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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 described as a lot of round table discussion posts devoted to interactive storytelling, and in addition they would continue over refreshments in the bar. That was first back when adventure games were definitely king. 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 different genres didn't touch. Then, the early '90's, wargames are moribund - they were tiny turn-based, hexagon -based video games that sold 5, 500 to 10, 000 units apiece. First-person games had been almost non-existent; we decided not to have the technology for them. In the world of action, side-scrollers ruled. Air travel simulators were crude and blocky-looking. For richness, range, characterization and sheer artsy effort, adventure games are head and shoulders above the other genres, and the idea showed in both their very own development and marketing financial constraints. A lot of people worked on them plus much more people wanted to. Adventure game titles have since faded in the background, pushed aside in most cases by 3D shooters and real-time strategy games. The term "adventure game" itself is a bit of a misnomer nowadays. 2 weeks [D] shortening of the phrase "Adventure-type game, " which by itself is a tribute to the initially adventure game of them all, occasionally called Colossal Cave although more often simply known as Experience. But for the real white-knuckled, heart-in-the-mouth feeling of danger that should come with an adventure, it's really difficult to beat a modern A 3D MODEL game like Half-Life or Thief: The Dark Assignment, especially when it's played by themselves late at night. 3D accelerator cards any lot to do with the adventure game's decline. 3D engines let ease of movement, unlimited facets, and above all, speed. 3D acceleration is one of the best points that ever happened for the industry, but in our dash to make the games ever speedier, we've sacrificed the aesthetic richness of our settings. Exactly what is the point of having a amazingly beautiful environment if you're gonna race through it disregarding anything that doesn't shoot at you?The other thing the fact that pushed the traditional adventure match out of the limelight was online gaming. When I first got into the industry, most developers failed to know that the Internet existed, and on-line gaming was a very small little niche occupied by way of companies like CompuServe and GEnie. Publishers couldn't end up being bothered to even understand it, much less develop for doing it. Nowadays on-line gaming is all the rage, and very few games are produced that don't have a multi-player style. Some games, like Bob and its successors, are designed mainly for multi-player mode, and single-player mode is more of an afterthought. There's an old ruse that there are two kinds of persons in the world, those who divide the kinds of people in the world in to two kinds, and those who don't. On the whole, I'm one of many latter - oversimplification is liable for many of the world's problems. Nonetheless I do believe that there are two kinds of gamers in the world, those that like playing computer games independently, and those who like playing them against other people. No disrespect intended to StarCraft's game mechanics - I enjoyed the game a lot - but what seriously kept me playing because of thirty missions was the history. Adventure games are the essential 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, and now that it's possible to play against individual opponents, that's the way the industry is going. But trip games aren't about competition; in fact , they're not really "games" at all. There isn't an adversary in the usual sense, nor is there a victory state, other than having solved many of the puzzles and reached the conclusion of the story. Adventure game titles are about the actions of an individual in a complex universe, usually a world where minds are more important than firearms. If you play them with other people, it should be someone sitting in the same room with you helping you believe - adventure games reward lateral thinking. The genre is not without its concerns, 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 sinks were all that artwork and all that audio. Stories need content, and interactive tales require three to eight times as much content since linear ones do. Marketers put a heck of an lot of money into developing the adventure games (Phantasmagoria turned out on seven compact disks) and they simply didn't begin to see the kind of revenue needed to warrant the expense. When you could make more than as much money with a Quake-based game at a cheaper cost, why bother expanding an adventure game?Inspite of all this, I think they're because of for a comeback. There's continue to 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 although 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 offers actually slipped backwards slightly. The current emphasis on driving and flying and shooting (all thanks to 3D accelerators, of course) doesn't really tempt 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 approach games. The other market that adventure games are great for is younger kids, specially if the game doesn't require a large amount of motor skills. Kids have got very little trouble suspending their particular disbelief (I cannot believe I used to love Voyage towards the Bottom of the Sea), and like figuring things away just as much as adults accomplish. The huge success of the remade Legend of Zelda intended for the Nintendo 64 proven both that there's clearly still a market there, and that THREE DIMENSIONAL engines have just as much to contribute to adventure games because 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 issues games, it's not as if the other genres are low-priced either. The voice-overs and video segments that employed to be found only in trip games are now included in all kinds of games. 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 industry that adventure games are fantastic for is younger kids, specially if the game doesn't require a lots of motor skills. Kids have got very little trouble suspending all their disbelief (I cannot believe that 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 meant for the Nintendo 64 shown both that there's clearly nonetheless a market there, and that THREE DIMENSIONAL engines have just as much to contribute to adventure games because they do to other styles. 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 inexpensive either. The voice-overs and video segments that utilized to be found only in excursion games are now included in a number of games.