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Many single-player computer games are really multi-player video games in which the machine is a impoverished substitute for a human opponent, and now that it's possible to play against people 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 challenger in the usual sense, neither is there a victory predicament, other than having solved every one of the puzzles and reached the bottom of the story. Adventure game titles are about the actions of your individual in a complex universe, usually a world where minds are more important than guns. If you play them with another person, it should be someone sitting in a similar room with you helping you think - adventure games prize lateral thinking. The genre is not without its conditions, the worst of which can be its development cost. Infocom and LucasArts got quite good at developing reusable motors, with their Z-machine and SCUMM respectively, but the real money sinks were all that artwork and everything that audio. Stories require content, and interactive reports require three to ten times as much content as linear ones do. Authors put a heck of the lot of money into developing all their adventure games (Phantasmagoria came 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 producing an adventure game?Despite all this, I think they're due for a comeback. There's nonetheless a market for the slower-paced game whose challenge is certainly primarily mental. Filled with ingenious brainteasers and visual delights, 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 tempt 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 place that adventure games are great for is younger kids, especially if the game doesn't require a great deal of motor skills. Kids have got very little trouble suspending their disbelief (I cannot imagine I used to love Voyage on the Bottom of the Sea), plus they like figuring things away just as much as adults carry out. The huge success of the remade Legend of Zelda for the Nintendo 64 proven both that there's clearly continue to a market there, and that 3 DIMENSIONAL 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 consistently 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 used to be found only in excursion 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 an industry which is unimpressed by the size of the explosions or the speed of the engine, a market that for the most part, we're ignoring. If you play them with other people, it should be someone sitting in the same room with you helping you suppose - adventure games praise 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 applications, with their Z-machine and SCUMM respectively, but the real money basins were all that artwork and that audio. Stories need content, and interactive tales require three to eight times as much content while linear ones do. Writers put a heck of an lot of money into developing their adventure games (Phantasmagoria was released on seven compact disks) and they simply didn't start to see the kind of revenue needed to justify 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?In spite of all this, I think they're credited for a comeback. There's continue to a market for the slower-paced game whose challenge is usually primarily mental. Filled with brilliant brainteasers and visual delights, adventure games were always 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 bit. 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 tools production that takes up much of your time in real-time strategy games. The other marketplace that adventure games are good for is younger kids, especially if the game doesn't require a lots of motor skills. 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 two kinds, and those exactly who don't. On the whole, I'm one of the latter - oversimplification is accountable to many of the world's problems. Nevertheless , I do believe that there are two kinds of gamers in the world, people who like playing computer games without any help, and those who like playing them against other people. Multi-player game titles, despite their current popularity, aren't for everyone. For one thing, they might require (surprise! ) other people, understanding that means that you have to have the opportunity to enjoy together. If you don't have much leisure time, and like to play games in short segments, you need to be able to cease a game without disappointing other people. You could obviously play very quick on-line games like online poker and blackjack, but if you would like to play long games meant for short periods, you need a significant single-player game. Another reason a lot of people prefer to play games by themselves can be described as matter of temperament. I play childish games for fun, and I want affiliates I'm playing with to enjoy themselves as well. I'm not there to rip their hearts out; I'm there for your pleasant social occasion. I'm sure seeing that children we've all performed games with someone who gloated over his victories, sulked over his losses, and generally acted like a jerk. Plan the on-line worlds and so are with such people: teenager psychotics whose only satisfaction in life seems to be taunting unknown people. I have better manners than that, and I got enough taunting on the grade college playground to last us a lifetime, thank you very much. But the most important reason to play alone involves the sense of saut. Many people are attracted to games mainly because they enjoy being in a fantasy world; they such as the sense of exploration and discovery, both of the environment and the plot. Sharing that world with real people is likely to destroy your suspension from disbelief. It's one thing to pretend you're the enormous knight striding alone through the forest; it's another thing completely if your friend Joe is appropriate there beside you. Dude is a product of the twentieth century, and unlike the artificial characters in the game, this individual doesn't speak in that mock-Chaucer dialog that medieval dreams seem to require. ("Hail, honest Sir Knight! And what bringeth thee to these timber so perilous this excellent eventide? There be rumors of a dragon hereabouts! ") When Joe talks, this individual sounds like Joe - which is fine in real life, although modern English sounds incorrect in the mystical land of Albion. And sharing any with strangers is even worse. If I'm seeking celebrity and fortune and the love of my lady fair, the last sort of person I want for a companion is a gentleman named Sir KewL DooD. First-person games ended up being almost nonexistent; we failed to have the technology for them. In the wonderful world of action, side-scrollers ruled. Flight simulators were crude and blocky-looking. For richness, range, characterization and sheer imaginative effort, adventure games ended up being head and shoulders above the other genres, and this showed in both the development and marketing budgets. A lot of people worked on them and many more people wanted to. Adventure games have since faded into the background, pushed aside in most cases 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 alone is a tribute to the initial adventure game of them all, sometimes called Colossal Cave nonetheless more often simply known as Adventure. But for the real white-knuckled, heart-in-the-mouth feeling of danger that should accompany an adventure, it's hard to beat a modern A 3D MODEL game like Half-Life or Thief: The Dark Venture, especially when it's played exclusively late at night. The term "adventure game" came to mean a casino game with characters, puzzles, and a plot to be open for use, usually without any twitch components. 3D accelerator cards a new lot to do with the adventure game's decline.