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When you could make at least as much money with a Quake-based game at a practical cost, why bother producing an adventure game?Regardless of all this, I think they're owed for a comeback. There's still a market for the slower-paced game whose challenge can be primarily mental. Filled with ingenious brainteasers and visual pleasures, adventure games were usually popular with women. And though more women are using computers and playing games than ever before, in terms of offering entertainment that many women just like, I think the industry has actually slipped backwards slightly. The current emphasis on driving and flying and shooting (all thanks to 3D accelerators, in course) doesn't really entice 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 technique 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 currently have very little trouble suspending their disbelief (I cannot believe that I used to love Voyage to the Bottom of the Sea), and in addition they like figuring things away just as much as adults accomplish. The huge success of the remade Legend of Zelda meant for the Nintendo 64 demonstrated both that there's clearly however a market there, and that 3D engines have just as much to contribute to adventure games as they do to other makes. We'll still have to face the fact 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 utilized to be found only in experience games are now included in a lot of games. Recording video costs the same amount whether it's for a wargame or an adventure video game. 3D engines enable ease of movement, unlimited views, and above all, speed. THREE DIMENSIONAL acceleration is one of the best items that ever happened to the industry, but in our rush to make the games ever more rapidly, we've sacrificed the aesthetic richness of our settings. Can be the point of having a amazingly beautiful environment if you're going to race through it ignoring anything that doesn't shoot toward you?The other thing the fact that pushed the traditional adventure game out of the limelight was across the internet gaming. When I first got into the industry, most developers did not know that the Internet existed, and on-line gaming was a little little niche occupied simply by companies like CompuServe and GEnie. Publishers couldn't always be bothered to even discover it, much less develop for this. Nowadays on-line gaming is all the rage, and very handful of games are produced that don't have a multi-player mode. Some games, like Spasm and its successors, are designed largely for multi-player mode, and single-player mode is more of the afterthought. There's an old ruse that there are two kinds of many people in the world, those who divide the kinds of people in the world into two kinds, and those who have don't. On the whole, I'm one of many latter - oversimplification is in charge of many of the world's problems. Nevertheless , I do believe that there are two kinds of gamers in the world, those 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 recognition, aren't for everyone. Many single-player computer games are really multi-player video games in which the machine is a negative substitute for a human opponent, yet again it's possible to play against human being opponents, that's the way the industry is going. But excitement games aren't about rivals; in fact , they're not really "games" at all. There isn't an challenger in the usual sense, nor is there a victory state, other than having solved all of the puzzles and reached the finish of the story. Adventure games are about the actions of individual in a complex world, usually a world where minds are more important than guns. If you play them with another individual, it should be someone sitting in precisely the same room with you helping you think that - adventure games reward lateral thinking. The genre is not without its problems, the worst of which is its development cost. Infocom and LucasArts got quite good at developing reusable search engines, with their Z-machine and SCUMM respectively, but the real money sinks were all that artwork and that audio. Stories require content, and interactive stories require three to five times as much content as linear ones do. Writers put a heck of the lot of money into developing all their adventure games (Phantasmagoria arrived on seven compact disks) and they simply didn't understand the kind of revenue needed to justify the expense. When you could make around as much money with a Quake-based game at a fraction of the cost, why bother growing an adventure game?Despite all this, I think they're owed for a comeback. There's however a market for the slower-paced game whose challenge can be primarily mental. Filled with ingenious brainteasers and visual delights, adventure games were often popular with women. And even though more women are using computers and playing games than ever before, in terms of featuring entertainment that many women like, I think the industry offers actually slipped backwards slightly. The current emphasis on driving and flying and shooting (all thanks to 3D accelerators, from course) doesn't really tempt a lot of women; nor does the nitpicky business of managing tools production that takes up a lot of your time in real-time technique games. The other industry that adventure games are good for is younger kids, particularly if the game doesn't require a lot of motor skills. Kids possess very little trouble suspending their disbelief (I cannot believe I used to love Voyage into the Bottom of the Sea), and in addition 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 continue to a market there, and that THREE DIMENSIONAL engines have just as much to contribute to adventure games as they do to other sorte. We'll still have to face that issue of development costs, but with companies now regularly spending a million dollars or more on the 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 experience games are now included in a number of games. Recording video costs the same amount whether it's for a wargame or an adventure video game. Adventure games appeal to a place which is unimpressed by the size of the explosions or the rate of the engine, a market that for the most part, we're ignoring. The huge success of the remade Legend of Zelda intended for the Nintendo 64 confirmed both that there's clearly however a market there, and that 3D engines have just as much to contribute to adventure games as they do to other styles. We'll still have to face that issue of development costs, but with companies now typically spending a million dollars or more troubles games, it's not as if the other genres are inexpensive either. The voice-overs and video segments that used to be found only in excitement 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. Adventure games appeal to an industry which is unimpressed by the size of the explosions or the velocity of the engine, a market that for the most part, we're ignoring. Nevertheless those people want to play games too.