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Infocom and LucasArts got quite good at developing reusable motors, with their Z-machine and SCUMM respectively, but the real money basins were all that artwork and everything that audio. Stories need content, and interactive experiences require three to ten times as much content as linear ones do. Writers put a heck of any lot of money into developing all their adventure games (Phantasmagoria was released on seven compact disks) and they simply didn't begin to see the kind of revenue needed to rationalise the expense. When you could make at least as much money with a Quake-based game at a practical cost, why bother fast developing an adventure game?Even though all this, I think they're thanks for a comeback. There's still a market for the slower-paced game whose challenge is primarily mental. Filled with intelligent brainteasers and visual wonders, adventure games were generally popular with women. And even though more women are using computers and playing games than ever before, in terms of rendering entertainment that many women just like, I think the industry has actually slipped backwards a bit. The current emphasis on driving and flying and shooting (all thanks to 3D accelerators, from course) doesn't really get a lot of women; nor does the nitpicky business of managing weaponry production that takes up a whole lot of your time in real-time approach games. The other industry that adventure games are fantastic for is younger kids, especially if the game doesn't require a large amount of motor skills. Kids currently have very little trouble suspending their disbelief (I cannot believe I used to love Voyage to the Bottom of the Sea), and so they like figuring things out just as much as adults do. The huge success of the remade Legend of Zelda meant for the Nintendo 64 confirmed both that there's clearly still a market there, and that 3D engines have just as much to contribute to adventure games as they do to other genres. We'll still have to face the fact that issue of development costs, but with companies now typically spending a million dollars or more prove games, it's not as if the other genres are low-cost either. The voice-overs and video segments that used to be found only in trip games are now included in all sorts of games. Recording video costs the same amount whether it's for a wargame or an adventure video game. Adventure games appeal to a market which is unimpressed by the scale the explosions or the acceleration of the engine, a market the fact that for the most part, we're ignoring. Although those people want to play activities too. Adventure video games are about the actions of your individual in a complex universe, usually a world where brains are more important than guns. If you play them with another individual, it should be someone sitting in a similar room with you helping you presume - adventure games prize lateral thinking. The genre is not without its problems, the worst of which is definitely its development cost. Infocom and LucasArts got quite good at developing reusable machines, with their Z-machine and SCUMM respectively, but the real money sinks were all that artwork and everything that audio. Stories call for content, and interactive testimonies require three to eight times as much content since linear ones do. Marketers put a heck of a lot of money into developing their adventure games (Phantasmagoria was released on seven compact disks) and they simply didn't begin to see the kind of revenue needed to rationalize the expense. When you could make more than as much money with a Quake-based game at a practical cost, why bother expanding an adventure game?Inspite of all this, I think they're owed for a comeback. There's continue to a market for the slower-paced game whose challenge is certainly primarily mental. Filled with ingenious brainteasers and visual wonders, adventure games were constantly popular with women. And though more women are using computers and playing games than ever before, in terms of rendering entertainment that many women like, I think the industry features actually slipped backwards a little. The current emphasis on driving and flying and shooting (all thanks to 3D accelerators, of course) doesn't really tempt a lot of women; nor does the nitpicky business of managing guns production that takes up so much of your time in real-time technique games. That was first back when adventure games are king. When LucasArts and Sierra On-line were near the top of their form, adventure online games were the best-looking, highest-class games around. They were hilarious, scary, mysterious, and fascinating. Experience games provided challenges and explored areas that additional genres didn't touch. In those days, the early '90's, wargames had been moribund - they were tiny turn-based, hexagon -based online games that sold 5, 000 to 10, 000 units apiece. First-person games ended up being almost nonexistent; we didn't have the technology for them. In the wonderful world of action, side-scrollers ruled. Airline flight simulators were crude and blocky-looking. For richness, more detail, characterization and sheer inventive effort, adventure games ended up being head and shoulders over a other genres, and that showed in both all their development and marketing funds. A lot of people worked on them plus much more people wanted to. Adventure online games have since faded in to the background, pushed aside for the most part by 3D shooters and real-time strategy games. The term "adventure game" itself is a bit of a misnomer nowadays. It's a shortening of the phrase "Adventure-type game, " which on its own is a tribute to the 1st adventure game of them all, occasionally called Colossal Cave but more often simply known as Experience. But for the real white-knuckled, heart-in-the-mouth feeling of danger that should accompany an adventure, it's hard to beat a modern 3D game like Half-Life or maybe Thief: The Dark Assignment, especially when it's played exclusively late at night. The term "adventure game" came to mean a game title with characters, puzzles, and a plot to be open for use, usually without any twitch components. 3D accelerator cards had a lot to do with the adventure game's decline. 3D engines let ease of movement, unlimited points of views, and above all, speed. 3D acceleration is one of the best things that ever happened for the industry, but in our buzz to make the games ever more rapidly, we've sacrificed the visible richness of our settings. What's the point of having a amazingly beautiful environment if you're going to race through it overlooking anything that doesn't shoot at you?The other thing the fact that pushed the traditional adventure match out of the limelight was on the web gaming. When I first got into the industry, most developers don't know that the Internet existed, and on-line gaming was a little little niche occupied by simply companies like CompuServe and GEnie. Publishers couldn't become bothered to even discover it, much less develop for it. Nowadays on-line gaming is the rage, and very handful of games are produced that don't have a multi-player mode. Some games, like Quake and its successors, are designed largely for multi-player mode, and single-player mode is more of your afterthought. There's an old scam that there are two kinds of persons in the world, those who divide the kinds of people in the world into two kinds, and those whom don't. On the whole, I'm among the latter - oversimplification is responsible for many of the world's problems. Nevertheless , I do believe that there are two kinds of gamers in the world, people who like playing computer games independently, and those who like playing all of them against other people. Adventure games are the quintessential single-player experience. Many single-player computer games are really multi-player games in which the machine is a substandard substitute for a human opponent, once more it's possible to play against individual opponents, that's the way the industry is going. But experience games aren't about competition; in fact , they're not really "games" at all. There isn't an opponent in the usual sense, neither is there a victory condition, other than having solved each of the puzzles and reached the conclusion of the story. Adventure video games are about the actions associated with an individual in a complex world, usually a world where brains are more important than weapons. If you play them with another person, it should be someone sitting in a similar room with you helping you think - adventure games praise lateral thinking. The genre is not without its complications, the worst of which can be its development cost. Infocom and LucasArts got quite good at developing reusable engines, with their Z-machine and SCUMM respectively, but the real money sinks were all that artwork and that audio. Stories call for content, and interactive testimonies require three to 10 times as much content as linear ones do. Publishers put a heck of an lot of money into developing their adventure games (Phantasmagoria arrived on seven compact disks) and they simply didn't view the kind of revenue needed to rationalise the expense. When you could make around as much money with a Quake-based game at a practical cost, why bother growing an adventure game?In spite of all this, I think they're thanks for a comeback.