Saturday, 8 June 2013

Adventure Games Online

Adventure Games Online History

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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).
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An adventure game is a video game in which the player assumes the role of protagonist in an interactive story driven by exploration and puzzle-solving instead of physical (e.g. reflexes) challenge.[1] The genre's focus on story allows it to draw heavily from other narrative-based media such as literature and film, encompassing a wide variety of literary genres. Nearly all adventure games (text and graphic) are designed for a single player, since this emphasis on story and character makes multi-player design difficult.[2]
In the Western world, the genre's popularity peaked during the late 1980s to mid-1990s when many considered it to be among the most technically advanced genres, but it is now sometimes considered to be a niche genre.[3] In East Asia on the other hand, adventure games continue to be popular in the form of visual novels, which make up nearly 70% of PC games released in Japan.[4]
Contents  [hide] 
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 Sub-genres
3.1 Text adventure
3.2 Graphic adventure
3.3 Puzzle adventure
3.4 Visual novel
4 History
4.1 Early development
4.1.1 Adventure (1975–1977)
4.1.2 Adventure International (1978–1985)
4.1.3 Infocom (1979–1989)
4.2 Graphical development
4.2.1 Sierra (1979–1999)
4.2.2 Early Japanese Adventures (1982–1986)
4.2.3 LucasArts (1986–2000)
4.2.4 Japanese adventures (1987–present)
4.2.5 Cyan Worlds (1987–present)
4.3 Modern era
4.3.1 Decline
4.3.2 New directions
4.3.3 Telltale Games (2004-present)
4.3.4 Double Fine Productions (2000-present)
5 Emulation
6 See also
7 References
8 External links
Definition[edit]

Components of an adventure game Citations
Puzzle solving, or problem solving. [1][5][6][7][8][9][10][11]
Narrative, or interactive story. [1][5][6][7][9][11]
Exploration. [1][5][7]
Player assumes the role of a character/hero. [1][5][8]
Collection or manipulation of objects. [1][5][6]
The term "Adventure game" originates from the 1970s computer game Adventure,[5][6] which pioneered a style of gameplay that was widely imitated and 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.[1]
Essential elements of the genre include storytelling, exploration, and puzzle solving.[1] Adventure games have been described as puzzles embedded in a narrative framework,[7] where games involve "narrative content that a player unlocks piece by piece over time".[12] 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 examples of good design.[13]
Relationship to other genres[edit]
Combat and action challenges are limited or absent in adventure games,[1] thus distinguishing them from action games.[7] 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."[5] Some adventure games will include a minigame from another video game genre, which are not always appreciated by adventure game purists.[1] Of course, there are some games that blend action and adventure throughout the game experience.[14] These hybrid action-adventure games involve more physical challenges than pure adventure games, as well as a faster pace. This definition is hard to apply, however, with some debate among designers about which games are action games and which involve enough non-physical challenges to be considered action-adventures.[1]
Adventure games are also distinct from role-playing video games that involve action, team-building, and points management.[7] Adventure games lack the numeric rules or relationships seen in role-playing games, and seldom have an internal economy.[1] These games lack any skill system, combat, or "an opponent to be defeated through strategy and tactics."[5] However, some hybrid games exist here, where role-playing games with strong narrative and puzzle elements are considered RPG-adventures.[15] Finally, adventure games are classified separately from puzzle games.[7] Although an adventure game may involve puzzle-solving, they typically involve a player-controlled avatar in an interactive story.[1]
Game design[edit]

