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Wikipedia

Adventure game

An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story driven by exploration and/or puzzle-solving.[1] The genre's focus on story allows it to draw heavily from other narrative-based media, literature and film, encompassing a wide variety of literary genres. Many adventure games (text and graphic) are designed for a single player, since this emphasis on story and character makes multiplayer design difficult.[2] Colossal Cave Adventure is identified[3] as the first such adventure game, first released in 1976, while other notable adventure game series include Zork, King's Quest, Monkey Island, and Myst.

Initial adventure games developed in the 1970s and early 1980s were text-based, using text parsers to translate the player's input into commands. As personal computers became more powerful with better graphics, the graphic adventure-game format became popular, initially by augmenting player's text commands with graphics, but soon moving towards point-and-click interfaces. Further computer advances led to adventure games with more immersive graphics using real-time or pre-rendered three-dimensional scenes or full-motion video taken from the first- or third-person perspective.

For markets in the Western hemisphere, the genre's popularity peaked during the late 1980s to mid-1990s when many[quantify] considered it to be among the most technically advanced genres, but it had become a niche genre in the early 2000s due to the popularity of first-person shooters, and it became difficult for developers to find publishers to support adventure-game ventures. Since then, a resurgence in the genre has occurred, spurred on by the success of independent video-game development, particularly from crowdfunding efforts, from the wide availability of digital distribution enabling episodic approaches, and from the proliferation of new gaming platforms, including portable consoles and mobile devices.

Within Asian markets, adventure games continue to be popular in the form of visual novels, which make up nearly 70% of PC games released in Japan.[4] Asian countries have also found markets for adventure games for portable and mobile gaming devices. Japanese adventure-games tend to be distinct[clarification needed] from Western adventure-games and have their own separate development history.

Definition

Components of an adventure game Citations
Puzzle solving, or problem solving. [5][6][7][8][9][10][11][12]
Narrative, or interactive story. [6][7][8][10][12][13]
Exploration. [1][6][8]
Player assumes the role of a character/hero. [6][9][13]
Collection or manipulation of objects. [6][7][13]

The term "adventure game" originated from the 1970s text computer game Colossal Cave Adventure, often referred to simply as Adventure,[6][7] which pioneered a style of gameplay which many developers imitated and which became a genre in its own right. The video game genre is therefore defined by its gameplay, unlike the literary genre, which is defined by the subject it addresses: the activity of adventure.[5]

Essential elements of the genre include storytelling, exploration, and puzzle-solving.[5] Marek Bronstring, former head of content at Sega, has characterised adventure games as puzzles embedded in a narrative framework;[14] such games may involve narrative content that a player unlocks piece by piece over time.[15] While the puzzles that players encounter through the story can be arbitrary, those that do not pull the player out of the narrative are considered[by whom?] examples of good design.[16]

Relationship to other genres

Combat and action challenges are limited or absent in adventure games;[17] this distinguishes them from action games.[8] In the book Andrew Rollings and Ernest Adams on Game Design, the authors state that "this [reduced emphasis on combat] doesn't mean that there is no conflict in adventure games ... only that combat is not the primary activity."[6] Some adventure games will include a minigame from another video-game genre, which adventure-game purists do not always appreciate.[18] Hybrid action-adventure games blend action and adventure games throughout the game experience, incorporating more physical challenges than pure adventure games and at a faster pace.[19] This definition is hard to apply, however, with some debate among designers about which games classify as action games and which involve enough non-physical challenges to be considered action-adventures.[13]

Adventure games are also distinct from role-playing video-games that involve action, team-building, and points management.[8] Adventure games lack the numeric rules or relationships seen in role-playing games (RPGs), and seldom have an internal economy.[20] These games lack any skill-system, combat, or "an opponent to be defeated through strategy and tactics".[6] However, some hybrid games exist where role-playing games with strong narrative and puzzle elements are considered[by whom?] RPG-adventures.[21] Finally, adventure games are classified separately from puzzle video games.[8][need quotation to verify] Although an adventure game may involve puzzle-solving, adventure games typically involve a player-controlled avatar in an interactive story.[22][need quotation to verify]

Game design

Puzzle-solving

Adventure games contain a variety of puzzles, decoding messages, finding and using items, opening locked doors, or finding and exploring new locations.[23][24] Solving a puzzle will unlock access to new areas in the game world, and reveal more of the game story.[25] Logic puzzles, where mechanical devices are designed with abstract interfaces to test a player's deductive reasoning skills, are common.[26]

Some puzzles are criticized for the obscurity of their solutions, for example, the combination of a clothes line, clamp, and deflated rubber duck used to gather a key stuck between the subway tracks in The Longest Journey, which exists outside of the game's narrative and serves only as an obstacle to the player.[27] Others have been criticized for requiring players to blindly guess, either by clicking on the right pixel, or by guessing the right verb in games that use a text interface.[28] Games that require players to navigate mazes have also become less popular, although the earliest text-adventure games usually required players to draw a map if they wanted to navigate the abstract space.[29]

Gathering and using items

Many adventure games make use of an inventory management screen as a distinct gameplay mode.[23] Players are only able to pick up some objects in the game, so the player usually knows that only objects that can be picked up are important.[13] Because it can be difficult for a player to know if they missed an important item, they will often scour every scene for items. For games that utilize a point and click device, players will sometimes engage in a systematic search known as a "pixel hunt", trying to locate the small area on the graphic representation of the location on screen that the developers defined, which may not be obvious or only consist of a few on-screen pixels. A notable example comes from the original Full Throttle by LucasArts, where one puzzle requires instructing the character to kick a wall at a small spot, which Tim Schafer, the game's lead designer, had admitted years later was a brute force measure; in the remastering of the game, Schafer and his team at Double Fine made this puzzle's solution more obvious.[30] More recent adventure games try to avoid pixel hunts by highlighting the item, or by snapping the player's cursor to the item.[31]

Many puzzles in these games involve gathering and using items from their inventory.[24] Players must apply lateral thinking techniques where they apply real-world extrinsic knowledge about objects in unexpected ways. For example, by putting a deflated inner tube on a cactus to create a slingshot, which requires a player to realize that an inner tube is stretchy.[13] They may need to carry items in their inventory for a long duration before they prove useful,[32] and thus it is normal for adventure games to test a player's memory where a challenge can only be overcome by recalling a piece of information from earlier in the game.[13] There is seldom any time pressure for these puzzles, focusing more on the player's ability to reason than on quick-thinking.[33]

Story, setting, and themes

Adventure games are single-player experiences that are largely story-driven.[34] More than any other genre, adventure games depend upon their story and setting to create a compelling single-player experience.[13] They are typically set in an immersive environment, often a fantasy world,[7][10] and try to vary the setting from chapter to chapter to add novelty and interest to the experience.[13] Comedy is a common theme, and games often script comedic responses when players attempt actions or combinations that are "ridiculous or impossible".[35]

Since adventure games are driven by storytelling, character development usually follows literary conventions of personal and emotional growth, rather than new powers or abilities that affect gameplay.[13] The player often embarks upon a quest,[11] or is required to unravel a mystery or situation about which little is known.[9] These types of mysterious stories allow designers to get around what Ernest W. Adams calls the "Problem of Amnesia", where the player controls the protagonist but must start the game without their knowledge and experience.[36] Story-events typically unfold as the player completes new challenges or puzzles, but in order to make such storytelling less mechanical, new elements in the story may also be triggered by player movement.[13]

Dialogue and conversation trees

Adventure games have strong storylines with significant dialog, and sometimes make effective use of recorded dialog or narration from voice actors.[13] This genre of game is known for representing dialog as a conversation tree.[37] Players are able to engage a non-player character by choosing a line of pre-written dialog from a menu, which triggers a response from the game character.[18] These conversations are often designed as a tree structure, with players deciding between each branch of dialog to pursue.[38] However, there are always a finite number of branches to pursue, and some adventure games devolve into selecting each option one-by-one.[39] Conversing with characters can reveal clues about how to solve puzzles, including hints about what that character wanted before they would cooperate with the player.[13] Other conversations will have far-reaching consequences, deciding to disclose a valuable secret that has been entrusted to the player.[13] Characters may also be convinced to reveal their own secrets, either through conversation or by giving them something that will benefit them.[citation needed]

Goals, success and failure

The primary goal in adventure games is the completion of the assigned quest.[40] Early adventure games often had high scores and some, including Zork and some of its sequels, assigned the player a rank, a text description based on their score.[41] High scores provide the player with a secondary goal,[40] and serve as an indicator of progression.[41] While high scores are now less common, external reward systems, such as Xbox Live's Achievements, perform a similar role.[42]

The primary failure condition in adventure games, inherited from more action-oriented games, is player death. Without the clearly identified enemies of other genres, its inclusion in adventure games is controversial, and many developers now either avoid it or take extra steps to foreshadow death.[43] Some early adventure games trapped the players in unwinnable situations without ending the game. Infocom's text adventure The Hitchhiker's Guide to the Galaxy has been criticized for a scenario where failing to pick up a pile of junk mail at the beginning of the game prevented the player, much later, from completing the game.[44] The adventure games developed by LucasArts purposely avoided creating a dead-end situation for the player due to the negative reactions to such situations.[45]

Subgenres

Text adventures and interactive fiction

 
A computer terminal running Zork (1977), one of the first commercially successful text adventure games

Text adventures convey the game's story through passages of text, revealed to the player in response to typed instructions.[46] Early text adventures, Colossal Cave Adventure, "Hugo's House of Horrors" and Scott Adams' games, used a simple verb-noun parser to interpret these instructions, allowing the player to interact with objects at a basic level, for example by typing "get key".[47] Later text adventures, and modern interactive fiction, use natural language processing to enable more complex player commands like "take the key from the desk". Notable examples of advanced text adventures include most games developed by Infocom, including Zork and The Hitchhiker's Guide to the Galaxy.[46] With the onset of graphic adventures, the text adventure fell to the wayside, though the medium remains popular as a means of writing interactive fiction (IF) particularly with the introduction of the Inform natural language platform for writing IF. Interactive fiction can still provide puzzle-based challenges like adventure games, but many modern IF works also explore alternative methods of narrative storytelling techniques unique to the interactive medium and may eschew complex puzzles associated with typical adventure games. Readers or players of IF may still need to determine how to interact appropriately with the narrative to progress and thus create a new type of challenge.[48][49][50]

Graphic adventure

Graphic adventures are adventure games that use graphics to convey the environment to the player.[51] Games under the graphic adventure banner may have a variety of input types, from text parsers to touch screen interfaces.[46] Graphic adventure games will vary in how they present the avatar. Some games will utilize a first-person or third-person perspective where the camera follows the player's movements, whereas many adventure games use drawn or pre-rendered backgrounds, or a context-sensitive camera that is positioned to show off each location to the best effect.[52]

Point-and-click adventure games

 
The Whispered World (2009) is an example of a context-based point-and-click adventure game using high-definition graphics and animation.

Point-and-click adventure games are those where the player typically controls their character through a point and click interface using a computer mouse or similar pointing device, though additional control schemes may also be available.[53] The player clicks to move their character around, interact with non-player characters, often initiating conversation trees with them, examine objects in the game's settings or with their character's item inventory. Many older point-and-click games include a list of on-screen verbs to describe specific actions in the manner of a text adventure, but newer games have used more context-sensitive user interface elements to reduce or eliminate this approach. Often, these games come down to collecting items for the character's inventory, and figuring when is the right time to use that item; the player would need to use clues from the visual elements of the game, descriptions of the various items, and dialogue from other characters to figure this out. Later games developed by Sierra On-Line, including the King's Quest games, and nearly all of the LucasArts adventure games, are point-and-click-based games.

