The back seat designers are about to start throwing stones up in this bitch. We love adventure games, and the beautiful people that make them. But sometimes they have some really annoying habits. Yeah, we know. There are all sorts of constraints that designers and engineers have to labour under. Limited funds. Limited time. The

Continue reading S3E9 – What Adventure Games Need to Stop Doing


The back seat designers are about to start throwing stones up in this bitch.


We love adventure games, and the beautiful people that make them. But sometimes they have some really annoying habits. Yeah, we know. There are all sorts of constraints that designers and engineers have to labour under. Limited funds. Limited time. The need to collaborate between writers, artists, coders and publishers. Technological limits. If it were easy, everyone would do it.


Even so. We sometimes feel that you could have done something different. And three drunk Europeans are going to tell you exactly what you shoulda done.




So. Gareth isn’t happy about “bloat”. He doesn’t like it when games seem to add scenes and puzzles to a game simply because they didn’t have faith that their main plot was long enough and engaging enough. (Or, even worse, when they had absolutely no idea where they were going and end up meandering to a finish.)


Fred isn’t happy about nostalgia for the sake of nostalgia. And we end up giving you a sneak preview of our contribution to episode 100 of the Nostalgia Roadtrip podcast. But, come on, guys – pixel art. AGAIN?


Troels isn’t happy about artificial tension. Timers. QTEs. Not being able to go back and undo “bad” decisions. All that jazz. He was inspired by a deep conversation with Darth Helmet on Twitter. So. Thanks, Darth. I guess…


WRAP YOUR LUGHOLES AROUND OUR GLORIOUS EPISODE IN VIDEO FORM.



AND THEN EXPOSE YOURSELVES TO THE GLORY OF OUR AFTER DARK DISCUSSION.




(Downloadski.)


And if we haven’t burnt all of our bridges with our developer friends, we will see you next week.

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