Puzzle-solving[edit]
Adventure games contain a variety of puzzles, such as decoding messages, finding and using items, opening locked doors, or finding and exploring new locations.[16] Solving a puzzle will unlock access to new areas in the game world, and reveal more of the game story.[17] Logic puzzles, where mechanical devices are designed with abstract interfaces to test a player's deductive reasoning skills, are common.[1]
Some puzzles are criticized for the obscurity of their solutions, for example the combination of clothesline, clamp, and deflated rubber duck used to gather an item in The Longest Journey, which exists outside of the game's narrative and serves only as an obstacle to the player.[18] 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.[19] 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.[1]
Gathering and using items[edit]
Many adventure games make use of an inventory management screen as a distinct gameplay mode.[1] 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.[1] 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. Games try to avoid this by highlighting the item, or by snapping the player's cursor to the item.[20]
Many puzzles in these games involve gathering and using items from their inventory.[16] 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.[1] They may need to carry items in their inventory for a long duration before they prove useful,[21] 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.[1] There is seldom any time pressure for these puzzles, focusing more on the player's ability to reason than on quick-thinking.[17]
Story, setting, and themes[edit]
Adventure games are single-player experiences that are largely story-driven.[22] More than any other genre, adventure games depend upon their story and setting to create a compelling single-player experience.[1] They are typically set in an immersive environment, often a fantasy world,[6][9] and try to vary the setting from chapter to chapter to add novelty and interest to the experience.[1] Comedy is a common theme, and games often script comedic responses when players attempt actions or combinations that are "ridiculous or impossible".[1]
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.[1] The player often embarks upon a quest,[10] or is required to unravel a mystery or situation about which little is known.[8] 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.[23] 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.[1]
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.[1] This genre of game is known for representing dialog as a conversation tree.[24] 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. These conversations are often designed as a tree structure, with players deciding between each branch of dialog to pursue.[1] However, there are always a finite number of branches to pursue, and some adventure games devolve into selecting each option one-by-one.[25] Conversing with characters can reveal clues about how to solve puzzles, including hints about what that character would want before they will cooperate with the player.[1] Other conversations will have far-reaching consequences, such as deciding to disclose a valuable secret that has been entrusted to the player.[1] 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.[26] Early adventure games often had high scores and some, such as Zork, also assigned the player a rank, a text description based on their score.[27] High scores provide the player with a secondary goal,[26] and serve as an indicator of progression.[27] While high scores are now less common, external reward systems such as Xbox Live's Achievements perform a similar role.[citation needed]
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.[1] 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.[28]
Sub-genres[edit]

Text adventure[edit]
Main article: Interactive fiction
Text adventures, also known as Interactive Fiction, convey the game's story through passages of text, revealed to the player in response to typed instructions. Early text adventures, such as 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" or "open door". Later text adventures, and modern interactive fiction, can interpret far more complex sentences like "take the key which is on the desk, then open the door".
Graphic adventure[edit]
Main article: Graphic adventure game


The Whispered World is a 2009 point-and-click graphic adventure.
Graphic adventures are adventure games that use graphics to convey the environment to the player. Games under the graphic adventure banner may have a variety of input types, from text parsers to touch screen interfaces.[citation needed] Point-and-click adventures are a common type of graphic adventure in which the player uses a pointer, typically a mouse, to interact with the environment and solve puzzles. This input method remains popular in the genre, and is well-suited to interaction with the environment, as opposed to direct control schemes which emphasize character control.[citation needed]
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 a context-sensitive camera that is positioned to show off each location to the best effect.[1]
Puzzle adventure[edit]
Puzzle adventures are adventure games that put a strong emphasis on logic puzzles, at the expense of more traditional inventory puzzles. Instead, they typically emphasize self-contained puzzle challenges that can resemble children's logic puzzle toys or games.
The plot of these games can be obscure, and may be conveyed only through interaction with the puzzles. Many puzzle adventures are played from a first person perspective with the player "moving" between still pre-rendered 3D images, sometimes combined with short animations or video. Examples of the genre include Schizm, Atlantis: The Lost Tales, Riddle of the Sphinx, Zack & Wiki: Quest for Barbaros' Treasure, and Myst, which popularized this game style.
One kind of puzzle adventure is the Escape the room sub-genre, consisting of short games where the sole object is to find a way to escape from a room. These games are typically implemented in a graphic point-and-click style, which (owing to their popularity on the Internet) are often delivered in Adobe Flash format. Examples of the sub-genre include Submachine-series, Mystery of time and space and Crimson room.
Other puzzle adventure games are casual adventure games made up series of puzzles used to explore and progress the story, such as Puzzle Agent,[29] or Castle of Dr. Brain, and the Professor Layton series.



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