Point-and-click adventure games can also be the medium in which interactive, cinematic video games comprise. They feature cutscenes interspersed by short snippets of interactive gameplay that tie in with the story. This sub-genre is most famously used by the defunct Telltale Games with their series such as Minecraft: Story Mode and their adaptation of The Walking Dead.

Escape the room games

Escape the room games are a further specialization of point-and-click adventure games; these games are typically short and confined to a small space to explore, with almost no interaction with non-player characters. Most games of this type require the player to figure out how to escape a room using the limited resources within it and through the solving of logic puzzles. Other variants include games that require the player to manipulate a complex object to achieve a certain end in the fashion of a puzzle box. These games are often delivered in Adobe Flash format and are also popular on mobile devices. The genre is notable for inspiring real-world escape room challenges.[54] Examples of the subgenre include MOTAS (Mysteries of Time and Space), The Crimson Room, and The Room.[55][56][57]

Puzzle adventure games

Puzzle adventure games are adventure games that put a strong emphasis on logic puzzles. They typically emphasize self-contained puzzle challenges with logic puzzle toys or games. Completing each puzzle opens more of the game's world to explore, additional puzzles to solve, and can expand on the game's story.[58] There are often few to none non-playable characters in such games, and lack the type of inventory puzzles that typical point-and-click adventure games have. Puzzle adventure games were popularized by Myst and The 7th Guest. These both used mixed media consisting of pre-rendered images and movie clips,[59] but since then, puzzle adventure games have taken advantage of modern game engines to present the games in full 3D settings, such as The Talos Principle. Myst itself has been recreated in such a fashion in the title realMyst. Other puzzle adventure games are casual adventure games made up of a series of puzzles used to explore and progress the story, exemplified by The Witness and the Professor Layton series of games.

Narrative adventure games

Narrative adventure games are those that allow for branching narratives, with choices made by the player influencing events throughout the game. While these choices do not usually alter the overall direction and major plot elements of the game's story, they help personalize the story to the player's desire through the ability to choose these determinants – exceptions include Detroit: Become Human, where players' choices can bring to multiple completely different endings and characters' death. These games favor narrative storytelling over traditional gameplay, with gameplay present to help immerse the player into the game's story: gameplay may include working through conversation trees, solving puzzles, or the use of quick time events to aid in action sequences to keep the player involved in the story. Though narrative games are similar to interactive movies and visual novels in that they present pre-scripted scenes, the advancement of computing power can render pre-scripted scenes in real-time, thus providing for more depth of gameplay that is reactive to the player. Most Telltale Games titles, such as The Walking Dead, are narrative games. Other examples include Sega AM2's Shenmue series, Konami's Shadow of Memories, Quantic Dream's Fahrenheit, Heavy Rain and Beyond: Two Souls, Dontnod Entertainment's Life Is Strange series,[60] Supermassive Games' Until Dawn, and Night in the Woods.

Walking simulators

 
The Stanley Parable (2013) is a first-person walking simulator set in an office building.

Walking simulators, or environmental narrative games, are narrative games that generally eschew any type of gameplay outside of movement and environmental interaction that allow players to experience their story through exploration and discovery. Walking simulators feature few or even no puzzles at all, and win/lose conditions may not exist. The simulators allow players to roam around the game environment and discover objects like books, audio logs, or other clues that develop the story, and may be augmented with dialogue with non-playable characters and cutscenes. These games allow for exploration of the game's world without any time limits or other forced constraints, an option usually not offered in more action-oriented games.[61][62]

The term "walking simulator" had sometimes been used pejoratively as such games feature almost no traditional gameplay elements and only involved walking around. The term has become more accepted as games within the genre gained critical praise in the 2010s;[63][64] other names have been proposed, like "environmental narrative games" or "interactive narratives", which emphasizes the importance of the narration and the fact the plot is told by interaction with ambient elements.[65][61] Examples of walking simulators include Gone Home, Dear Esther, Firewatch, The Vanishing of Ethan Carter, Proteus, Jazzpunk, The Stanley Parable, Thirty Flights of Loving, and What Remains of Edith Finch.[66][67]

Walking simulators may have ties to the survival horror genre. Though most survival horror games do include combat and other actions the player can use to survive, some games like Outlast and Paratopic remove combat abilities, which leaves the player without any means to otherwise react to events. These games can be seen as walking simulators as they help to create an emotional response in their narrative by removing player agency to react to frightening events, combined with the ability to insert visual and audio cues designed to frighten the player.[62]

The walking simulator genre is primarily one taken up by independent video game development. However, some triple-A examples have started to show trends toward walking simulators. Assassin's Creed: Origins and Assassin's Creed: Odyssey include a "Discovery Mode" that eliminates the game's combat and allows the players to explore the recreations of Ancient Egypt and Ancient Greece, respectively.

Visual novel

 
A common layout for a visual novel game

A visual novel (ビジュアルノベル, bijuaru noberu) is a hybrid of text and graphical adventure games, typically featuring text-based story and interactivity aided by static or sprite-based visuals. They resemble mixed-media novels or tableau vivant stage plays. Most visual novels typically feature dialogue trees, branching storylines, and multiple endings.[68][69] The format has its primary origins in Japanese and other Asian video game markets, typically for personal computers and more recently on handheld consoles or mobile devices. The format did not gain much traction in Western markets,[4] but started gaining more success since the late 2000s.[70][71] A common type of visual novel are dating sims, which has the player attempt to improve a relationship with one or more other characters, such as Hatoful Boyfriend.

Interactive movie

Some adventure games have been presented as interactive movies; these are games where most of the graphics are either fully pre-rendered or use full motion video from live actors on a set, stored on a media that allows fast random access such as laserdisc or CD-ROM. The arcade versions of Dragon's Lair and Space Ace are canonical examples of such works. The game's software presented a scene, to which players responded by moving a joystick and pressing a button, and each choice prompted the game to play a new scene. The video may be augmented by additional computer graphics; Under a Killing Moon used a combination of full-motion video and 3D graphics. Because these games are limited by what has been pre-rendered or recorded, player interactivity is limited in these titles, and wrong choices or decisions may lead quickly to an ending scene.

Hybrids

There are a number of hybrid graphical adventure games, borrowing from two or more of the above classifications. The Zero Escape series wraps several escape-the-room puzzles within the context of a visual novel.[72] The Adventures of Sherlock Holmes series has the player use point-and-click type interfaces to locate clues, and minigame-type mechanics to manipulate those clues to find more relevant information.[73]

While most adventure games typically do not include any time-based interactivity by the player, action-adventure games are a hybrid of action games with adventure games that often require to the player to react quickly to events as they occur on screen.[18] The action-adventure genre is broad, spanning many different subgenres, but typically these games utilize strong storytelling and puzzle-solving mechanics of adventure games among the action-oriented gameplay concepts. The foremost title in this genre was Adventure, a graphic home console game developed based on the text-based Colossal Cave Adventure,[17] while the first The Legend of Zelda brought the action-adventure concept to a broader audience.

History of Western adventure games

Text adventures (1976–1989)

 
Telechrome^type output of Will Crowther's original version of Colossal Cave Adventure.

The origins of text adventure games is difficult to trace as records of computing around the 1970s were not as well documented. Text-based games had existed prior to 1976 that featured elements of exploring maps or solving puzzles, such as Hunt the Wumpus (1973), but lacked a narrative element, a feature essential for adventure games.[74] Colossal Cave Adventure (1976), written by William Crowther and Don Woods, is widely considered to be the first game in the adventure genre, and a significant influence on the genre's early development, as well as influencing core games in other genres such as Adventure (1979) for the action-adventure video game and Rogue (1980) for roguelikes. Crowther was an employee at Bolt, Beranek and Newman, a Boston company involved with ARPANET routers, in the mid-1970s.[75] As an avid caver and role-playing game enthusiast, he wrote a text adventure based on his own knowledge of the Mammoth Cave system in Kentucky.[75] The program, which he named Adventure, was written on the company's PDP-10 and used 300 kilobytes of memory.[76][77] The program was disseminated through ARPANET, which led to Woods, working at the Stanford Artificial Intelligence Laboratory at Stanford at the time, to modify and expand the game, eventually becoming Colossal Cave Adventure.[75]

Colossal Cave Adventure set concepts and gameplay approaches that became staples of text adventures and interactive fiction.[78] Following its release on ARPANET, numerous variations of Colossal Cave Adventure appeared throughout the late 1970s and early 1980s, with some of these later versions being re-christened Colossal Adventure or Colossal Caves. These variations were enabled by the increase in microcomputing that allowed programmers to work on home computers rather than mainframe systems.[76][79][80] The genre gained commercial success with titles designed for home computers. Scott Adams launched Adventure International to publish text adventures including an adaptation of Colossal Cave Adventure, while a number of MIT students formed Infocom to bring their game Zork from mainframe to home computers and was a commercial success. [81] Other companies in this field included Level 9 Computing, Magnetic Scrolls and Melbourne House.

When personal computers gained the ability to display graphics, the text adventure genre began to wane, and by 1990 there were few if any commercial releases, though in the UK publisher Zenobi released many games that could be purchased via mail order during the first half of the 90s. Non-commercial text adventure games have been developed for many years within the genre of interactive fiction. Games are also being developed using the older term 'text adventure' with Adventuron, alongside some published titles for older 8-bit and 16-bit machines.

Graphical development (1980–1990)

 
Mystery House for the Apple II was the first adventure game to use graphics in the early home computer era.

The first known graphical adventure game was Mystery House (1980), by Sierra On-Line, then at the time known as On-Line Systems.[82] Designed by the company's co-founder Roberta Williams and programmed with the help of her husband Ken, the game featured static vector graphics atop a simple command line interface, building on the text adventure model. Roberta was directly inspired by Colossal Cave Adventure as well as the text adventure games that followed from it.[83] Sierra continued to produce similar games under the title Hi-Res Adventure.[84][85] Vector graphics gave way to bitmap graphics which also enabled for simple animations to show the player-character moving in response to typed commands. Here, Sierra's King's Quest (1984), though not the first game of its type, is recognized as a commercially successful graphical adventure game, enabling Sierra to expand on more titles.[86] Other examples of early games include Sherwood Forest (1982), The Hobbit (1982), Yuji Horii's Portopia Serial Murder Case (1983), The Return of Heracles (which faithfully portrayed Greek mythology) by Stuart Smith (1983), Dale Johnson's Masquerade (1983), Antonio Antiochia's Transylvania (1982, re-released in 1984), and Adventure Construction Set (1985), one of the early hits of Electronic Arts.

As computers gained the ability to use pointing devices and point-and-click interfaces, graphical adventure games moved away from including the text interface and simply provided appropriate commands the player could interact with on-screen. The first known game with such an interface was Enchanted Scepters (1984) from Silicon Beach Software, which used drop-down menus for the player to select actions from while using a text window to describe results of those actions, while also being the first true point-and-click game in the sense that the cursor was controlled through the computer mouse.[86] In 1985, ICOM Simulations released Déjà Vu, the first of its MacVenture series, utilized a more complete point-and-click interface, including the ability to drag objects around on the current scene, and was a commercial success.[86] LucasArts' Maniac Mansion, released in 1987, used a novel "verb-object" interface, showing all possible commands the player could use to interact with the game along with the player's inventory, which became a staple of LucasArts' own adventure games and in the genre overall.[86][87][88]

Graphical adventure games were considered to have spurred the gaming market for personal computers from 1985 through the next decade, as they were able to offer narratives and storytelling that could not readily be told by the state of graphical hardware at the time.[89]

Expansion (1990–2000)

Graphical adventure games continued to improve with advances in graphic systems for home computers, providing more detailed and colorful scenes and characters. With the adoption of CD-ROM in the early 1990s, it became possible to include higher quality graphics, video, and audio in adventure games. [59] This saw the addition of voice acting to adventure games, the rise of Interactive movies, The Beast Within: A Gabriel Knight Mystery, and the gradual adoption of three-dimensional graphics in adventure games, the critically acclaimed Grim Fandango, Lucasarts' first 3D adventure.[86] Alone in the Dark, released in 1992, and which is now referred to as a "survival horror" game, was originally considered among other graphic adventure games by critics of the time, and significantly influenced the development of then new genre, being looked at now as a separating point. Its development was considered a break-through in technology, and went on to influence games such as Fatal Frame, Resident Evil, and Silent Hill, with its influence seen within other titles such as Clock Tower and Rule of Rose.

