This has been a long time coming, but I was recently reminded of this topic as I have been (glacially) doing the groundwork for Space Quest Historian: The Adventure Game. When you’re making a game, one of the things you have to settle on early is what kind of user interface the game will be using.
And for the SQH game, I wanted to use my favorite type of adventure game U.I. ever. Turns out that’s not easy to do in AGS, but that’s not what this blog is about. Right now, I just want to tell you what that U.I. actually is.
Surprised? Well, don’t be. Whatever you may think of Leisure Suit Larry 7, I will fight anyone who says that isn’t the best adventure game interface ever devised. Let me briefly explain how it works.
I had an interesting “story meeting” over Skype with Josh Henry, the dude who wrote this, and is now helping me hammer out a story for Space Quest Historian: The Adventure Game.
He asked me something I don’t think has been discussed nearly enough, save for a few bouts of opinionated back-and-forth on Twitter, and certainly not in the forum of long-winded blog posts: What’s the best user interface experience for adventure games?
There are just too many to cover in a single blog post, so I am making this into a series of posts. I assure you, this will eventually lead us down to what I ultimately consider the most successful and ultimately best type of interface of all time.