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Adventure video games are about the actions of an individual in a complex community, usually a world where minds are more important than firearms. If you play them with somebody else, it should be someone sitting in similar room with you helping you think - adventure games encourage lateral thinking. The genre is not without its complications, the worst of which is usually its development cost. Infocom and LucasArts got quite good at developing reusable applications, with their Z-machine and SCUMM respectively, but the real money basins were all that artwork and that audio. Stories require content, and interactive tales require three to eight times as much content while linear ones do. Writers put a heck of the lot of money into developing their very own adventure games (Phantasmagoria arrived 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 cheaper cost, why bother growing an adventure game?Despite all this, I think they're because of for a comeback. There's still a market for the slower-paced game whose challenge can be primarily mental. Filled with clever brainteasers and visual treats, adventure games were usually popular with women. And although 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 offers actually slipped backwards a little. 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 weapons production that takes up a lot of your time in real-time strategy games. The other industry that adventure games are good for is younger kids, specially if the game doesn't require a lot of motor skills. Kids currently have very little trouble suspending their disbelief (I cannot believe that I used to love Voyage towards 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 for the Nintendo 64 confirmed both that there's clearly however a market there, and that THREE DIMENSIONAL engines have just as much to contribute to adventure games as they do to other makes. We'll still have to face that issue of development costs, but with companies now routinely spending a million dollars or more on the games, it's not as if the other genres are cheap either. The voice-overs and video segments that used to be found only in adventure games are now included in a lot of games. No disrespect intended to StarCraft's game motion - I enjoyed the overall game a lot - but what really kept me playing throughout thirty missions was the story. Adventure games are the perfect single-player experience. Many single-player computer games are really multi-player games in which the machine is a negative substitute for a human opponent, once more it's possible to play against man opponents, that's the way the industry is going. But excursion games aren't about rivals; 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 all the puzzles and reached the end of the story. Adventure activities are about the actions of an individual in a complex community, usually a world where brains are more important than markers. If you play them with another person, it should be someone sitting in a similar room with you helping you presume - adventure games encourage lateral thinking. The genre is not without its concerns, the worst of which is usually 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 five times as much content since linear ones do. Marketers put a heck of a lot of money into developing their very own adventure games (Phantasmagoria turned out on seven compact disks) and they simply didn't understand the kind of revenue needed to make a case for the expense. Air travel simulators were crude and blocky-looking. For richness, range, characterization and sheer imaginative effort, adventure games are head and shoulders above the other genres, and that showed in both all their development and marketing budgets. A lot of people worked on them and many more people wanted to. Adventure game titles have since faded in to the background, pushed aside for the most part by 3D shooters and real-time strategy games. The concept "adventure game" itself is a bit of a misnomer nowadays. 2 weeks [D] shortening of the phrase "Adventure-type game, " which themselves is a tribute to the initially adventure game of them all, at times called Colossal Cave yet more often simply known as Adventure. But for the real white-knuckled, heart-in-the-mouth feeling of danger that should go along with an adventure, it's very difficult to beat a modern 3D IMAGES game like Half-Life as well as Thief: The Dark Assignment, especially when it's played by itself late at night. The term "adventure game" came to mean an activity with characters, puzzles, and a plot to be open for use, usually without any twitch aspects. 3D accelerator cards a new lot to do with the adventure game's decline. 3D engines allow ease of movement, unlimited viewpoints, and above all, speed. 3D IMAGES acceleration is one of the best issues that ever happened for the industry, but in our rush to make the games ever more rapidly, we've sacrificed the vision richness of our settings. What the point of having a stunningly beautiful environment if you're gonna race through it ignoring anything that doesn't shoot at you?The other thing the fact that pushed the traditional adventure video game out of the limelight was on the internet gaming. When I first got into the industry, most developers didn't know that the Internet existed, and on-line gaming was a very small little niche occupied by simply companies like CompuServe and GEnie. Publishers couldn't be bothered to even find out about it, much less develop for doing it. Nowadays on-line gaming is completely the rage, and very couple of games are produced that don't have a multi-player mode. Some games, like Bob and its successors, are designed generally for multi-player mode, and single-player mode is more of an afterthought. There's an old scam that there are two kinds of most people in the world, those who divide the kinds of people in the world right into two kinds, and those who also don't. On the whole, I'm among the latter - oversimplification accounts for many of the world's problems. However , I do believe that there are two kinds of gamers in the world, those who like playing computer games without any help, and those who like playing these people against other people. Multi-player video games, despite their current recognition, aren't for everyone. For one thing, they need (surprise! ) other people, which means that you have to have the opportunity to enjoy together. If you don't have much free time, and like to play games in short segments, you need to be able to quit a game without disappointing anybody. You could obviously play very quick on-line games like texas holdem and blackjack, but if you wish to play long games meant for short periods, you need a significant single-player game. Another reason some people prefer to play games by themselves can be described as 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 right now there to rip their minds out; I'm there for any pleasant social occasion. I'm sure since children we've all enjoyed games with someone who gloated over his victories, sulked over his losses, and usually acted like a jerk. Too many of the on-line worlds are filled with such people: teenager psychotics whose only enjoyment in life seems to be taunting strangers. I have better manners as opposed to that, and I got plenty of taunting on the grade university playground to last me a lifetime, thank you very much. But the most crucial reason to play alone has to do with the sense of immersion. Many people are attracted to games mainly because they enjoy being in a fantasy world; they such as the sense of exploration and discovery, both of the placing and the plot. Sharing the fact that world with real people will probably destroy your suspension in disbelief. It's one thing to pretend you're the awesome knight striding alone over the forest; it's another thing fully if your friend Joe is appropriate there beside you. Joe is a product of the twentieth century, and unlike the artificial characters in the game, he doesn't speak in that mock-Chaucer dialog that medieval fantasies seem to require. ("Hail, honest Sir Knight! And what bringeth thee to these woodlands so perilous this fine eventide? There be hearsay of a dragon hereabouts! ") When Joe talks, he sounds like Joe - which is fine in real life, but modern English sounds incorrect in the mystical land in Albion. And sharing a world with strangers is even worse. We'll still have to face the fact that issue of development costs, but with companies now regularly spending a million dollars or more on their games, it's not as if the other genres are inexpensive either. The voice-overs and video segments that accustomed 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 market which is unimpressed by the size of the explosions or the rate of the engine, a market the fact that for the most part, we're ignoring. Nonetheless those people want to play activities too. It's time to bring adventure games back.