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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 inexpensive either. The voice-overs and video segments that used to be found only in excursion games are now included in a number of games. Recording video costs the same amount whether it's for a wargame or an adventure match. Adventure games appeal to a place which is unimpressed by the size of the explosions or the rate of the engine, a market that for the most part, we're ignoring. But those people want to play games too. It's time to deliver adventure games back. But the most crucial reason to play alone has to do with the sense of saut. Many people are attracted to games because they enjoy being in a fantasy world; they just like the sense of exploration and discovery, both of the setting and the plot. Sharing the fact that world with real people is likely to destroy your suspension of disbelief. It's one thing to pretend you're the great knight striding alone in the forest; it's another thing fully if your friend Joe is correct there beside you. Paul is a product of the twentieth century, and unlike the artificial characters in the game, he doesn't speak in that mock-Chaucer dialog that medieval dreams seem to require. ("Hail, honest Sir Knight! And what bringeth thee to these woodlands so perilous this good eventide? There be gossip of a dragon hereabouts! ") When Joe talks, the person sounds like Joe - which is fine in real life, nevertheless modern English sounds incorrect in the mystical land from Albion. And sharing some sort of with strangers is a whole lot worse. If I'm seeking recognition and fortune and the appreciate of my lady good, the last sort of person I need for a companion is a person named Sir KewL DooD. What interests me the majority about computer games are the people and places, relationships and events unfolding, and getting the chance to interact with them. I played out all the way through StarCraft (cheating occasionally) not because I was fascinated by the wargame itself, nonetheless because I wanted to find out so what happened to Jim Raynor and Sarah Kerrigan. No disrespect intended to StarCraft's game technicians - I enjoyed the action a lot - but what really kept me playing because of thirty missions was the story. The current emphasis on driving and flying and shooting (all thanks to 3D accelerators, of course) doesn't really entice 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. The other marketplace that adventure games are fantastic for is younger kids, especially if the game doesn't require a lots of motor skills. Kids have very little trouble suspending all their 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 perform. 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 3D IMAGES engines have just as much to contribute to adventure games as they do to other types. We'll still have to face the fact that issue of development costs, but with companies now often 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 excitement games are now included in a variety of games. The genre is not without its challenges, the worst of which is certainly its development cost. Infocom and LucasArts got quite good at developing reusable machines, with their Z-machine and SCUMM respectively, but the real money sinks were all that artwork and that audio. Stories require content, and interactive experiences require three to twenty times as much content seeing that linear ones do. Marketers put a heck of your lot of money into developing the adventure games (Phantasmagoria turned out on seven compact disks) and they simply didn't see the kind of revenue needed to justify the expense. When you could make at least as much money with a Quake-based game at a practical cost, why bother producing an adventure game?In spite of all this, I think they're due for a comeback. There's still a market for the slower-paced game whose challenge is usually primarily mental. Filled with brilliant brainteasers and visual pleasures, 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, in course) doesn't really appeal to 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 technique games. The other market that adventure games are great for is younger kids, particularly if the game doesn't require a large amount of motor skills. Kids currently have very little trouble suspending their very own disbelief (I cannot imagine I used to love Voyage to the Bottom of the Sea), and so they like figuring things away just as much as adults carry out.