 
Myst used high-quality 3D rendered graphics to deliver images that were unparalleled at the time of its release.

Myst, released in 1993 by Cyan Worlds, is considered one of the genre's more influential titles. Myst included pre-rendered 3D graphics, video, and audio.[90] Myst was an atypical game for the time, with no clear goals, little personal or object interaction, and a greater emphasis on exploration, and on scientific and mechanical puzzles. Part of the game's success was because it did not appear to be aimed at an adolescent male audience, but instead a mainstream adult audience. Myst held the record for computer game sales for seven years—it sold over nine million copies on all platforms, a feat not surpassed until the release of The Sims in 2000.[91] In addition, Myst is considered to be the "killer app" that drove mainstream adoption of CD-ROM drives, as the game was one of the first to be distributed solely on CD-ROM, forgoing the option of floppy disks.[92][93] Myst's successful use of mixed-media led to its own sequels, and other puzzle-based adventure games, using mixed-media such as The 7th Guest. With many companies attempting to capitalize on the success of Myst, a glut of similar games followed its release, which contributed towards the start of the decline of the adventure game market in 2000.[86] Nevertheless, the American market research firm NPD FunWorld reported that adventure games were the best-selling genre of the 1990s, followed by strategy video games. Writer Mark H. Walker attributed this dominance in part to Myst.[94]

The 1990s also saw the release of many adventure games from countries that had experienced dormant or fledgling video gaming industries up until that point. These games were generally inspired by their Western counterparts and a few years behind in terms of technological and graphical advancements. In particular the fall of the Soviet Union saw countries such as Poland and Czechoslovakia release a string of popular adventure games including Tajemnica Statuetki (1993) and The Secret of Monkey Island parody Tajemství Oslího ostrova (1994), while in Russia a whole subgenre informally entitled "Russian quest" emerged following the success of Red Comrades Save the Galaxy (1998) and its sequels: those games often featured characters from Russian jokes, lowbrow humor, poor production values and "all the worst things brought by the national gaming industry".[95][96][97] Israel had next to a non-existent video gaming industry due to a preference for those with useful skills such as programming to work for the Israeli army instead, nevertheless Piposh (1999) became extremely popular, to the point where 20 years later a reboot was released due to a grassroots fan movement.[98]

Decline (2000–2010)

Whereas once adventure games were one of the most popular genres for computer games, by the mid-1990s the market share started to drastically decline. The forementioned saturation of Myst-like games on the market led to little innovation in the field and a drop in consumer confidence in the genre.[86][additional citation(s) needed] Computer Gaming World reported that a "respected designer" felt it was impossible to design new and more difficult adventure puzzles as fans demanded, because Scott Adams had already created them all in his early games.[99] Another factor that led to the decline of the adventure game market was the advent of first-person shooters, such as Doom and Half-Life.[100][101][102] These games, taking further advantage of computer advancement, were able to offer strong, story-driven games within an action setting.[86]

This slump in popularity led many publishers and developers to see adventure games as financially unfeasible in comparison. Notably, Sierra was sold to CUC International in 1998, and while still a separate studio, attempted to recreate an adventure game using 3D graphics, King's Quest: Mask of Eternity, as well as Gabriel Knight 3, both of which fared poorly; the studio was subsequently closed in 1999. Similarly, LucasArts released Grim Fandango in 1998 to many positive reviews but poor sales; it released one more adventure game, Escape from Monkey Island in 2000, but subsequently stopped development of Sam & Max: Freelance Police and had no further plans for adventure games.[103] Many of those developers for LucasArts, including Grossman and Schafer, left the company during this time.[86] Sierra developer Lori Ann Cole stated in 2003 her belief that the high cost of development hurt adventure games: "They are just too art intensive, and art is expensive to produce and to show. Some of the best of the Adventure Games were criticized they were just too short. Action-adventure or adventure role-playing games can get away with re-using a lot of the art, and stretching the game play."[104]

Traditional adventure games became difficult to propose as new commercial titles. Gilbert wrote in 2005, "From first-hand experience, I can tell you that if you even utter the words 'adventure game' in a meeting with a publisher you can just pack up your spiffy concept art and leave. You'd get a better reaction by announcing that you have the plague."[105] In 2012 Schafer said "If I were to go to a publisher right now and pitch an adventure game, they'd laugh in my face."[106] Though most commercial adventure game publication had stopped in the United States by the early 2000s, the genre was still alive in Europe.[86] Games such as The Longest Journey by Funcom as well as Amerzone and Syberia, both conceived by Benoît Sokal and developed by Microïds, with rich classical elements of the genre still garnered high critical acclaims.[86] Even in these cases, developers often had to distance themselves from the genre in some way. The Longest Journey was instead termed a "modern adventure" for publishing and marketing.[107] Series marketed to female gamers, however, like the Nancy Drew Mystery Adventure Series prospered with over two dozen entries put out over the decade and 2.1 million copies of games in the franchise sold by 2006,[108] enjoying great commercial and critical success while the genre was otherwise viewed as in decline.

Similar to the fate of interactive fiction, conventional graphical adventure games have continued to thrive in the amateur scene. This has been most prolific with the tool Adventure Game Studio (AGS). Some notable AGS games include those by Ben Croshaw (namely the Chzo Mythos), Ben Jordan: Paranormal Investigator, Time Gentlemen, Please!, Soviet Unterzoegersdorf, Metal Dead, and AGD Interactive's Sierra adventure remakes. Adobe Flash is also a popular tool known for adventures such as MOTAS and the escape the room genre entries.

New platforms and rebirth (2005–onward)

Following the demise of the adventure genre in the early 2000s, a number of events have occurred that have led to a revitalization of the adventure game genre as commercially viable: the introduction of new computing and gaming hardware and software delivery formats, and the use of crowdfunding as a means of achieving funding.

The 2000s saw the growth of digital distribution and the arrival of smartphones and tablet computers, with touch-screen interfaces well-suited to point-and-click adventure games. The introduction of larger and more powerful touch screen devices like the iPad allowed for more detailed graphics, more precise controls, and a better sense of immersion and interactivity compared to personal computer or console versions.[109][110] In gaming hardware, the handheld Nintendo DS and subsequent units included a touch-screen, and the Nintendo Wii console with its Wii Remote allowed players to control a cursor through motion control. These new platforms helped decrease the cost of bringing an adventure game to market,[111] providing an avenue to re-release older, less graphically advanced games like The Secret of Monkey Island,[112] King's Quest and Space Quest[113] and attracting a new audience to adventure games.[114]

Further, the improvements in digital distribution led to the concept of episodic adventure games, delivering between three and five "chapters" of a full game over a course of several months via online storefronts, Steam, Xbox Live Marketplace, PlayStation Store, and Nintendo eShop. Modeled off the idea of televisions episodes, episodic adventure games break the story into several parts, giving players a chance to digest and discuss the current story with others before the next episode is available, and further can enhance the narrative by creating cliffhangers or other dramatic elements to be resolved in later episodes.[115] The first major successful episodic adventure games were those of Telltale Games, a developer founded by former LucasArts employees following the cancellation of Sam & Max: Freelance Police. Telltale found critical success in The Walking Dead series released in 2012, which won numerous game of the year awards, and eschewed traditional adventure game elements and puzzles for a strong story and character-driven game, forcing the player to make on-the-spot decisions that became determinants and affected not only elements in the current episode but future episodes and sequels. The game also eschewed the typical dialog tree with a more natural language progression, which created a more believable experience. Its success was considered a revitalization of the genre,[89][116] and led Telltale to produce more licensed games driven by story rather than puzzles.[117] However, Telltale Games suffered from mismanagement and excessive rapid growth from trying to release too many games at the same time, and in mid-2018, had undergone a majority studio closure, laying off most of its staff and selling off most of its assets. By the end of 2018, LCG Entertainment had acquired many of the former Telltale assets and relaunched a new Telltale Games to continue its adventure game history.[118] Other former Telltale Games works such as The Walking Dead fell back to their original IP holders, such as Skybound Entertainment in the case of The Walking Dead, who took over for publishing the games.[119]

Meanwhile, another avenue for adventure game rebirth came from the discovery of the influence of crowdfunding.[120] Tim Schafer had founded Double Fine Productions after leaving LucasArts in 2000. He had tried to find funding support for an adventure game, but publishers refused to consider his proposals for fear of the genre being unpopular. In 2012, Schafer turned to Kickstarter to raise $400,000 to develop an adventure game; the month-long campaign ended with over $3.4 million raised, making it, at the time, one of the largest Kickstarter projects, enabling Double Fine to expand the scope of their project and completing the game as Broken Age, released over two parts in 2014 and 2015. The success led many other developers to consider the crowd funding approach, including those in the adventure game genre who saw the Double Fine Kickstarter as a sign that players wanted adventure games. Many sequels, remakes, and spiritual successors to classic adventure games emerged on Kickstarter, leading to a significant increase in traditional adventure game development during this time.[120] Some of these include:

History of Japanese adventure games

Due to differences in computer hardware, language, and culture, development of adventure games took a different course in Japan compared to Western markets. The most popular adventure game subgenres in Japan are visual novels and dating sims.

Early computer graphic adventures (1981–1988)

In the early 1980s, computer adventure games began gaining popularity in Japan. While the NEC and PC-8801 were prominent, the country's computer market was largely dominated by PC-9801 (1982), which had a resolution of 640×400, higher than Western computers at the time, in order to accommodate Japanese text. While the computer became known for its higher resolutions, the lack of hardware sprites and anemic video ram resulted in games having a tendency to be much slower. This in turn influenced game design, as Japanese computers became known for RPG's and Adventure games with detailed color graphics, which eventually evolved into visual novels and dating sims.

The most famous early Japanese computer adventure game was the murder mystery game The Portopia Serial Murder Case (1983), developed by Yūji Horii and published by Enix. The player interacts with the game using a verb-noun parser which requires typing precise commands with the keyboard.[123] The game featured exploring an open world, an interrogative dialogue menu system, and making choices that determined the order of events. The game was well received in Japan, with praise aimed at its mystery, drama, and humor.[124] The game was later re-released on the Famicom in 1985 and featured the addition of 3D dungeon mazes and a verb menu system. According to Square Enix, Portopia was "the first real detective adventure" game.[125]

Japan's first domestic computer adventure games to be released were ASCII's Omotesando Adventure [jp] (表参道アドベンチャー) and Minami Aoyama Adventure (南青山アドベンチャー), released for the PC-9801 in 1982.[126] Another early Japanese adventure that same year was MicroCabin's Mystery House, which was unrelated to (but inspired by) the On-Line Systems game of the same name. MicroCabin released a sequel, Mystery House II, for the MSX that same year.

