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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 weaponry production that takes up so much of your time in real-time technique games. The other industry that adventure games are great for is younger kids, specially if the game doesn't require a wide range of motor skills. Kids possess very little trouble suspending all their disbelief (I cannot imagine I used to love Voyage towards the Bottom of the Sea), and so they like figuring things away just as much as adults do. The huge success of the remade Legend of Zelda to get the Nintendo 64 exhibited both that there's clearly however a market there, and that 3D IMAGES engines have just as much to contribute to adventure games because 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 on the games, it's not as if the other genres are affordable either. The voice-overs and video segments that used to be found only in adventure games are now included in all kinds of games. When you could make around as much money with a Quake-based game at a fraction of the cost, why bother fast developing an adventure game?Regardless of all this, I think they're thanks for a comeback. There's still a market for the slower-paced game whose challenge is primarily mental. Filled with brilliant brainteasers and visual attractions, adventure games were usually popular with women. And though 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 slightly. 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 guns production that takes up a great deal of your time in real-time technique games. The other market that adventure games are good for is younger kids, especially if the game doesn't require a lot of motor skills. Kids 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 to get the Nintendo 64 demonstrated both that there's clearly however a market there, and that 3D engines have just as much to contribute to adventure games because they do to other genres. We'll still have to face that issue of development costs, but with companies now typically spending a million dollars or more on their games, it's not as if the other genres are low-cost either. The voice-overs and video segments that employed to be found only in adventure games are now included in a variety of games. Recording video costs the same amount whether it's for a wargame or an adventure match. If you play them with somebody else, it should be someone sitting in the same room with you helping you believe - adventure games prize lateral thinking. The genre is not without its problems, the worst of which is its development cost. Infocom and LucasArts got quite good at developing reusable machines, 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 five times as much content while linear ones do. Authors put a heck of an lot of money into developing their very own adventure games (Phantasmagoria arrived on the scene on seven compact disks) and they simply didn't begin to 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 practical cost, why bother growing an adventure game?In spite of all this, I think they're because of for a comeback. There's still a market for the slower-paced game whose challenge is primarily mental. Filled with ingenious brainteasers and visual attractions, 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 provides actually slipped backwards a lttle bit. 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 guns production that takes up a lot of your time in real-time approach games. The other market that adventure games are good for is younger kids, specially if the game doesn't require a wide range of motor skills. Kids currently have very little trouble suspending all their disbelief (I cannot believe that I used to love Voyage into the Bottom of the Sea), and in addition they like figuring things out just as much as adults perform. The huge success of the remade Legend of Zelda pertaining to the Nintendo 64 demonstrated both that there's clearly still a market there, and that A 3D MODEL engines have just as much to contribute to adventure games because they do to other genres. We'll still have to face that issue of development costs, but with companies now routinely spending a million dollars or more troubles games, it's not as if the other genres are cheap either. The voice-overs and video segments that utilized to be found only in excitement 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. No disrespect intended to StarCraft's game mechanics - I enjoyed the action a lot - but what really kept me playing through thirty missions was the tale. 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, once more it's possible to play against individual opponents, that's the way the industry is going. But experience 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 condition, other than having solved all of the puzzles and reached the bottom of the story. Adventure activities are about the actions of the individual in a complex world, usually a world where minds are more important than guns. If you play them with somebody else, it should be someone sitting in precisely the same room with you helping you think that - adventure games encourage lateral thinking. The genre is not without its conditions, the worst of which is definitely its development cost. Infocom and LucasArts got quite good at developing reusable machines, with their Z-machine and SCUMM respectively, but the real money basins were all that artwork and everything that audio. Stories require content, and interactive reports require three to twenty times as much content seeing that linear ones do. Writers put a heck of a lot of money into developing their adventure games (Phantasmagoria arrived on the scene on seven compact disks) and they simply didn't see the kind of revenue needed to rationalize the expense.