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Filled with smart brainteasers and visual treats, adventure games were constantly popular with women. And though more women are using computers and playing games than ever before, in terms of offering entertainment that many women like, I think the industry provides actually slipped backwards somewhat. 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 weapons production that takes up a whole 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 wide range of motor skills. Kids have got very little trouble suspending all their disbelief (I cannot consider I used to love Voyage for the Bottom of the Sea), and they like figuring things out just as much as adults perform. The huge success of the remade Legend of Zelda for the Nintendo 64 demonstrated both that there's clearly still a market there, and that THREE DIMENSIONAL engines have just as much to contribute to adventure games as they do to other types. 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-cost either. The voice-overs and video segments that accustomed to be found only in excursion games are now included in a lot 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 scale the explosions or the acceleration of the engine, a market that for the most part, we're ignoring. Yet those people want to play online games too. There isn't an opposition in the usual sense, neither is there a victory state, other than having solved many of the puzzles and reached the final of the story. Adventure game titles are about the actions of your individual in a complex community, usually a world where minds are more important than weapons. If you play them with someone else, it should be someone sitting in a similar room with you helping you think - adventure games prize lateral thinking. The genre is not without its problems, the worst of which can be 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 basins were all that artwork all the things that audio. Stories require content, and interactive stories require three to 10 times as much content since linear ones do. Publishers put a heck of any lot of money into developing the adventure games (Phantasmagoria was released 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 around as much money with a Quake-based game at a cheaper cost, why bother growing an adventure game?In spite of all this, I think they're credited for a comeback. There's however 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 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 provides actually slipped backwards somewhat. If I'm seeking fame and fortune and the love of my lady good, the last sort of person I would like for a companion is a man named Sir KewL DooD. What interests me the majority of about computer games are the many people and places, relationships and events unfolding, and getting the opportunity to interact with them. I gamed all the way through StarCraft (cheating occasionally) not because I was fascinated by the wargame itself, nevertheless because I wanted to find out what happened to Jim Raynor and Sarah Kerrigan. No disrespect intended to StarCraft's game technicians - I enjoyed the overall game a lot - but what genuinely kept me playing through thirty missions was the story. Adventure games are the quintessential single-player experience. Many single-player computer games are really multi-player game titles in which the machine is a impoverished substitute for a human opponent, and now that it's possible to play against human 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 adversary in the usual sense, nor is there a victory condition, other than having solved each of the puzzles and reached the conclusion of the story. Adventure activities are about the actions of an individual in a complex community, usually a world where minds are more important than weapons. If you play them with someone else, it should be someone sitting in a similar room with you helping you believe - adventure games encourage lateral thinking. The genre is not without its concerns, the worst of which is definitely 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 stories require three to twenty times as much content because linear ones do. Web publishers put a heck of your lot of money into developing their very own adventure games (Phantasmagoria came out on seven compact disks) and they simply didn't understand 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 practical cost, why bother producing an adventure game?Even though all this, I think they're owed for a comeback. There's nonetheless a market for the slower-paced game whose challenge is primarily mental. Filled with clever brainteasers and visual attractions, adventure games were generally popular with women. And 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, of course) doesn't really catch the attention of a lot of women; nor does the nitpicky business of managing weaponry production that takes up so much of your time in real-time strategy games. The other marketplace that adventure games are good for is younger kids, especially if the game doesn't require a wide range of motor skills. Kids have very little trouble suspending their disbelief (I cannot imagine I used to love Voyage on the Bottom of the Sea), and like figuring things away just as much as adults perform. The huge success of the remade Legend of Zelda intended for the Nintendo 64 demonstrated both that there's clearly still 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 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 low-priced either. The voice-overs and video segments that used to be found only in excursion games are now included in a variety of games. Recording video costs the same amount whether it's for a wargame or an adventure game. Adventure games appeal to a market which is unimpressed by the size of the explosions or the velocity of the engine, a market the fact that for the most part, we're ignoring. The current emphasis on driving and flying and shooting (all thanks to 3D accelerators, in course) doesn't really catch the attention of a lot of women; nor does the nitpicky business of managing weaponry production that takes up a lot of your time in real-time approach games. The other marketplace that adventure games are great for is younger kids, particularly if the game doesn't require a great deal of motor skills. Kids currently have very little trouble suspending all their disbelief (I cannot believe I used to love Voyage to the Bottom of the Sea), and like figuring things out just as much as adults perform. The huge success of the remade Legend of Zelda meant for the Nintendo 64 proven both that there's clearly however a market there, and that 3D IMAGES 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 consistently spending a million dollars or more prove games, it's not as if the other genres are affordable either. The voice-overs and video segments that utilized to be found only in excursion games are now included in a lot of games.