Due to a lack of content restrictions,[127] some of Japan's earliest adventure games were also bishoujo games with eroge content.[128] In 1982, the eroge, Danchi Tsuma no Yuwaku (Seduction of the Condominium Wife), was released, which was an early adventure game with color graphics, owing to the eight-color palette of the NEC PC-8001 computer,[128] and role-playing video game elements.[129][130] It became a hit, helping Koei become a major software company.[128] Other now-famous companies such as Enix, Square and Nihon Falcom also produced similar eroge in the early 1980s before they became famous for their mainstream role-playing games.

In 1985, Square's Will: The Death Trap II was the first Japanese animated computer game.[131]

A notable 1987 adventure game was Arsys Software's Reviver: The Real-Time Adventure, which introduced a real-time persistent world to the adventure game genre, where time continues to elapse, day-night cycles adjust the brightness of the screen to indicate the time of day, and certain stores and non-player characters would only be available at certain times of the day.[132]

Hideo Kojima was inspired by Portopia to enter the video game industry,[124] and produce his own adventure games. His first graphic adventure was released by Konami: Snatcher (1988), an ambitious cyberpunk detective novel graphic adventure that was highly regarded at the time for its cinematic cut scenes and mature content.[133]

Interactive movie arcade games (1983–1985)

Interactive movie games are considered a subgenre of adventure games. This subgenre has origins in Japanese interactive movie arcade games.

The first interactive movie laserdisc video game was Sega's Astron Belt, unveiled in 1982 and released in 1983, though it was more of a shooter game presented as an action movie using full motion video.[134][135] A more story-driven interactive movie game was Bega's Battle, released in 1983, which combined shooting stages with interactive anime cutscenes,[136] where player input had an effect on the game's branching storyline.[137] Time Gal (1985), in addition to featuring quick time events, added a time-stopping feature where specific moments in the game involve Reika stopping time; during these moments, players are presented with a list of three options and have seven seconds to choose one.[138]

Early point-and-click adventures (1983–1995)

A notable adventure game released in 1983 was Planet Mephius, authored by Eiji Yokoyama and published by T&E Soft for the FM-7 in July 1983.[139] In addition to being one of the earliest titles to use a command menu system,[140] its key innovation was the introduction of a point-and-click interface to the genre, utilizing a cursor to interact with objects displayed on the screen, albeit the cursor utilizing primitive keyboard controls instead of a mouse.[139] A similar point-and-click cursor interface was later used in the adventure game Wingman,[141] released for the PC-8801 in 1984.[citation needed]

The NES version of Portopia Serial Murder Case was released in 1985 and became a major hit in Japan, where it sold over 700,000 copies.[125] With no keyboard, the NES version, developed by Chunsoft, replaced the text parser of the original with a command selection menu list. It also featured a cursor that can be moved on the screen using the D-pad to look for clues and hotspots, like a point-and-click interface.[123]

In 1986, Square released the science fiction adventure game Suishō no Dragon for the NES console. The game featured the use of animation in many of the scenes rather than still images or sprites,[142] which was unusual at the time for a console game, and an interface resembling that of a point-and-click interface for a console, like Portopia, but making use of visual icons rather than text-based ones. That same year saw the release of J.B. Harold Murder Club,[143] a point-and-click graphic adventure,[144] for the PC-98.[143] It featured character interaction as the major gameplay element and has been compared to more recent titles such as Shenmue and Shadow of Memories as well as the role-playing game Star Wars: Knights of the Old Republic.[144] The TurboGrafx-CD port of J.B. Harold Murder Club was one of the first Japanese adventure games released in the United States.[143]

Haruhiko Shono's adventure games Alice: An Interactive Museum (1991), L-Zone (1992) and Gadget: Invention, Travel, & Adventure (1993) used pre-rendered 3D computer graphics, predating Myst, though lacking in the same level of interactivity, often referred to more as "Interactive Movies" rather than games. The plot of Gadget influenced filmmaker Guillermo del Toro.[145]

Following Metal Gear 2: Solid Snake, Kojima produced his next graphic adventure, Policenauts (1994), a point-and-click adventure notable for being an early example of extensive voice recording in video games.[146] It also featured a hard science fiction setting, a theme revolving around space exploration, a plot inspired by the ancient Japanese tale of Urashima Taro, and some occasional full-motion video cut scenes. The gameplay was largely similar to Snatcher, but with the addition of a point-and-click interface and some first-person shooter segments. Policenauts also introduced summary screens, which act to refresh the player's memory of the plot upon reloading a save, an element Kojima later used in Metal Gear Solid.[147]

In 1995, Human Entertainment's Clock Tower: The First Fear for the SNES console was a hybrid between a point-and-click graphic adventure and a survival horror game, revolving around survival against a deadly stalker known as Scissorman that chased players throughout the game.[148]

Visual novels (1990–present)

A distinct form of Japanese adventure game that eventually emerged is the visual novel, a genre that was largely rooted in Portopia Serial Murder Case,[149] but gradually became more streamlined and uses many conventions that are distinct from Western adventures. They are almost universally first-person, and driven primarily by dialog. They also tend to use menu-based interactions and navigation, with point and click implementations that are quite different from Western adventure games. Inventory-based puzzles of the sort that form the basis of classic Western adventures, are quite rare. Logic puzzles like those found in Myst are likewise unusual. Because of this, Japanese visual novels tend to be streamlined, and often quite easy, relying more on storytelling than challenge to keep players interested.[150]

From the early 1990s, Chunsoft, the developer for the NES version of Portopia, began producing a series of acclaimed visual novels known as the Sound Novels series, which include Otogirisō (1992), Kamaitachi no Yoru (1994), Machi (1998), 428: Shibuya Scramble (2008), and 999: Nine Hours, Nine Persons, Nine Doors (2010).

ELF's YU-NO: A girl who chants love at the bound of this world (1996) featured a science fiction plot revolving around time travel and parallel universes. The player travels between parallel worlds using a Reflector device, which employs a limited number of stones to mark a certain position as a returning location, so that if the player decides to retrace their steps, they can go to an alternate universe to the time they have used a Reflector stone. The game also implemented an original system called ADMS, or Automatic Diverge Mapping System, which displays a screen that the player can check at any time to see the direction in which they are heading along the branching plot lines.[151]

3D adventure games (1993–present)

From the 1990s, a number of Japanese adventure games began using a 3D third-person direct control format, particularly on consoles like the PlayStation, Dreamcast and PlayStation 2. Examples include The Life Stage: Virtual House (1993), Human Entertainment's Mizzurna Falls (1998), Sega's Shenmue series (1999–2002), Konami's Shadow of Memories (2001), and Irem's Disaster Report series (2002–2009). Cing's Glass Rose (2003) for the PS2 uses a point-and-click interface with 3D graphics.

The success of Resident Evil in 1996 was followed by the release of the survival horror graphic adventures Clock Tower (Clock Tower 2) and Clock Tower II: The Struggle Within for the PlayStation. The Clock Tower games proved to be hits, capitalizing on the success of Resident Evil, though both games stayed true to the graphic-adventure gameplay of the original Clock Tower rather than following the lead of Resident Evil.[148]

Sega's ambitious Shenmue (1999) attempted to redefine the adventure game genre with its realistic 3D graphics, third-person perspective, direct character control interface, sandbox open-world gameplay, quick time events, and fighting game elements. Its creator Yu Suzuki originally touted it as a new kind of adventure game, "FREE" ("Full Reactive Eyes Entertainment"), offering an unparalleled level of player freedom, giving them full reign to explore expansive interactive city environments with its own day-night cycles and changing weather, and interact with fully voiced non-player characters going about their daily routines. Despite being a commercial failure, the game was critically acclaimed and has remained influential.[152][153][154][155]

Global expansion (2000–present)

In recent years, Japanese visual novel games have been released in the West more frequently, particularly on the Nintendo DS handheld following the success of mystery-solving titles such as Capcom's Ace Attorney series (which began on the Game Boy Advance in 2001), Cing's Hotel Dusk series (beginning in 2006),[150] and Level-5's Professor Layton series (beginning in 2007).[156] English fan translations of visual novels such as Square's Radical Dreamers (a 1996 side story to the Chrono series of role-playing video games) and Key's Clannad (2004) have also been made available in recent years.

The Nintendo DS in particular helped spark a resurgence in the genre's popularity through the introduction of otherwise unknown Japanese adventure games, typically visual novels localized for Western audiences.[70][150][157] In 2005, Capcom re-released the courtroom-based visual novel game Phoenix Wright: Ace Attorney, originally a 2001 Game Boy Advance game released only in Japan, for the Nintendo DS in both Asian and Western markets.[70][150] The game and its sequels proved popular with Western audiences. Following on Ace Attorney's success, Level-5 and Nintendo published the Professor Layton series worldwide starting in 2007. Both have since become some of the best-selling adventure game franchises,[156] with Ace Attorney selling more than 4 million units worldwide[158] and Professor Layton selling nearly 12 million units worldwide.[159] Other successful Japanese adventure games for the DS in Western markets include Cing's Another Code: Two Memories (2005) and Hotel Dusk: Room 215 (2006).[70][150][160] and Chunsoft's Zero Escape series, which includes Nine Hours, Nine Persons, Nine Doors and Zero Escape: Virtue's Last Reward.[161]

Online distribution has also helped lower the costs of bringing niche Japanese titles to consumers, which has enabled another outlet for visual novels and dating sims to be localized and released for Western markets. Localization and distribution can be performed by small teams, removing financial barriers to bringing these games, often released as dōjin soft or hobbyist titles, to Western countries.[162] A noted example of this is Hatoful Boyfriend, a comedy dating sim in which the player attempts to date pigeons in a high school setting. The game was originally released in Japan in 2011, but received significant attention on its remake and localization in 2014, in part due to its humorous concept, and its distribution was supported by Western publisher Devolver Digital.[163]

Emulation and virtual machines

Most text adventure games are readily accessible on modern computers due to the use of a small number of standard virtual machines (such as the Z engine) used to drive these games at their original release which have been recreated in more portable versions. A popular text adventure interpreter is Frotz, which can play all the old Infocom text adventures.[164] Some modern text adventure games can even be played on very old computer systems. Text adventure games are also suitable for personal digital assistants, because they have very small computer system requirements. Other text adventure games are fully playable via web browsers.

On the other hand, many graphical adventure games cannot run on modern operating systems. Early adventure games were developed for home computers that are not in use today. Emulators and virtual machines are available for modern computers that allow these old games to be played on the latest operating systems, though players must have access to the game's assets themselves to legally play them. One open-source software project called ScummVM provides a free engine for the LucasArts adventure games, the SCUMM-derived engine for Humongous Entertainment adventure games, early Sierra titles, Revolution Software 2D adventures, Coktel Vision adventure games and a few more assorted 2D adventures. ResidualVM is a sister project to ScummVM, aimed to emulate 3D-based adventure games such as Grim Fandango and Myst III: Exile. Another called VDMSound can emulate the old sound-cards which many of the games require.

One of the most popular emulators, DOSBox, is designed to emulate an IBM PC compatible computer running DOS, the native operating system of most older adventure games.[165] Many companies, like Sierra Entertainment, have included DOSBox in their rereleases of older titles.

