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Another thing you don't hear that much about any more is "interactive storytelling. " At the Game Developers' Conference, there used to be considered a lot of round table chats devoted to interactive storytelling, and they would continue over beverages in the bar. That was first back when adventure games were definitely king. When LucasArts and Sierra On-line were at the top of their form, adventure online games were the best-looking, highest-class games around. They were funny, scary, mysterious, and fascinating. Excursion games provided challenges and explored areas that different genres didn't touch. During that time, the early '90's, wargames ended up being moribund - they were very little turn-based, hexagon -based video games that sold 5, 000 to 10, 000 systems apiece. First-person games were almost non-existent; we don't have the technology for them. In the wonderful world of action, side-scrollers ruled. Air travel simulators were crude and blocky-looking. For richness, more detail, characterization and sheer artsy effort, adventure games were head and shoulders above the other genres, and it showed in both the development and marketing funds. A lot of people worked on them plus more people wanted to. Adventure video games have since faded in the background, pushed aside usually by 3D shooters and real-time strategy games. The concept "adventure game" itself is of a misnomer nowadays. It's a shortening of the phrase "Adventure-type game, " which itself is a tribute to the initial adventure game of them all, often called Colossal Cave although more often simply known as Trip. 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 3 DIMENSIONAL game like Half-Life or Thief: The Dark Project, especially when it's played exclusively late at night. The term "adventure game" came to mean a game with characters, puzzles, and a plot to be open, usually without any twitch elements. 3D accelerator cards a new lot to do with the adventure game's decline. 3D engines allow ease of movement, unlimited views, and above all, speed. THREE DIMENSIONAL acceleration is one of the best things that ever happened on the industry, but in our run to make the games ever quicker, we've sacrificed the image richness of our settings. What the point of having a amazingly beautiful environment if you're likely to race through it overlooking anything that doesn't shoot toward you?The other thing the fact that pushed the traditional adventure video game out of the limelight was online gaming. When I first got into the industry, most developers didn't know that the Internet existed, and on-line gaming was a tiny little niche occupied simply by companies like CompuServe and GEnie. Publishers couldn't always be bothered to even find out about it, much less develop for this. Nowadays on-line gaming is completely the rage, and very couple of games are produced that don't have a multi-player function. Some games, like Quake and its successors, are designed mostly for multi-player mode, and single-player mode is more of an afterthought. There's an old tall tale that there are two kinds of persons in the world, those who divide the kinds of people in the world right into two kinds, and those who have don't. On the whole, I'm among the latter - oversimplification is responsible 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 on their own, and those who like playing these people against other people. Multi-player activities, 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 perform together. If you don't have much amusement, and like to play games to put it briefly segments, you need to be able to quit a game without disappointing someone else. When LucasArts and Sierra On-line were on top of their form, adventure game titles were the best-looking, highest-class games around. They were hilarious, scary, mysterious, and fascinating. Excitement games provided challenges and explored areas that additional genres didn't touch. At that time, the early '90's, wargames were moribund - they were minor turn-based, hexagon -based video games that sold 5, 500 to 10, 000 units apiece. First-person games were almost nonexistent; we don't have the technology for them. In the wonderful world of action, side-scrollers ruled. Journey simulators were crude and blocky-looking. For richness, depth, characterization and sheer creative effort, adventure games are head and shoulders over a other genres, and this showed in both their very own development and marketing finances. A lot of people worked on them and many more people wanted to. Adventure activities have since faded into your background, pushed aside typically by 3D shooters and real-time strategy games. The concept of a "adventure game" itself is a bit of a misnomer nowadays. No disrespect intended to StarCraft's game technicians - I enjoyed the action a lot - but what seriously kept me playing because of thirty missions was the storyline. Adventure games are the superior single-player experience. Many single-player computer games are really multi-player video games in which the machine is a poor 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 adventure games aren't about rivals; in fact , they're not really "games" at all. There isn't an opposition in the usual sense, nor is there a victory condition, other than having solved all the puzzles and reached the final of the story. Adventure games are about the actions of individual in a complex environment, usually a world where minds are more important than markers. If you play them with someone else, it should be someone sitting in similar room with you helping you suppose - adventure games encourage lateral thinking. The genre is not without its complications, the worst of which is certainly 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 everything that audio. Stories call for content, and interactive reports require three to eight times as much content because linear ones do. Web publishers put a heck of any lot of money into developing their particular adventure games (Phantasmagoria turned out on seven compact disks) and they simply didn't start to 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?Regardless of all this, I think they're thanks for a comeback. There's continue to a market for the slower-paced game whose challenge can be primarily mental. Filled with smart brainteasers and visual delights, adventure games were usually 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 provides actually slipped backwards a lttle 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 weaponry production that takes up much of your time in real-time approach games. That is back when adventure games are king. When LucasArts and Sierra On-line were towards the top of their form, adventure game titles were the best-looking, highest-class games around. They were hilarious, scary, mysterious, and fascinating. Adventure games provided challenges and explored areas that additional genres didn't touch. At that time, the early '90's, wargames had been moribund - they were minor turn-based, hexagon -based activities that sold 5, 000 to 10, 000 products apiece. First-person games were definitely almost nonexistent; we don't have the technology for them. In the world of action, side-scrollers ruled. Airline flight simulators were crude and blocky-looking. For richness, depth, characterization and sheer artsy effort, adventure games are head and shoulders over a other genres, and this showed in both the development and marketing finances. A lot of people worked on them and more people wanted to. Adventure online games have since faded in the background, pushed aside usually by 3D shooters and real-time strategy games.