> there's no logic to solving them so you'd have to resort to clicking everything and with 5 playable characters
Are multiple/simultaneous playable characters a common feature of adventure game design from LucasArts alum? I played Broken Age and thought the idea was novel, but recently played through Day of the Tentacle for the first time and thought the mechanic made things too complicated. So many people say that adventure games are nostalgic, but the ones I played growing up were Kings Quest 6 and Myst (games with only one playable character). These other multiple character adventure games are nowhere near enjoyable for me.
It's more Ron Gilbert's thing than anything else.
Manic Mansion, MM2, The Cave, Thimbleweed Park, and now TWP2: Gilbert's. Possibly also some of the many kid's games he did https://en.wikipedia.org/wiki/Ron_Gilbert#Games
Broken Age is the only one of the many, many games Tim Schaefer lead that does it. https://en.wikipedia.org/wiki/Tim_Schafer#Ludography
I have generally found it to be some tedious bullshit that stretches out the length of the game far, far too much, and I grew up playing a lot of these point and click adventures.
Seems to be a tradition rooted in the original Maniac Mansion. In Thimbleweed Park the multiple characters became tedious due to having to walk multiple people all over and pass items between them, though I enjoyed being able to see the world through the different lenses of how Ray and Reyes vs. Ransome vs. Delores react to things.
Day of the Tentacle (which coincidentally I've replayed in the past week) executed the multiple characters mechanic the best I've seen, since each character was confined to their own area (past/present/future) and you could instantly pass items between them.
> Day of the Tentacle for the first time and thought the mechanic made things too complicated.
I've not played that in decades, but I remember liking the mechanic. For the most part it wasn't much different from one character with more freedom to move between areas (timezones in that case), but the need to pass objects through time added some variety and humour (send hamster via freezer, but then how do you warm it up again?).
A strange take, as the Lucasarts multi-character games, like Dott and Maniac Mansion at least try to push you forward and have reasonable hints. KQ6 has fewer nonsensical dead-man-walking situations (you should see how much worse earlier installments were), but it still has them. Oops, the game is unfinishable now, because of an item you don't have, and it's not even hinted that you need, or you could have obtained earlier!
Thimbleweed park is, if anything, on the easy side of the genre. Not quite as easy as Loom, but it's still on the easy side, and with a built in hint system. Day of the Tentacle's main problem is dependence of US culture. Just like the old "monkey wrench" thing in Monkey Island 2, using an actual monkey as a wrench. Still, in DoTT, you get in-game dialogue that will basically teach you some of it, although it doesn't work quite as well.
The complaint would make more sense if it was limited to Zak McCraken, as that one really s quite tough and random.
I heard Charles Cecil make the same comment about "monkey wrench" in a recent podcast interview, and I must say it was not my experience at all. In my world (45+ years in Western Europe), monkey wrench and pipe wrench have always been synonymous. An adjustable spanner is another tool entirely.
And honestly the Lucas Arts puzzles were serviceable (their philosophy was always "you can't go wrong" (with very obvious but little exceptions), the Sierra "logic" of fucking you silently in the middle of the game was just tiring. Nobody got time for that