See also

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Bibliography

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  • Salter, Anastasia (2014). What Is Your Quest?: From Adventure Games to Interactive Books. Iowa City: University of Iowa Press. ISBN 978-1-60938-275-9.
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External links

  • SCI Programming Community, community based on making adventure games using Sierra's Creative Interpreter
  • IFReviews Organization, repository for text adventure game reviews written and rated by Interactive Fiction community players and members
  • "Creating Adventure Games on Your Computer", a 1983 programming manual by Tim Hartnell
  • Fighter Boys Adventure game –Fighter Boys Adventure game
  • "Defining the ideal adventure game", article by David Tanguay (1999)
  • , an article on adventure game puzzles and interfaces
  • Adventureland, database of adventure games
  • GameBoomers, walkthroughs, reviews, and info on Adventure games
  • Fantasy Adventures, classic adventure computer game museum
  • GET LAMP: The Text Adventure Documentary . Google Tech Talk 7 March 2011. 2hour documentary.
  • AP forums Helpful community of Adventure game enthusiasts. Reviews. Previews.
  • GameStylus – Freely available editor and engine for Adventure games (for Android)

adventure, game, this, article, about, video, game, genre, board, game, genre, adventure, board, game, television, series, adventure, game, games, named, adventure, adventure, disambiguation, adventure, game, video, game, genre, which, player, assumes, role, p. This article is about the video game genre For the board game genre see Adventure board game For the television series see The Adventure Game For games named Adventure see Adventure disambiguation An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story driven by exploration and or puzzle solving 1 The genre s focus on story allows it to draw heavily from other narrative based media literature and film encompassing a wide variety of literary genres Many adventure games text and graphic are designed for a single player since this emphasis on story and character makes multiplayer design difficult 2 Colossal Cave Adventure is identified 3 as the first such adventure game first released in 1976 while other notable adventure game series include Zork King s Quest Monkey Island and Myst Initial adventure games developed in the 1970s and early 1980s were text based using text parsers to translate the player s input into commands As personal computers became more powerful with better graphics the graphic adventure game format became popular initially by augmenting player s text commands with graphics but soon moving towards point and click interfaces Further computer advances led to adventure games with more immersive graphics using real time or pre rendered three dimensional scenes or full motion video taken from the first or third person perspective For markets in the Western hemisphere the genre s popularity peaked during the late 1980s to mid 1990s when many quantify considered it to be among the most technically advanced genres but it had become a niche genre in the early 2000s due to the popularity of first person shooters and it became difficult for developers to find publishers to support adventure game ventures Since then a resurgence in the genre has occurred spurred on by the success of independent video game development particularly from crowdfunding efforts from the wide availability of digital distribution enabling episodic approaches and from the proliferation of new gaming platforms including portable consoles and mobile devices Within Asian markets adventure games continue to be popular in the form of visual novels which make up nearly 70 of PC games released in Japan 4 Asian countries have also found markets for adventure games for portable and mobile gaming devices Japanese adventure games tend to be distinct clarification needed from Western adventure games and have their own separate development history Contents 1 Definition 1 1 Relationship to other genres 2 Game design 2 1 Puzzle solving 2 2 Gathering and using items 2 3 Story setting and themes 2 4 Dialogue and conversation trees 2 5 Goals success and failure 3 Subgenres 3 1 Text adventures and interactive fiction 3 2 Graphic adventure 3 2 1 Point and click adventure games 3 2 2 Escape the room games 3 2 3 Puzzle adventure games 3 2 4 Narrative adventure games 3 2 5 Walking simulators 3 3 Visual novel 3 4 Interactive movie 3 5 Hybrids 4 History of Western adventure games 4 1 Text adventures 1976 1989 4 2 Graphical development 1980 1990 4 3 Expansion 1990 2000 4 4 Decline 2000 2010 4 5 New platforms and rebirth 2005 onward 5 History of Japanese adventure games 5 1 Early computer graphic adventures 1981 1988 5 2 Interactive movie arcade games 1983 1985 5 3 Early point and click adventures 1983 1995 5 4 Visual novels 1990 present 5 5 3D adventure games 1993 present 5 6 Global expansion 2000 present 6 Emulation and virtual machines 7 See also 8 References 8 1 Bibliography 9 External linksDefinition EditComponents of an adventure game CitationsPuzzle solving or problem solving 5 6 7 8 9 10 11 12 Narrative or interactive story 6 7 8 10 12 13 Exploration 1 6 8 Player assumes the role of a character hero 6 9 13 Collection or manipulation of objects 6 7 13 The term adventure game originated from the 1970s text computer game Colossal Cave Adventure often referred to simply as Adventure 6 7 which pioneered a style of gameplay which many developers imitated and which became a genre in its own right The video game genre is therefore defined by its gameplay unlike the literary genre which is defined by the subject it addresses the activity of adventure 5 Essential elements of the genre include storytelling exploration and puzzle solving 5 Marek Bronstring former head of content at Sega has characterised adventure games as puzzles embedded in a narrative framework 14 such games may involve narrative content that a player unlocks piece by piece over time 15 While the puzzles that players encounter through the story can be arbitrary those that do not pull the player out of the narrative are considered by whom examples of good design 16 Relationship to other genres Edit Combat and action challenges are limited or absent in adventure games 17 this distinguishes them from action games 8 In the book Andrew Rollings and Ernest Adams on Game Design the authors state that this reduced emphasis on combat doesn t mean that there is no conflict in adventure games only that combat is not the primary activity 6 Some adventure games will include a minigame from another video game genre which adventure game purists do not always appreciate 18 Hybrid action adventure games blend action and adventure games throughout the game experience incorporating more physical challenges than pure adventure games and at a faster pace 19 This definition is hard to apply however with some debate among designers about which games classify as action games and which involve enough non physical challenges to be considered action adventures 13 Adventure games are also distinct from role playing video games that involve action team building and points management 8 Adventure games lack the numeric rules or relationships seen in role playing games RPGs and seldom have an internal economy 20 These games lack any skill system combat or an opponent to be defeated through strategy and tactics 6 However some hybrid games exist where role playing games with strong narrative and puzzle elements are considered by whom RPG adventures 21 Finally adventure games are classified separately from puzzle video games 8 need quotation to verify Although an adventure game may involve puzzle solving adventure games typically involve a player controlled avatar in an interactive story 22 need quotation to verify Game design EditPuzzle solving Edit Adventure games contain a variety of puzzles decoding messages finding and using items opening locked doors or finding and exploring new locations 23 24 Solving a puzzle will unlock access to new areas in the game world and reveal more of the game story 25 Logic puzzles where mechanical devices are designed with abstract interfaces to test a player s deductive reasoning skills are common 26 Some puzzles are criticized for the obscurity of their solutions for example the combination of a clothes line clamp and deflated rubber duck used to gather a key stuck between the subway tracks in The Longest Journey which exists outside of the game s narrative and serves only as an obstacle to the player 27 Others have been criticized for requiring players to blindly guess either by clicking on the right pixel or by guessing the right verb in games that use a text interface 28 Games that require players to navigate mazes have also become less popular although the earliest text adventure games usually required players to draw a map if they wanted to navigate the abstract space 29 Gathering and using items Edit Many adventure games make use of an inventory management screen as a distinct gameplay mode 23 Players are only able to pick up some objects in the game so the player usually knows that only objects that can be picked up are important 13 Because it can be difficult for a player to know if they missed an important item they will often scour every scene for items For games that utilize a point and click device players will sometimes engage in a systematic search known as a pixel hunt trying to locate the small area on the graphic representation of the location on screen that the developers defined which may not be obvious or only consist of a few on screen pixels A notable example comes from the original Full Throttle by LucasArts where one puzzle requires instructing the character to kick a wall at a small spot which Tim Schafer the game s lead designer had admitted years later was a brute force measure in the remastering of the game Schafer and his team at Double Fine made this puzzle s solution more obvious 30 More recent adventure games try to avoid pixel hunts by highlighting the item or by snapping the player s cursor to the item 31 Many puzzles in these games involve gathering and using items from their inventory 24 Players must apply lateral thinking techniques where they apply real world extrinsic knowledge about objects in unexpected ways For example by putting a deflated inner tube on a cactus to create a slingshot which requires a player to realize that an inner tube is stretchy 13 They may need to carry items in their inventory for a long duration before they prove useful 32 and thus it is normal for adventure games to test a player s memory where a challenge can only be overcome by recalling a piece of information from earlier in the game 13 There is seldom any time pressure for these puzzles focusing more on the player s ability to reason than on quick thinking 33 Story setting and themes Edit Adventure games are single player experiences that are largely story driven 34 More than any other genre adventure games depend upon their story and setting to create a compelling single player experience 13 They are typically set in an immersive environment often a fantasy world 7 10 and try to vary the setting from chapter to chapter to add novelty and interest to the experience 13 Comedy is a common theme and games often script comedic responses when players attempt actions or combinations that are ridiculous or impossible 35 Since adventure games are driven by storytelling character development usually follows literary conventions of personal and emotional growth rather than new powers or abilities that affect gameplay 13 The player often embarks upon a quest 11 or is required to unravel a mystery or situation about which little is known 9 These types of mysterious stories allow designers to get around what Ernest W Adams calls the Problem of Amnesia where the player controls the protagonist but must start the game without their knowledge and experience 36 Story events typically unfold as the player completes new challenges or puzzles but in order to make such storytelling less mechanical new elements in the story may also be triggered by player movement 13 Dialogue and conversation trees Edit Further information Dialog tree Adventure games have strong storylines with significant dialog and sometimes make effective use of recorded dialog or narration from voice actors 13 This genre of game is known for representing dialog as a conversation tree 37 Players are able to engage a non player character by choosing a line of pre written dialog from a menu which triggers a response from the game character 18 These conversations are often designed as a tree structure with players deciding between each branch of dialog to pursue 38 However there are always a finite number of branches to pursue and some adventure games devolve into selecting each option one by one 39 Conversing with characters can reveal clues about how to solve puzzles including hints about what that character wanted before they would cooperate with the player 13 Other conversations will have far reaching consequences deciding to disclose a valuable secret that has been entrusted to the player 13 Characters may also be convinced to reveal their own secrets either through conversation or by giving them something that will benefit them citation needed Goals success and failure Edit The primary goal in adventure games is the completion of the assigned quest 40 Early adventure games often had high scores and some including Zork and some of its sequels assigned the player a rank a text description based on their score 41 High scores provide the player with a secondary goal 40 and serve as an indicator of progression 41 While high scores are now less common external reward systems such as Xbox Live s Achievements perform a similar role 42 The primary failure condition in adventure games inherited from more action oriented games is player death Without the clearly identified enemies of other genres its inclusion in adventure games is controversial and many developers now either avoid it or take extra steps to foreshadow death 43 Some early adventure games trapped the players in unwinnable situations without ending the game Infocom s text adventure The Hitchhiker s Guide to the Galaxy has been criticized for a scenario where failing to pick up a pile of junk mail at the beginning of the game prevented the player much later from completing the game 44 The adventure games developed by LucasArts purposely avoided creating a dead end situation for the player due to the negative reactions to such situations 45 Subgenres EditText adventures and interactive fiction Edit Main article Interactive fiction A computer terminal running Zork 1977 one of the first commercially successful text adventure games Text adventures convey the game s story through passages of text revealed to the player in response to typed instructions 46 Early text adventures Colossal Cave Adventure Hugo s House of Horrors and Scott Adams games used a simple verb noun parser to interpret these instructions allowing the player to interact with objects at a basic level for example by typing get key 47 Later text adventures and modern interactive fiction use natural language processing to enable more complex player commands like take the key from the desk Notable examples of advanced text adventures include most games developed by Infocom including Zork and The Hitchhiker s Guide to the Galaxy 46 With the onset of graphic