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It's a shortening of the phrase "Adventure-type game, " which itself is a tribute to the first adventure game of them all, at times called Colossal Cave yet more often simply known as Excitement. But for the real white-knuckled, heart-in-the-mouth feeling of danger that should come with an adventure, it's hard to beat a modern THREE DIMENSIONAL game like Half-Life as well as Thief: The Dark Task, especially when it's played by itself late at night. The term "adventure game" came to mean a game with characters, puzzles, and a plot to be unfolded, usually without any twitch components. 3D accelerator cards a new lot to do with the adventure game's decline. 3D engines let ease of movement, unlimited views, and above all, speed. THREE DIMENSIONAL acceleration is one of the best items that ever happened for the industry, but in our run to make the games ever quicker, we've sacrificed the vision richness of our settings. Precisely the point of having a stunningly beautiful environment if you're gonna race through it disregarding anything that doesn't shoot at you?The other thing the fact that pushed the traditional adventure game out of the limelight was online 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 this. Nowadays on-line gaming is completely the rage, and very handful of games are produced that don't have a multi-player setting. Some games, like Bob and its successors, are designed mainly for multi-player mode, and single-player mode is more of afterthought. There's an old joke that there are two kinds of people in the world, those who divide the kinds of people in the world into two kinds, and those who don't. On the whole, I'm among the latter - oversimplification is responsible for many of the world's problems. Yet , I do believe that there are two kinds of gamers in the world, individuals who like playing computer games on their own, and those who like playing all of them against other people. Multi-player online games, despite their current popularity, aren't for everyone. For one thing, they require (surprise! ) other people, which means that you have to have the opportunity to enjoy together. If you don't have much amusement, and like to play games in a nutshell segments, you need to be able to quit a game without disappointing anybody else. You could obviously play extremely quick on-line games like texas holdem and blackjack, but if you would like to play long games intended for short periods, you need a large single-player game. Another reason some people prefer to play games by themselves is known as a matter of temperament. I play games for fun, and I want the folks I'm playing with to enjoy themselves as well. I'm not generally there to rip their hearts out; I'm there to get a pleasant social occasion. I'm sure seeing that children we've all played out games with someone who gloated over his victories, sulked over his losses, and generally acted like a jerk. Too many of the on-line worlds and so are with such people: teen psychotics whose only pleasure in life seems to be taunting unknown people. I have better manners than that, and I got enough taunting on the grade university playground to last us a lifetime, thank you very much. But the most critical reason to play alone is related to the sense of saut. Many people are attracted to games because they enjoy being within a fantasy world; they such as sense of exploration and discovery, both of the placing and the plot. If you play them with another person, it should be someone sitting in the same room with you helping you presume - adventure games incentive lateral thinking. The genre is not without its conditions, the worst of which can be its development cost. 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 all that audio. Stories call for content, and interactive tales require three to ten times as much content as linear ones do. Authors put a heck of an lot of money into developing their particular adventure games (Phantasmagoria turned out on seven compact disks) and they simply didn't see the kind of revenue needed to make a case for the expense. When you could make at least as much money with a Quake-based game at a fraction of the cost, why bother developing an adventure game?Regardless of all this, I think they're due for a comeback. There's nonetheless a market for the slower-paced game whose challenge is usually primarily mental. Filled with smart brainteasers and visual delights, adventure games were always popular with women. And although more women are using computers and playing games than ever before, in terms of providing entertainment that many women just like, I think the industry features actually slipped backwards slightly. The current emphasis on driving and flying and shooting (all thanks to 3D accelerators, of course) doesn't really appeal to a lot of women; nor does the nitpicky business of managing tools production that takes up so much of your time in real-time strategy games. The other industry that adventure games are great for is younger kids, particularly if the game doesn't require a great deal of motor skills. The genre is not without its problems, the worst of which is 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 all the things that audio. Stories require content, and interactive stories require three to 10 times as much content seeing that linear ones do. Publishers 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 view the kind of revenue needed to rationalise the expense. When you could make more than as much money with a Quake-based game at a fraction of the cost, why bother producing an adventure game?In spite of all this, I think they're owed for a comeback. There's even now a market for the slower-paced game whose challenge is usually primarily mental. Filled with ingenious brainteasers and visual wonders, adventure games were always popular with women. And although more women are using computers and playing games than ever before, in terms of administering entertainment that many women just like, I think the industry possesses actually slipped backwards a little. The current emphasis on driving and flying and shooting (all thanks to 3D accelerators, of course) doesn't really catch the attention of a lot of women; nor does the nitpicky business of managing tools production that takes up so much of your time in real-time approach games. The other market place that adventure games are good for is younger kids, particularly if the game doesn't require a lot of motor skills. Kids have very little trouble suspending the disbelief (I cannot believe that I used to love Voyage to the Bottom of the Sea), and like figuring things away just as much as adults accomplish. The huge success of the remade Legend of Zelda for the Nintendo 64 shown both that there's clearly continue to a market there, and that A 3D MODEL engines have just as much to contribute to adventure games as they do to other types. We'll still have to face that issue of development costs, but with companies now regularly spending a million dollars or more issues games, it's not as if the other genres are low-priced either. The voice-overs and video segments that used to be found only in trip games are now included in a variety of games. Recording video costs the same amount whether it's for a wargame or an adventure match. Adventure games appeal to a place which is unimpressed by the size of the explosions or the speed of the engine, a market that for the most part, we're ignoring. When you could make around as much money with a Quake-based game at a practical cost, why bother fast developing an adventure game?In spite of all this, I think they're due for a comeback. There's still a market for the slower-paced game whose challenge can be primarily mental. Filled with intelligent brainteasers and visual pleasures, adventure games were always popular with women. And although more women are using computers and playing games than ever before, in terms of rendering entertainment that many women like, I think the industry has actually slipped backwards slightly. The current emphasis on driving and flying and shooting (all thanks to 3D accelerators, of course) doesn't really get a lot of women; nor does the nitpicky business of managing guns production that takes up a lot of your time in real-time strategy games. The other marketplace that adventure games are fantastic for is younger kids, especially if the game doesn't require a wide range of motor skills. Kids have got very little trouble suspending all their disbelief (I cannot believe that I used to love Voyage towards the Bottom of the Sea), and in addition they like figuring things away just as much as adults perform. The huge success of the remade Legend of Zelda meant for the Nintendo 64 confirmed both that there's clearly however a market there, and that 3 DIMENSIONAL engines have just as much to contribute to adventure games because they do to other sorte. We'll still have to face the fact that issue of development costs, but with companies now regularly spending a million dollars or more troubles games, it's not as if the other genres are low-priced either. The voice-overs and video segments that accustomed to be found only in adventure games are now included in all sorts of games. Recording video costs the same amount whether it's for a wargame or an adventure game.