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JRPGfan said:

That was what made old Lucas Art games so great.
They just "drew" you in naturally, with the story telling, usually from how odd the enviroment/world/characters ect was.

I think, the oppersite is needed though, less focus on gameplay (platforming/controlls/aiming ect) and go back to Graphic Adventure/point-n-click style games. Go deep on the story telling and odd worlds/scenes/enviroments, the exploation & puzzle solveing ect.

Its what worked, and what he did best.
Tim Schafer is a story teller (its what makes him great), going back on that, to focus on other things, is a step in the wrong direction.
I dont want to see him try to focus on gameplay, and make a platformer, equal to a Nintendo Mario game.
I think he will fail at it, its not his strong suit.

Also "pacing is often a tad too slow." thats kinda what I loved about Grim Fandango.
You go at your own pace, take your time to explore every crook and cranny, take the world in, while relaxing to the jazz music :)
(its also why I love exploration in RPGs/worldmaps, and adventure games... hell even in fallout (old ones) with the small hidden stuff you can encounter)

True, hence I suggested he should pair up with a team that can provide the gameplay. But yeah, going back to more point 'n click suits his style better, hence I liked Rhombus of Ruin the most of his recent outings.

With the slow pacing I mean the dialog, use less words, more story details in the world to find. It's great to take your time to explore, take in the world etc. But I tend to drift off when there's another 5 minute cut scene. Grim Fandango had the right balance for me. Actually It's probably not all that different in Psychonauts, however there you are waiting to continue playing, ie collecting stuff. While in Gram Fandango and Rhumbus of Ruin the story provides the 'puzzle' details.

Yep I agree, he should focus on point 'n click.