adventures the text adventure fell to the wayside though the medium remains popular as a means of writing interactive fiction IF particularly with the introduction of the Inform natural language platform for writing IF Interactive fiction can still provide puzzle based challenges like adventure games but many modern IF works also explore alternative methods of narrative storytelling techniques unique to the interactive medium and may eschew complex puzzles associated with typical adventure games Readers or players of IF may still need to determine how to interact appropriately with the narrative to progress and thus create a new type of challenge 48 49 50 Graphic adventure Edit Graphic adventures are adventure games that use graphics to convey the environment to the player 51 Games under the graphic adventure banner may have a variety of input types from text parsers to touch screen interfaces 46 Graphic adventure games will vary in how they present the avatar Some games will utilize a first person or third person perspective where the camera follows the player s movements whereas many adventure games use drawn or pre rendered backgrounds or a context sensitive camera that is positioned to show off each location to the best effect 52 Point and click adventure games Edit The Whispered World 2009 is an example of a context based point and click adventure game using high definition graphics and animation Point and click adventure games are those where the player typically controls their character through a point and click interface using a computer mouse or similar pointing device though additional control schemes may also be available 53 The player clicks to move their character around interact with non player characters often initiating conversation trees with them examine objects in the game s settings or with their character s item inventory Many older point and click games include a list of on screen verbs to describe specific actions in the manner of a text adventure but newer games have used more context sensitive user interface elements to reduce or eliminate this approach Often these games come down to collecting items for the character s inventory and figuring when is the right time to use that item the player would need to use clues from the visual elements of the game descriptions of the various items and dialogue from other characters to figure this out Later games developed by Sierra On Line including the King s Quest games and nearly all of the LucasArts adventure games are point and click based games Point and click adventure games can also be the medium in which interactive cinematic video games comprise They feature cutscenes interspersed by short snippets of interactive gameplay that tie in with the story This sub genre is most famously used by the defunct Telltale Games with their series such as Minecraft Story Mode and their adaptation of The Walking Dead Escape the room games Edit Main article Escape the room Escape the room games are a further specialization of point and click adventure games these games are typically short and confined to a small space to explore with almost no interaction with non player characters Most games of this type require the player to figure out how to escape a room using the limited resources within it and through the solving of logic puzzles Other variants include games that require the player to manipulate a complex object to achieve a certain end in the fashion of a puzzle box These games are often delivered in Adobe Flash format and are also popular on mobile devices The genre is notable for inspiring real world escape room challenges 54 Examples of the subgenre include MOTAS Mysteries of Time and Space The Crimson Room and The Room 55 56 57 Puzzle adventure games Edit Puzzle adventure games are adventure games that put a strong emphasis on logic puzzles They typically emphasize self contained puzzle challenges with logic puzzle toys or games Completing each puzzle opens more of the game s world to explore additional puzzles to solve and can expand on the game s story 58 There are often few to none non playable characters in such games and lack the type of inventory puzzles that typical point and click adventure games have Puzzle adventure games were popularized by Myst and The 7th Guest These both used mixed media consisting of pre rendered images and movie clips 59 but since then puzzle adventure games have taken advantage of modern game engines to present the games in full 3D settings such as The Talos Principle Myst itself has been recreated in such a fashion in the title realMyst Other puzzle adventure games are casual adventure games made up of a series of puzzles used to explore and progress the story exemplified by The Witness and the Professor Layton series of games Narrative adventure games Edit Main article Nonlinear gameplay Narrative adventure games are those that allow for branching narratives with choices made by the player influencing events throughout the game While these choices do not usually alter the overall direction and major plot elements of the game s story they help personalize the story to the player s desire through the ability to choose these determinants exceptions include Detroit Become Human where players choices can bring to multiple completely different endings and characters death These games favor narrative storytelling over traditional gameplay with gameplay present to help immerse the player into the game s story gameplay may include working through conversation trees solving puzzles or the use of quick time events to aid in action sequences to keep the player involved in the story Though narrative games are similar to interactive movies and visual novels in that they present pre scripted scenes the advancement of computing power can render pre scripted scenes in real time thus providing for more depth of gameplay that is reactive to the player Most Telltale Games titles such as The Walking Dead are narrative games Other examples include Sega AM2 s Shenmue series Konami s Shadow of Memories Quantic Dream s Fahrenheit Heavy Rain and Beyond Two Souls Dontnod Entertainment s Life Is Strange series 60 Supermassive Games Until Dawn and Night in the Woods Walking simulators Edit The Stanley Parable 2013 is a first person walking simulator set in an office building Walking simulators or environmental narrative games are narrative games that generally eschew any type of gameplay outside of movement and environmental interaction that allow players to experience their story through exploration and discovery Walking simulators feature few or even no puzzles at all and win lose conditions may not exist The simulators allow players to roam around the game environment and discover objects like books audio logs or other clues that develop the story and may be augmented with dialogue with non playable characters and cutscenes These games allow for exploration of the game s world without any time limits or other forced constraints an option usually not offered in more action oriented games 61 62 The term walking simulator had sometimes been used pejoratively as such games feature almost no traditional gameplay elements and only involved walking around The term has become more accepted as games within the genre gained critical praise in the 2010s 63 64 other names have been proposed like environmental narrative games or interactive narratives which emphasizes the importance of the narration and the fact the plot is told by interaction with ambient elements 65 61 Examples of walking simulators include Gone Home Dear Esther Firewatch The Vanishing of Ethan Carter Proteus Jazzpunk The Stanley Parable Thirty Flights of Loving and What Remains of Edith Finch 66 67 Walking simulators may have ties to the survival horror genre Though most survival horror games do include combat and other actions the player can use to survive some games like Outlast and Paratopic remove combat abilities which leaves the player without any means to otherwise react to events These games can be seen as walking simulators as they help to create an emotional response in their narrative by removing player agency to react to frightening events combined with the ability to insert visual and audio cues designed to frighten the player 62 The walking simulator genre is primarily one taken up by independent video game development However some triple A examples have started to show trends toward walking simulators Assassin s Creed Origins and Assassin s Creed Odyssey include a Discovery Mode that eliminates the game s combat and allows the players to explore the recreations of Ancient Egypt and Ancient Greece respectively Visual novel Edit Main article Visual novel A common layout for a visual novel game A visual novel ビジュアルノベル bijuaru noberu is a hybrid of text and graphical adventure games typically featuring text based story and interactivity aided by static or sprite based visuals They resemble mixed media novels or tableau vivant stage plays Most visual novels typically feature dialogue trees branching storylines and multiple endings 68 69 The format has its primary origins in Japanese and other Asian video game markets typically for personal computers and more recently on handheld consoles or mobile devices The format did not gain much traction in Western markets 4 but started gaining more success since the late 2000s 70 71 A common type of visual novel are dating sims which has the player attempt to improve a relationship with one or more other characters such as Hatoful Boyfriend Interactive movie Edit Main article Interactive movie Some adventure games have been presented as interactive movies these are games where most of the graphics are either fully pre rendered or use full motion video from live actors on a set stored on a media that allows fast random access such as laserdisc or CD ROM The arcade versions of Dragon s Lair and Space Ace are canonical examples of such works The game s software presented a scene to which players responded by moving a joystick and pressing a button and each choice prompted the game to play a new scene The video may be augmented by additional computer graphics Under a Killing Moon used a combination of full motion video and 3D graphics Because these games are limited by what has been pre rendered or recorded player interactivity is limited in these titles and wrong choices or decisions may lead quickly to an ending scene Hybrids Edit Main article Action adventure game There are a number of hybrid graphical adventure games borrowing from two or more of the above classifications The Zero Escape series wraps several escape the room puzzles within the context of a visual novel 72 The Adventures of Sherlock Holmes series has the player use point and click type interfaces to locate clues and minigame type mechanics to manipulate those clues to find more relevant information 73 While most adventure games typically do not include any time based interactivity by the player action adventure games are a hybrid of action games with adventure games that often require to the player to react quickly to events as they occur on screen 18 The action adventure genre is broad spanning many different subgenres but typically these games utilize strong storytelling and puzzle solving mechanics of adventure games among the action oriented gameplay concepts The foremost title in this genre was Adventure a graphic home console game developed based on the text based Colossal Cave Adventure 17 while the first The Legend of Zelda brought the action adventure concept to a broader audience History of Western adventure games EditText adventures 1976 1989 Edit Telechrome type output of Will Crowther s original version of Colossal Cave Adventure The origins of text adventure games is difficult to trace as records of computing around the 1970s were not as well documented Text based games had existed prior to 1976 that featured elements of exploring maps or solving puzzles such as Hunt the Wumpus 1973 but lacked a narrative element a feature essential for adventure games 74 Colossal Cave Adventure 1976 written by William Crowther and Don Woods is widely considered to be the first game in the adventure genre and a significant influence on the genre s early development as well as influencing core games in other genres such as Adventure 1979 for the action adventure video game and Rogue 1980 for roguelikes Crowther was an employee at Bolt Beranek and Newman a Boston company involved with ARPANET routers in the mid 1970s 75 As an avid caver and role playing game enthusiast he wrote a text adventure based on his own knowledge of the Mammoth Cave system in Kentucky 75 The program which he named Adventure was written on the company s PDP 10 and used 300 kilobytes of memory 76 77 The program was disseminated through ARPANET which led to Woods working at the Stanford Artificial Intelligence Laboratory at Stanford at the time to modify and expand the game eventually becoming Colossal Cave Adventure 75 Colossal Cave Adventure set concepts and gameplay approaches that became staples of text adventures and interactive fiction 78 Following its release on ARPANET numerous variations of Colossal Cave Adventure appeared throughout the late 1970s and early 1980s with some of these later versions being re christened Colossal Adventure or Colossal Caves These variations were enabled by the increase in microcomputing that allowed programmers to work on home computers rather than mainframe systems 76 79 80 The genre gained commercial success with titles designed for home computers Scott Adams launched Adventure International to publish text adventures including an adaptation of Colossal Cave Adventure while a number of MIT students formed Infocom to bring their game Zork from mainframe to home computers and was a commercial success 81 Other companies in this field included Level 9 Computing Magnetic Scrolls and Melbourne House When personal computers gained the ability to display graphics the text adventure genre began to wane and by 1990 there were few if any commercial releases though in the UK publisher Zenobi released many games that could be purchased via mail order during the first half of the 90s Non commercial text adventure games have been developed for many years within the genre of interactive fiction Games are also being developed using the older term text adventure with Adventuron alongside some published titles for older 8 bit and 16 bit machines Graphical development 1980 1990 Edit Mystery House for the Apple II was the first adventure game to use graphics in the early home computer era The first known graphical adventure game was Mystery House 1980 by Sierra On Line then at the time known as On Line Systems 82 Designed by the company s co founder Roberta Williams and programmed with the help of her husband Ken the game featured static vector graphics atop a simple command line interface building on the text adventure model Roberta was directly inspired by Colossal Cave Adventure as well as the text adventure games that followed from it 83 Sierra continued to produce similar games under the title Hi Res Adventure 84 85 Vector graphics gave way to bitmap graphics which also enabled for simple animations to show the player character moving in response to typed commands Here Sierra s King s Quest 1984 though not the first game of its type is recognized as a commercially successful graphical adventure game enabling Sierra to expand on more titles 86 Other examples of early games include Sherwood