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If you play them with someone else, it should be someone sitting in the same room with you helping you think - adventure games praise 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 applications, with their Z-machine and SCUMM respectively, but the real money basins were all that artwork all the things that audio. Stories call for content, and interactive experiences require three to eight times as much content while linear ones do. Publishers put a heck of a lot of money into developing their particular adventure games (Phantasmagoria turned out 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 around as much money with a Quake-based game at a practical cost, why bother fast developing an adventure game?Even though all this, I think they're owed for a comeback. There's nonetheless a market for the slower-paced game whose challenge is primarily mental. Filled with brilliant brainteasers and visual delights, adventure games were always popular with women. And although more women are using computers and playing games than ever before, in terms of administering entertainment that many women just like, I think the industry possesses actually slipped backwards somewhat. The current emphasis on driving and flying and shooting (all thanks to 3D accelerators, of course) doesn't really get a lot of women; nor does the nitpicky business of managing tools production that takes up a whole lot of your time in real-time strategy games. The other market that adventure games are good for is younger kids, specially if the game doesn't require a great deal of motor skills. Kids have very little trouble suspending their disbelief (I cannot consider I used to love Voyage on the Bottom of the Sea), and they like figuring things away just as much as adults do. The huge success of the remade Legend of Zelda pertaining to the Nintendo 64 exhibited 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 because they do to other sorte. We'll still have to face 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 employed to be found only in adventure games are now included in all sorts of games. Recording video costs the same amount whether it's for a wargame or an adventure video game. There isn't an adversary in the usual sense, nor is there a victory state, other than having solved all of the puzzles and reached the bottom of the story. Adventure video games are about the actions of individual in a complex world, usually a world where minds are more important than weapons. If you play them with somebody else, 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 challenges, the worst of which is definitely 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 all the things that audio. Stories call for content, and interactive experiences require three to 10 times as much content seeing that linear ones do. Web publishers put a heck of your lot of money into developing their adventure games (Phantasmagoria arrived 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 expanding an adventure game?In spite of all this, I think they're thanks for a comeback. There's nonetheless a market for the slower-paced game whose challenge can be primarily mental. Filled with ingenious brainteasers and visual pleasures, adventure games were generally popular with women. And even though 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 a little. We'll still have to face the fact that issue of development costs, but with companies now consistently spending a million dollars or more prove 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 experience 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. Adventure games appeal to a place which is unimpressed by the scale the explosions or the rate of the engine, a market the fact that for the most part, we're ignoring. Yet those people want to play game titles too. It's time to deliver adventure games back. Experience games provided challenges and explored areas that several other genres didn't touch. At that time, the early '90's, wargames ended up being moribund - they were little turn-based, hexagon -based video games that sold 5, 500 to 10, 000 models apiece. First-person games ended up being almost non-existent; we don't have the technology for them. In the wonderful world of action, side-scrollers ruled. Airline flight simulators were crude and blocky-looking. For richness, more detail, characterization and sheer artistic effort, adventure games had been head and shoulders above the other genres, and this showed in both their development and marketing funds. A lot of people worked on them plus more people wanted to. Adventure video games have since faded in to the background, pushed aside for the most part by 3D shooters and real-time strategy games. The concept of a "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 primary adventure game of them all, often called Colossal Cave nonetheless more often simply known as Excitement. But for the real white-knuckled, heart-in-the-mouth feeling of danger that should go with an adventure, it's really difficult to beat a modern THREE DIMENSIONAL game like Half-Life as well as Thief: The Dark Job, especially when it's played by itself late at night.