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Adventure games are the essential 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, yet again it's possible to play against human opponents, that's the way the industry is going. But experience games aren't about competition; in fact , they're not really "games" at all. There isn't an challenger in the usual sense, neither is there a victory state, other than having solved every one of the puzzles and reached the end of the story. Adventure activities are about the actions associated with an individual in a complex community, usually a world where brains are more important than firearms. If you play them with someone else, it should be someone sitting in similar room with you helping you presume - 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 everything that audio. Stories need content, and interactive tales require three to eight times as much content as linear ones do. Web publishers put a heck of a 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 rationalize the expense. When you could make at least 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 however a market for the slower-paced game whose challenge can be primarily mental. Filled with ingenious brainteasers and visual treats, adventure games were generally popular with women. And 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 catch the attention of a lot of women; nor does the nitpicky business of managing weapons production that takes up so much of your time in real-time technique games. The other industry that adventure games are fantastic for is younger kids, especially if the game doesn't require a wide range of motor skills. Kids possess very little trouble suspending the disbelief (I cannot believe I used to love Voyage towards the Bottom of the Sea), and so they like figuring things out just as much as adults carry out. The huge success of the remade Legend of Zelda meant for the Nintendo 64 exhibited 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 types. We'll still have to face that issue of development costs, but with companies now often 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 used to be found only in trip games are now included in all kinds of games. Recording video costs the same amount whether it's for a wargame or an adventure video game. It's one thing to pretend you're the infamous knight striding alone over the forest; it's another thing totally if your friend Joe for you personally there beside you. May well is a product of the 20th century, and unlike the artificial characters in the game, the person doesn't speak in that mock-Chaucer dialog that medieval dreams seem to require. ("Hail, honest Sir Knight! And what bringeth thee to these woods so perilous this excellent eventide? There be rumors of a dragon hereabouts! ") When Joe talks, the person sounds like Joe - which is fine in real life, although modern English sounds incorrect in the mystical land from Albion. And sharing any with strangers is even more difficult. If I'm seeking fame and fortune and the absolutely adore of my lady fair, the last sort of person I need for a companion is a gentleman named Sir KewL DooD. What interests me most about computer games are the most people and places, relationships and events unfolding, and getting the chance to interact with them. I performed all the way through StarCraft (cheating occasionally) not because I was obsessed 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 mechanics - I enjoyed the overall game a lot - but what genuinely kept me playing because of thirty missions was the tale. Adventure games are the perfect single-player experience. Many single-player computer games are really multi-player games in which the machine is a poor 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 experience games aren't about competition; in fact , they're not really "games" at all. Adventure games are the idiosyncratic single-player experience. Many single-player computer games are really multi-player game titles in which the machine is a substandard substitute for a human opponent, yet again it's possible to play against individual 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 state, other than having solved all the puzzles and reached the conclusion of the story. Adventure activities are about the actions of your individual in a complex environment, usually a world where brains are more important than markers. If you play them with somebody else, it should be someone sitting in a similar room with you helping you think that - adventure games prize lateral thinking. The genre is not without its challenges, the worst of which is usually its development cost. Infocom and LucasArts got quite good at developing reusable motors, with their Z-machine and SCUMM respectively, but the real money basins were all that artwork and all that audio. Stories need content, and interactive reports require three to ten times as much content since linear ones do. Web publishers put a heck of the lot of money into developing their adventure games (Phantasmagoria came out on seven compact disks) and they simply didn't see the kind of revenue needed to rationalize the expense. When you could make at least as much money with a Quake-based game at a fraction of the cost, why bother producing an adventure game?Despite all this, I think they're because of for a comeback. There's however a market for the slower-paced game whose challenge is definitely primarily mental. Filled with clever brainteasers and visual wonders, adventure games were generally popular with women. And though more women are using computers and playing games than ever before, in terms of featuring entertainment that many women just 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 tempt 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 approach games. The other industry that adventure games are fantastic for is younger kids, particularly if the game doesn't require a wide range of motor skills. Kids have got very little trouble suspending the disbelief (I cannot believe that I used to love Voyage towards the Bottom of the Sea), and in addition they like figuring things away just as much as adults perform. The huge success of the remade Legend of Zelda for the Nintendo 64 exhibited 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 genres. We'll still have to face the fact that issue of development costs, but with companies now typically 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 utilized to be found only in trip 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. The term "adventure game" came to mean a game with characters, puzzles, and a plot to be unfolded, usually without any twitch aspects. 3D accelerator cards had a lot to do with the adventure game's decline. 3D engines enable ease of movement, unlimited perspectives, and above all, speed. A 3D MODEL acceleration is one of the best things that ever happened to the industry, but in our buzz to make the games ever faster, we've sacrificed the image richness of our settings. What the point of having a amazingly beautiful environment if you're going to race through it ignoring anything that doesn't shoot toward you?The other thing the fact that pushed the traditional adventure match out of the limelight was on the web gaming. When I first got into the industry, most developers didn't know that the Internet existed, and on-line gaming was a teeny little niche occupied simply by companies like CompuServe and GEnie. Publishers couldn't be bothered to even understand it, much less develop for this. Nowadays on-line gaming is all the rage, and very handful of games are produced that don't have a multi-player setting. Some games, like Quake and its successors, are designed largely for multi-player mode, and single-player mode is more of an afterthought. There's an old laugh that there are two kinds of most people in the world, those who divide the kinds of people in the world into two kinds, and those exactly who don't. On the whole, I'm one of the latter - oversimplification is in charge of many of the world's problems.