Forest 1982 The Hobbit 1982 Yuji Horii s Portopia Serial Murder Case 1983 The Return of Heracles which faithfully portrayed Greek mythology by Stuart Smith 1983 Dale Johnson s Masquerade 1983 Antonio Antiochia s Transylvania 1982 re released in 1984 and Adventure Construction Set 1985 one of the early hits of Electronic Arts As computers gained the ability to use pointing devices and point and click interfaces graphical adventure games moved away from including the text interface and simply provided appropriate commands the player could interact with on screen The first known game with such an interface was Enchanted Scepters 1984 from Silicon Beach Software which used drop down menus for the player to select actions from while using a text window to describe results of those actions while also being the first true point and click game in the sense that the cursor was controlled through the computer mouse 86 In 1985 ICOM Simulations released Deja Vu the first of its MacVenture series utilized a more complete point and click interface including the ability to drag objects around on the current scene and was a commercial success 86 LucasArts Maniac Mansion released in 1987 used a novel verb object interface showing all possible commands the player could use to interact with the game along with the player s inventory which became a staple of LucasArts own adventure games and in the genre overall 86 87 88 Graphical adventure games were considered to have spurred the gaming market for personal computers from 1985 through the next decade as they were able to offer narratives and storytelling that could not readily be told by the state of graphical hardware at the time 89 Expansion 1990 2000 Edit Graphical adventure games continued to improve with advances in graphic systems for home computers providing more detailed and colorful scenes and characters With the adoption of CD ROM in the early 1990s it became possible to include higher quality graphics video and audio in adventure games 59 This saw the addition of voice acting to adventure games the rise of Interactive movies The Beast Within A Gabriel Knight Mystery and the gradual adoption of three dimensional graphics in adventure games the critically acclaimed Grim Fandango Lucasarts first 3D adventure 86 Alone in the Dark released in 1992 and which is now referred to as a survival horror game was originally considered among other graphic adventure games by critics of the time and significantly influenced the development of then new genre being looked at now as a separating point Its development was considered a break through in technology and went on to influence games such as Fatal Frame Resident Evil and Silent Hill with its influence seen within other titles such as Clock Tower and Rule of Rose Myst used high quality 3D rendered graphics to deliver images that were unparalleled at the time of its release Myst released in 1993 by Cyan Worlds is considered one of the genre s more influential titles Myst included pre rendered 3D graphics video and audio 90 Myst was an atypical game for the time with no clear goals little personal or object interaction and a greater emphasis on exploration and on scientific and mechanical puzzles Part of the game s success was because it did not appear to be aimed at an adolescent male audience but instead a mainstream adult audience Myst held the record for computer game sales for seven years it sold over nine million copies on all platforms a feat not surpassed until the release of The Sims in 2000 91 In addition Myst is considered to be the killer app that drove mainstream adoption of CD ROM drives as the game was one of the first to be distributed solely on CD ROM forgoing the option of floppy disks 92 93 Myst s successful use of mixed media led to its own sequels and other puzzle based adventure games using mixed media such as The 7th Guest With many companies attempting to capitalize on the success of Myst a glut of similar games followed its release which contributed towards the start of the decline of the adventure game market in 2000 86 Nevertheless the American market research firm NPD FunWorld reported that adventure games were the best selling genre of the 1990s followed by strategy video games Writer Mark H Walker attributed this dominance in part to Myst 94 The 1990s also saw the release of many adventure games from countries that had experienced dormant or fledgling video gaming industries up until that point These games were generally inspired by their Western counterparts and a few years behind in terms of technological and graphical advancements In particular the fall of the Soviet Union saw countries such as Poland and Czechoslovakia release a string of popular adventure games including Tajemnica Statuetki 1993 and The Secret of Monkey Island parody Tajemstvi Osliho ostrova 1994 while in Russia a whole subgenre informally entitled Russian quest emerged following the success of Red Comrades Save the Galaxy 1998 and its sequels those games often featured characters from Russian jokes lowbrow humor poor production values and all the worst things brought by the national gaming industry 95 96 97 Israel had next to a non existent video gaming industry due to a preference for those with useful skills such as programming to work for the Israeli army instead nevertheless Piposh 1999 became extremely popular to the point where 20 years later a reboot was released due to a grassroots fan movement 98 Decline 2000 2010 Edit Whereas once adventure games were one of the most popular genres for computer games by the mid 1990s the market share started to drastically decline The forementioned saturation of Myst like games on the market led to little innovation in the field and a drop in consumer confidence in the genre 86 additional citation s needed Computer Gaming World reported that a respected designer felt it was impossible to design new and more difficult adventure puzzles as fans demanded because Scott Adams had already created them all in his early games 99 Another factor that led to the decline of the adventure game market was the advent of first person shooters such as Doom and Half Life 100 101 102 These games taking further advantage of computer advancement were able to offer strong story driven games within an action setting 86 This slump in popularity led many publishers and developers to see adventure games as financially unfeasible in comparison Notably Sierra was sold to CUC International in 1998 and while still a separate studio attempted to recreate an adventure game using 3D graphics King s Quest Mask of Eternity as well as Gabriel Knight 3 both of which fared poorly the studio was subsequently closed in 1999 Similarly LucasArts released Grim Fandango in 1998 to many positive reviews but poor sales it released one more adventure game Escape from Monkey Island in 2000 but subsequently stopped development of Sam amp Max Freelance Police and had no further plans for adventure games 103 Many of those developers for LucasArts including Grossman and Schafer left the company during this time 86 Sierra developer Lori Ann Cole stated in 2003 her belief that the high cost of development hurt adventure games They are just too art intensive and art is expensive to produce and to show Some of the best of the Adventure Games were criticized they were just too short Action adventure or adventure role playing games can get away with re using a lot of the art and stretching the game play 104 Traditional adventure games became difficult to propose as new commercial titles Gilbert wrote in 2005 From first hand experience I can tell you that if you even utter the words adventure game in a meeting with a publisher you can just pack up your spiffy concept art and leave You d get a better reaction by announcing that you have the plague 105 In 2012 Schafer said If I were to go to a publisher right now and pitch an adventure game they d laugh in my face 106 Though most commercial adventure game publication had stopped in the United States by the early 2000s the genre was still alive in Europe 86 Games such as The Longest Journey by Funcom as well as Amerzone and Syberia both conceived by Benoit Sokal and developed by Microids with rich classical elements of the genre still garnered high critical acclaims 86 Even in these cases developers often had to distance themselves from the genre in some way The Longest Journey was instead termed a modern adventure for publishing and marketing 107 Series marketed to female gamers however like the Nancy Drew Mystery Adventure Series prospered with over two dozen entries put out over the decade and 2 1 million copies of games in the franchise sold by 2006 108 enjoying great commercial and critical success while the genre was otherwise viewed as in decline Similar to the fate of interactive fiction conventional graphical adventure games have continued to thrive in the amateur scene This has been most prolific with the tool Adventure Game Studio AGS Some notable AGS games include those by Ben Croshaw namely the Chzo Mythos Ben Jordan Paranormal Investigator Time Gentlemen Please Soviet Unterzoegersdorf Metal Dead and AGD Interactive s Sierra adventure remakes Adobe Flash is also a popular tool known for adventures such as MOTAS and the escape the room genre entries New platforms and rebirth 2005 onward Edit Following the demise of the adventure genre in the early 2000s a number of events have occurred that have led to a revitalization of the adventure game genre as commercially viable the introduction of new computing and gaming hardware and software delivery formats and the use of crowdfunding as a means of achieving funding The 2000s saw the growth of digital distribution and the arrival of smartphones and tablet computers with touch screen interfaces well suited to point and click adventure games The introduction of larger and more powerful touch screen devices like the iPad allowed for more detailed graphics more precise controls and a better sense of immersion and interactivity compared to personal computer or console versions 109 110 In gaming hardware the handheld Nintendo DS and subsequent units included a touch screen and the Nintendo Wii console with its Wii Remote allowed players to control a cursor through motion control These new platforms helped decrease the cost of bringing an adventure game to market 111 providing an avenue to re release older less graphically advanced games like The Secret of Monkey Island 112 King s Quest and Space Quest 113 and attracting a new audience to adventure games 114 Further the improvements in digital distribution led to the concept of episodic adventure games delivering between three and five chapters of a full game over a course of several months via online storefronts Steam Xbox Live Marketplace PlayStation Store and Nintendo eShop Modeled off the idea of televisions episodes episodic adventure games break the story into several parts giving players a chance to digest and discuss the current story with others before the next episode is available and further can enhance the narrative by creating cliffhangers or other dramatic elements to be resolved in later episodes 115 The first major successful episodic adventure games were those of Telltale Games a developer founded by former LucasArts employees following the cancellation of Sam amp Max Freelance Police Telltale found critical success in The Walking Dead series released in 2012 which won numerous game of the year awards and eschewed traditional adventure game elements and puzzles for a strong story and character driven game forcing the player to make on the spot decisions that became determinants and affected not only elements in the current episode but future episodes and sequels The game also eschewed the typical dialog tree with a more natural language progression which created a more believable experience Its success was considered a revitalization of the genre 89 116 and led Telltale to produce more licensed games driven by story rather than puzzles 117 However Telltale Games suffered from mismanagement and excessive rapid growth from trying to release too many games at the same time and in mid 2018 had undergone a majority studio closure laying off most of its staff and selling off most of its assets By the end of 2018 LCG Entertainment had acquired many of the former Telltale assets and relaunched a new Telltale Games to continue its adventure game history 118 Other former Telltale Games works such as The Walking Dead fell back to their original IP holders such as Skybound Entertainment in the case of The Walking Dead who took over for publishing the games 119 Meanwhile another avenue for adventure game rebirth came from the discovery of the influence of crowdfunding 120 Tim Schafer had founded Double Fine Productions after leaving LucasArts in 2000 He had tried to find funding support for an adventure game but publishers refused to consider his proposals for fear of the genre being unpopular In 2012 Schafer turned to Kickstarter to raise 400 000 to develop an adventure game the month long campaign ended with over 3 4 million raised making it at the time one of the largest Kickstarter projects enabling Double Fine to expand the scope of their project and completing the game as Broken Age released over two parts in 2014 and 2015 The success led many other developers to consider the crowd funding approach including those in the adventure game genre who saw the Double Fine Kickstarter as a sign that players wanted adventure games Many sequels remakes and spiritual successors to classic adventure games emerged on Kickstarter leading to a significant increase in traditional adventure game development during this time 120 Some of these include Armikrog Broken Sword The Serpent s Curse Dreamfall Chapters Gabriel Knight Leisure Suit Larry Reloaded 121 Moebius Empire Rising Obduction Sam and Max Save the World SpaceVenture Tesla Effect A Tex Murphy Adventure 122 Thimbleweed ParkHistory of Japanese adventure games EditSee also Visual novel and Dating sim Due to differences in computer hardware language and culture development of adventure games took a different course in Japan compared to Western markets The most popular adventure game subgenres in Japan are visual novels and dating sims Early computer graphic adventures 1981 1988 Edit In the early 1980s computer adventure games began gaining popularity in Japan While the NEC and PC 8801 were prominent the country s computer market was largely dominated by PC 9801 1982 which had a resolution of 640 400 higher than Western computers at the time in order to accommodate Japanese text While the computer became known for its higher resolutions the lack of hardware sprites and anemic video ram resulted in games having a tendency to be much slower This in turn influenced game design as Japanese computers became known for RPG s and Adventure games with detailed color graphics which eventually evolved into visual novels and dating sims The most famous early Japanese computer adventure game was the murder mystery game The Portopia Serial Murder Case 1983 developed by Yuji Horii and published by Enix The player interacts with the game using a verb noun parser which requires typing precise commands with the keyboard 123 The game featured exploring an open world an interrogative dialogue menu system and making choices that determined the order of events The game was well received in Japan with praise aimed at its mystery drama and humor 124 The game was later re released on the