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When you could make more than as much money with a Quake-based game at a cheaper cost, why bother expanding an adventure game?Even though all this, I think they're due for a comeback. There's nonetheless a market for the slower-paced game whose challenge is certainly primarily mental. Filled with clever 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 rendering entertainment that many women 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 catch the attention of a lot of women; nor does the nitpicky business of managing weapons production that takes up much of your time in real-time technique games. The other market that adventure games are fantastic for is younger kids, especially if the game doesn't require a lot of motor skills. Kids have got very little trouble suspending their disbelief (I cannot consider I used to love Voyage for the Bottom of the Sea), and in addition they like figuring things out just as much as adults accomplish. The huge success of the remade Legend of Zelda pertaining to the Nintendo 64 proven both that there's clearly however a market there, and that 3 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 consistently spending a million dollars or more on the 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 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 game. And sharing a global with strangers is even worse. If I'm seeking recognition and fortune and the like of my lady fair, the last sort of person I like for a companion is a gentleman named Sir KewL DooD. What interests me most about computer games are the many people and places, relationships and events unfolding, and getting a chance to interact with them. I performed all the way through StarCraft (cheating occasionally) not because I was mesmerized by the wargame itself, nevertheless because I wanted to find out so what happened to Jim Raynor and Sarah Kerrigan. No disrespect intended to StarCraft's game technicians - I enjoyed the action a lot - but what seriously kept me playing throughout thirty missions was the storyline. Adventure games are the perfect single-player experience. Many single-player computer games are really multi-player video games in which the machine is a impoverished substitute for a human opponent, and now that it's possible to play against individual 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, nor is there a victory state, other than having solved many of the puzzles and reached the finish of the story. Adventure game titles are about the actions of an individual in a complex world, usually a world where minds are more important than firearms. If you play them with other people, it should be someone sitting in a similar room with you helping you think - adventure games praise lateral thinking. Then, the early '90's, wargames are moribund - they were minor turn-based, hexagon -based games that sold 5, 000 to 10, 000 models apiece. First-person games ended up being almost nonexistent; we didn't have the technology for them. In the world of action, side-scrollers ruled. Trip simulators were crude and blocky-looking. For richness, interesting depth, characterization and sheer creative effort, adventure games ended up being head and shoulders above the other genres, and that showed in both their development and marketing funds. A lot of people worked on them and even more people wanted to. Adventure online games have since faded into the background, pushed aside typically by 3D shooters and real-time strategy games. The word "adventure game" itself is of a misnomer nowadays. It's a shortening of the phrase "Adventure-type game, " which themselves is a tribute to the initial adventure game of them all, often called Colossal Cave yet more often simply known as Excursion. 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 3 DIMENSIONAL game like Half-Life or Thief: The Dark Assignment, especially when it's played only late at night. The term "adventure game" came to mean a casino game with characters, puzzles, and a plot to be unfolded, usually without any twitch elements. 3D accelerator cards a new lot to do with the adventure game's decline. 3D engines make it possible for ease of movement, unlimited views, and above all, speed. 3D IMAGES acceleration is one of the best items that ever happened into the industry, but in our hurry to make the games ever quicker, we've sacrificed the aesthetic richness of our settings. What the point of having a stunningly beautiful environment if you're likely to race through it neglecting anything that doesn't shoot toward you?The other thing the fact that pushed the traditional adventure video game out of the limelight was on-line gaming. When I first got into the industry, most developers decided not to know that the Internet existed, and on-line gaming was a tiny little niche occupied by means of companies like CompuServe and GEnie. When you could make around as much money with a Quake-based game at a fraction of the cost, why bother developing an adventure game?Despite 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 intelligent brainteasers and visual wonders, adventure games were usually popular with women. And although more women are using computers and playing games than ever before, in terms of offering entertainment that many women 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 appeal to 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 technique games. The other market place that adventure games are fantastic for is younger kids, particularly if the game doesn't require a wide range of motor skills. Kids possess very little trouble suspending the disbelief (I cannot believe that 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 demonstrated both that there's clearly even now a market there, and that A 3D MODEL 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 routinely 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 employed to be found only in excursion games are now included in a number of games. Recording video costs the same amount whether it's for a wargame or an adventure match.