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Why Adventure Games are in a Coma"Why" questions never have straightforward answers. Why is the moon where it is? Why does the Canadian dollar keep dropping? Why did Looking Glass collapse? Why can’t Nintendo give any solid details regarding the Dolphin? The "why" for the virtual disappearance of adventure games is just as complicated as any of the previous questions. The warning bell for adventure games sounded when id released Quake back in 1995. The 3D environments had never been so real or so filled with creatures to obliterate. Quake also kick-started the development of 3D accelerator cards. Looking back through old computer magazines, there is a gradual increase in the number of graphic accelerator cards from 1995 onwards. With each new card brought to the market, the bar of performance gets raised that much higher. Now every game spouts off that they have the most realistic, the biggest and best 3D environments. Parallel to this is the evolution of console games. Side-scrollers were the name of the game, with the occasional top-down RPG or adventure. The hardware got faster and so did the games until it was possible to convert those side-scrolling blister-inducing games into 3D worlds, but they still rely on quick reflexes. Quick reflexes are enhanced by adrenaline. And what gets the adrenaline pumping better than unloading a shotgun into a charging alien menace? Or running from a horde of Russian soldiers armed with sub-machine guns? Adrenaline is a powerful chemical. At the moment it shocks into your system it provides heightened senses and desire to shed excess internal weight. It’s a rush, like riding a roller coaster. Adrenaline games are easy to name, Goldeneye, Quake, Resident Evil, Unreal Tournament, Half-life, the list goes on. Now, name a few adventure titles that have the same adrenaline factor. How long is your list? The problem for adventure games is that they usually lack primal responses. Adventure games direct gamers to think rather than respond. There have been attempts at genre melding but there has been limited success. There was a cry of outrage from older gamers (20 – 35 years-old) when King’s Quest VIII was released, while younger gamers found it fairly enjoyable. The difference between the two can be traced back to the kind of game King’s Quest used to be. The game was a quest above everything else, which is what the older gamers wanted. What they got with KQ8 was an entirely different matter. King’s Quest VIII was turned into a 3rd person hack-and-slash, that bore no resemblance to the previous seven games. It seems that intense action can be associated only with 3D. The "thinking" gamer is left with the seemingly lifeless body of adventure games. (Dues Ex, attempts to give the gamer control enough to play it like an adventure game, and the attempt is very good.)
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Occasionally, the body will twitch with games like Grim Fandango, Outcast and Gabriel Knight III. Everyone gathers around the body thinking that maybe this will be the time adventure games get off the table and start to live again. Sierra On-Line, once the king of adventure games, has moved away from adventuring and has abandoned Larry and Roger. (They also cancelled a few other titles. Restructuring . . . meaning they want to earn more money) Whatever the cause of |
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this, it isn’t good. Adventure games also offer something that FPS just haven’t done well: create character. Roger Wilco, the bumbling janitor from the Space Quest series, Larry Laffer, that lovable lecherous loser from Leisure Suit Larry series, are just two of the industries icons. At least they used to be icons. And what about Ben from Full Throttle or Bernard from Day of the Tentacle? These were characters to be played; the player got to hear their thoughts and control their actions. FPSs usually inject the player into a role but the player never gets to hear what that character might be thinking (Duke Nukem aside). What was Gordon Freemen thinking just after the experiment went critical? There’s an attempt to involve the player more deeply in the story, but like Choose Your Own Adventure stories, the player character never gets developed. This isn’t to say that Half-Life isn’t enjoyable. I still play it. I just don’t get the same level of satisfaction I get when I help Freddy Pharkus cure flatulent horses. The biggest reason that adventure games are near to flatline is the Internet. Before computers people used to play outside with their friends. Now they play with their friends via the Internet. And these "friends" may never be seen or even heard. People want to connect with other people, even on this "virtual" level. They want the convenience of never having to leave home to visit with friends. Gone are the days of solo play. It seems all games have to be multiplayer, either off the shelf or provided by a patch. Consoles have been almost exclusively solo play, with the ability to add more controllers for multiplayer games. Consoles at least brought people together in the same room. Of course, with the Dreamcast’s modem the tides are changing. Gamers are connected by wires and electrical impulses, and actual physical contact is relegated to game tournaments hosted by LAN services and gaming expos. Adventure games are great for solo play, but as every adventure game manual suggests, "play with a friend". The many winter afternoons spent in group playing sessions trying to figure out the secret combination of words to finish Larry II will never be forgotten. Not only did we have to figure out what Larry would most likely do, but also what the programmer and designer were thinking. I’ll admit that sometimes it was frustrating, but all the more rewarding when I cracked the problem. Criticism often leveled at adventure games is that there is no point in playing again once the game is finished. Baloney! I’ve played through Day of the Tentacle multiple times to enjoy the writing and humour. And it’s amazing how much is forgotten when playing through a game years after completing it. I encountered this recently playing The Pandora Directive: A Tex Murphy Mystery. I played through the first section relying on my memory to make progress. Then I got stumped. So stumped I went back through my game file and looked at my notes. Same goes for The Legend of Zelda: Ocarina of Time, even if it’s not a "pure" adventure game. But the root cause for adventure game’s extended sleep is that companies have jumped on the "me too" bandwagon. And it’s worked. People want the intense action of a FPS or 3D strategy game and the companies are churning them out while attempting to meld genres enough to reach the mass market, the Holy Grail of gaming. The aim seems to be toward the visceral instead of the thoughtful. Or maybe it’s because the adventure designers just haven’t been able to utilize 3D graphics successfully in a game (with a few exceptions). But I’m oddly optimistic. RPGs on the PC were assumed dead, then along came Diablo. The body will twitch once again when Escape from Monkey Island is released later this year. It remains to be seen if it will be the spark needed to bring adventure gaming back to the masses, at least here in North America. Europe is still the place to find adventure. Addendum: There exists groups of dedicated gamers who write and produce their own adventure games available on the Internet for download. Some are solid games in their own right, while others are rudimentary, but the spirit is still the same. Plus there’s a new company out there that is now specializing in adventure games. Of course, I can’t remember the name nor can I find the article about them I was reading. When I find it I’ll update you. - Omni "Sometimes I make sense, other times I don’t."
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