Famicom in 1985 and featured the addition of 3D dungeon mazes and a verb menu system According to Square Enix Portopia was the first real detective adventure game 125 Japan s first domestic computer adventure games to be released were ASCII s Omotesando Adventure jp 表参道アドベンチャー and Minami Aoyama Adventure 南青山アドベンチャー released for the PC 9801 in 1982 126 Another early Japanese adventure that same year was MicroCabin s Mystery House which was unrelated to but inspired by the On Line Systems game of the same name MicroCabin released a sequel Mystery House II for the MSX that same year Due to a lack of content restrictions 127 some of Japan s earliest adventure games were also bishoujo games with eroge content 128 In 1982 the eroge Danchi Tsuma no Yuwaku Seduction of the Condominium Wife was released which was an early adventure game with color graphics owing to the eight color palette of the NEC PC 8001 computer 128 and role playing video game elements 129 130 It became a hit helping Koei become a major software company 128 Other now famous companies such as Enix Square and Nihon Falcom also produced similar eroge in the early 1980s before they became famous for their mainstream role playing games In 1985 Square s Will The Death Trap II was the first Japanese animated computer game 131 A notable 1987 adventure game was Arsys Software s Reviver The Real Time Adventure which introduced a real time persistent world to the adventure game genre where time continues to elapse day night cycles adjust the brightness of the screen to indicate the time of day and certain stores and non player characters would only be available at certain times of the day 132 Hideo Kojima was inspired by Portopia to enter the video game industry 124 and produce his own adventure games His first graphic adventure was released by Konami Snatcher 1988 an ambitious cyberpunk detective novel graphic adventure that was highly regarded at the time for its cinematic cut scenes and mature content 133 Interactive movie arcade games 1983 1985 Edit See also Interactive movie Interactive movie games are considered a subgenre of adventure games This subgenre has origins in Japanese interactive movie arcade games The first interactive movie laserdisc video game was Sega s Astron Belt unveiled in 1982 and released in 1983 though it was more of a shooter game presented as an action movie using full motion video 134 135 A more story driven interactive movie game was Bega s Battle released in 1983 which combined shooting stages with interactive anime cutscenes 136 where player input had an effect on the game s branching storyline 137 Time Gal 1985 in addition to featuring quick time events added a time stopping feature where specific moments in the game involve Reika stopping time during these moments players are presented with a list of three options and have seven seconds to choose one 138 Early point and click adventures 1983 1995 Edit A notable adventure game released in 1983 was Planet Mephius authored by Eiji Yokoyama and published by T amp E Soft for the FM 7 in July 1983 139 In addition to being one of the earliest titles to use a command menu system 140 its key innovation was the introduction of a point and click interface to the genre utilizing a cursor to interact with objects displayed on the screen albeit the cursor utilizing primitive keyboard controls instead of a mouse 139 A similar point and click cursor interface was later used in the adventure game Wingman 141 released for the PC 8801 in 1984 citation needed The NES version of Portopia Serial Murder Case was released in 1985 and became a major hit in Japan where it sold over 700 000 copies 125 With no keyboard the NES version developed by Chunsoft replaced the text parser of the original with a command selection menu list It also featured a cursor that can be moved on the screen using the D pad to look for clues and hotspots like a point and click interface 123 In 1986 Square released the science fiction adventure game Suishō no Dragon for the NES console The game featured the use of animation in many of the scenes rather than still images or sprites 142 which was unusual at the time for a console game and an interface resembling that of a point and click interface for a console like Portopia but making use of visual icons rather than text based ones That same year saw the release of J B Harold Murder Club 143 a point and click graphic adventure 144 for the PC 98 143 It featured character interaction as the major gameplay element and has been compared to more recent titles such as Shenmue and Shadow of Memories as well as the role playing game Star Wars Knights of the Old Republic 144 The TurboGrafx CD port of J B Harold Murder Club was one of the first Japanese adventure games released in the United States 143 Haruhiko Shono s adventure games Alice An Interactive Museum 1991 L Zone 1992 and Gadget Invention Travel amp Adventure 1993 used pre rendered 3D computer graphics predating Myst though lacking in the same level of interactivity often referred to more as Interactive Movies rather than games The plot of Gadget influenced filmmaker Guillermo del Toro 145 Following Metal Gear 2 Solid Snake Kojima produced his next graphic adventure Policenauts 1994 a point and click adventure notable for being an early example of extensive voice recording in video games 146 It also featured a hard science fiction setting a theme revolving around space exploration a plot inspired by the ancient Japanese tale of Urashima Taro and some occasional full motion video cut scenes The gameplay was largely similar to Snatcher but with the addition of a point and click interface and some first person shooter segments Policenauts also introduced summary screens which act to refresh the player s memory of the plot upon reloading a save an element Kojima later used in Metal Gear Solid 147 In 1995 Human Entertainment s Clock Tower The First Fear for the SNES console was a hybrid between a point and click graphic adventure and a survival horror game revolving around survival against a deadly stalker known as Scissorman that chased players throughout the game 148 Visual novels 1990 present Edit See also Visual novel A distinct form of Japanese adventure game that eventually emerged is the visual novel a genre that was largely rooted in Portopia Serial Murder Case 149 but gradually became more streamlined and uses many conventions that are distinct from Western adventures They are almost universally first person and driven primarily by dialog They also tend to use menu based interactions and navigation with point and click implementations that are quite different from Western adventure games Inventory based puzzles of the sort that form the basis of classic Western adventures are quite rare Logic puzzles like those found in Myst are likewise unusual Because of this Japanese visual novels tend to be streamlined and often quite easy relying more on storytelling than challenge to keep players interested 150 From the early 1990s Chunsoft the developer for the NES version of Portopia began producing a series of acclaimed visual novels known as the Sound Novels series which include Otogirisō 1992 Kamaitachi no Yoru 1994 Machi 1998 428 Shibuya Scramble 2008 and 999 Nine Hours Nine Persons Nine Doors 2010 ELF s YU NO A girl who chants love at the bound of this world 1996 featured a science fiction plot revolving around time travel and parallel universes The player travels between parallel worlds using a Reflector device which employs a limited number of stones to mark a certain position as a returning location so that if the player decides to retrace their steps they can go to an alternate universe to the time they have used a Reflector stone The game also implemented an original system called ADMS or Automatic Diverge Mapping System which displays a screen that the player can check at any time to see the direction in which they are heading along the branching plot lines 151 3D adventure games 1993 present Edit From the 1990s a number of Japanese adventure games began using a 3D third person direct control format particularly on consoles like the PlayStation Dreamcast and PlayStation 2 Examples include The Life Stage Virtual House 1993 Human Entertainment s Mizzurna Falls 1998 Sega s Shenmue series 1999 2002 Konami s Shadow of Memories 2001 and Irem s Disaster Report series 2002 2009 Cing s Glass Rose 2003 for the PS2 uses a point and click interface with 3D graphics The success of Resident Evil in 1996 was followed by the release of the survival horror graphic adventures Clock Tower Clock Tower 2 and Clock Tower II The Struggle Within for the PlayStation The Clock Tower games proved to be hits capitalizing on the success of Resident Evil though both games stayed true to the graphic adventure gameplay of the original Clock Tower rather than following the lead of Resident Evil 148 Sega s ambitious Shenmue 1999 attempted to redefine the adventure game genre with its realistic 3D graphics third person perspective direct character control interface sandbox open world gameplay quick time events and fighting game elements Its creator Yu Suzuki originally touted it as a new kind of adventure game FREE Full Reactive Eyes Entertainment offering an unparalleled level of player freedom giving them full reign to explore expansive interactive city environments with its own day night cycles and changing weather and interact with fully voiced non player characters going about their daily routines Despite being a commercial failure the game was critically acclaimed and has remained influential 152 153 154 155 Global expansion 2000 present Edit In recent years Japanese visual novel games have been released in the West more frequently particularly on the Nintendo DS handheld following the success of mystery solving titles such as Capcom s Ace Attorney series which began on the Game Boy Advance in 2001 Cing s Hotel Dusk series beginning in 2006 150 and Level 5 s Professor Layton series beginning in 2007 156 English fan translations of visual novels such as Square s Radical Dreamers a 1996 side story to the Chrono series of role playing video games and Key s Clannad 2004 have also been made available in recent years The Nintendo DS in particular helped spark a resurgence in the genre s popularity through the introduction of otherwise unknown Japanese adventure games typically visual novels localized for Western audiences 70 150 157 In 2005 Capcom re released the courtroom based visual novel game Phoenix Wright Ace Attorney originally a 2001 Game Boy Advance game released only in Japan for the Nintendo DS in both Asian and Western markets 70 150 The game and its sequels proved popular with Western audiences Following on Ace Attorney s success Level 5 and Nintendo published the Professor Layton series worldwide starting in 2007 Both have since become some of the best selling adventure game franchises 156 with Ace Attorney selling more than 4 million units worldwide 158 and Professor Layton selling nearly 12 million units worldwide 159 Other successful Japanese adventure games for the DS in Western markets include Cing s Another Code Two Memories 2005 and Hotel Dusk Room 215 2006 70 150 160 and Chunsoft s Zero Escape series which includes Nine Hours Nine Persons Nine Doors and Zero Escape Virtue s Last Reward 161 Online distribution has also helped lower the costs of bringing niche Japanese titles to consumers which has enabled another outlet for visual novels and dating sims to be localized and released for Western markets Localization and distribution can be performed by small teams removing financial barriers to bringing these games often released as dōjin soft or hobbyist titles to Western countries 162 A noted example of this is Hatoful Boyfriend a comedy dating sim in which the player attempts to date pigeons in a high school setting The game was originally released in Japan in 2011 but received significant attention on its remake and localization in 2014 in part due to its humorous concept and its distribution was supported by Western publisher Devolver Digital 163 Emulation and virtual machines EditMost text adventure games are readily accessible on modern computers due to the use of a small number of standard virtual machines such as the Z engine used to drive these games at their original release which have been recreated in more portable versions A popular text adventure interpreter is Frotz which can play all the old Infocom text adventures 164 Some modern text adventure games can even be played on very old computer systems Text adventure games are also suitable for personal digital assistants because they have very small computer system requirements Other text adventure games are fully playable via web browsers On the other hand many graphical adventure games cannot run on modern operating systems Early adventure games were developed for home computers that are not in use today Emulators and virtual machines are available for modern computers that allow these old games to be played on the latest operating systems though players must have access to the game s assets themselves to legally play them One open source software project called ScummVM provides a free engine for the LucasArts adventure games the SCUMM derived engine for Humongous Entertainment adventure games early Sierra titles Revolution Software 2D adventures Coktel Vision adventure games and a few more assorted 2D adventures ResidualVM is a sister project to ScummVM aimed to emulate 3D based adventure games such as Grim Fandango and Myst III Exile Another called VDMSound can emulate the old sound cards which many of the games require One of the most popular emulators DOSBox is designed to emulate an IBM PC compatible computer running DOS the native operating system of most older adventure games 165 Many companies like Sierra Entertainment have included DOSBox in their rereleases of older titles See also Edit4D film Adventure Gamers website dedicated to the adventure game genre Cybertext Get Lamp a documentary on interactive fiction Interactive fiction List of graphic adventure games List of text based computer games MUD Roguelike Visual novel a Japanese style of adventure gamesReferences Edit a b Rollings amp Adams 2003 p 43 Hitchens 2002 p 258 The Colossal Cave Adventure page rickadams org Retrieved 31 July 2020 a b AMN and Anime Advanced Announce Anime Game Demo Downloads Hirameki International Group Inc 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community based on making adventure games using Sierra s Creative Interpreter IFReviews Organization repository for text adventure game reviews written and rated by Interactive Fiction community players and members Creating Adventure Games on Your Computer a 1983 programming manual by Tim Hartnell Fighter Boys Adventure game Fighter Boys Adventure game Defining the ideal adventure game article by David Tanguay 1999 Searching under the rug an article on adventure game puzzles and interfaces Adventureland database of adventure games GameBoomers walkthroughs reviews and info on Adventure games Fantasy Adventures classic adventure computer game museum GET LAMP The Text Adventure Documentary Google Tech Talk 7 March 2011 2hour documentary AP forums Helpful community of Adventure game enthusiasts Reviews Previews GameStylus Freely available editor and engine for Adventure games for Android Retrieved from https en wikipedia org w index php title Adventure game amp oldid 1133069759, wikipedia, 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