark Void not that long ago which, admittedly, is largely a mediocre cover based third person shooter but at least let me catch a glimpse of what would be possible if we had more games like Crimson Skies or Rogue Squadron these days. Most importantly it was huge fun to me because it played fundamentally differently than 99% of action games these days. Plus, games like Wing Commander showed us that you CAN have that highly marketable human element in a game that is about some sort of vehicular combat.

Sadly when we do get games focused on vehicular combat these days they usually seem to be twin stick shooters and such where the fact that you're controlling some badass vehicle doesn't really affect the gameplay that much. Well, and/or the game gets no genuine story or characters whatsoever (although I can do without that if the gameplay is really good).
Hmmm interesting I didn't think about it so generally, and coming to think of it does seem to be the case. There doesn't seem to be as much G-police, Descent, Heavy Gear, Mech Warrior, Incoming type games around anymore. With the exception perhaps of space sims. And I definitely remember Dark Void. I only played the demo but I remember it being quite fun, at least the flying bits.

Of all these games I'd probably be the most excited to see a proper single player Mechwarrior again, or scratch that, a new Hardwar game!
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Matewis: Realistic combat flight sims perhaps? At least modern ones.
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Ricky_Bobby: The only one I know of is DCS World, although I can't vouch for it since I haven't played it. The core game is free though on Steam, so if you are curious you could try it out.
It seems to be focused on multiplayer gaming, but lists single-player as well in its Steam description.

The guys at GiantBomb did a few videos of the game:
, [url= https://www.youtube.com/watch?v=huVi6rdPE4I]#2, #3
I had no idea such a game existed thanks :) It looks pretty excellent too, though my system will start to melt at the menu already I'm sure :P And in any case, I need to get me a proper joystick first.
Post edited August 09, 2017 by Matewis
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ScouseMouse180: Unless I'm just unaware of new games being released in these genres it's seems like a load of very good types of games have just totally died.

'Point and clicks' for example, Beneath a Steel Sky, Monkey Island, Day of the Tentacle, Simon the Sorcerer, tons of great titles, It's a really simple format that will always work if the story and everything is good.
Point-and-click adventure games are pretty much the opposite of dead, to the point where I don't even know where to start. Games from Wadjet Eye, games from Amanita Design, games from Double Fine, games from Telltale... Life is Strange... Thimbleweed Park. This game genre isn't just "not dead" ... it's actually one of the most vibrant and creative genres in the modern game industry.
Post edited August 10, 2017 by RoloTony
One very positive aspect of point and click games in the context of present times is how well they work with a touchscreen device.
I played my Beneath a Steel Sky on my mobile.
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dtgreene: [...]One other game type I haven't seen much of lately are puzzle games, specifically pure puzzle games. We could use more of those, as we have a game type that does not need violence or realism to be effective; they just need consistent rules. In particular, I could note that action puzzlers (the genre that includes games like Tetris) seem to be particularly scarce.
I would think much of that moved to mobile gaming (which I avoid like the plague). Candy Crush Saga and the likes are tremendously huge franchises. Otherwise there have been various high profile releases in the puzzle segment especially now that more advanced physics simulations are possible, such as The Talos Principle and Portal 1&2 for example.

Guess something else that died off, even if not a genre:

"Tank controls"
Prerendered backgrounds
Odd control schemes in general. Many old games control quite clunky, but there is also something joyous about having to struggle with it for a bit, while now most of the time it is tremendously streamlined and similar taking away something from the experience.
Post edited August 10, 2017 by Robette
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_ChaosFox_: Myst

just logical the puzzles really were, once you figure out what the Miller brothers mindset was. Everything you need to know is always within your reach, but the game owes a lot of that to the game world being so abstract and following its own internal logic.
I think that's the exactly the thing. Every person has own mindset and approach to problems. So if one solution seems logical to one, it can be percieved strange to another.

Of cause if there are specific "rules" for a game world that are cleary establised and told to the player beforehand, like in many puzzle games, than you can logically deduce what you need to do. In most adventure games, however you have to figure out what devs logic is and only then follow it.