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Astute readers will recognize Kurt Kalata's name. Besides running Hardcore Gaming 101, which has become an encyclopaedia of sorts for old-time PC games and lesser-known, cultish, niche titles, he has made voluminous contributions to The Armchair Empire over the years.

 

Well, he's putting all that writing and organizational talent into an endeavour that may surprise some: a book! Tentatively titled "HG101's Guide to Classic Graphic Adventures" the book will take a look at the Golden Age of the adventure genre, 1985 - 2000, complete with interviews of those that helped to shape the genre.

 

When it was announced, it sounded like a massive undertaking so I asked Kurt about the project.

 

Thanks for your time, Kurt!

 

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Kurt Kalata (Hardcore Gaming 101) Interview

Conducted by Aaron Simmer

 

The introductions: Who are you, your education, experience with gaming, etc.
A. Well, I've been writing about video games on the internet since I was roughly 15, when I created a fansite called The Castlevania Dungeon back on Geocities. After college in 2004, I started HG101 and began writing for various sites, including this one right here! I mostly did this to counteract the boredom of working in the real world. have a stronger taste for retro gaming over new stuff, most of the time. I'm fascinated by video game history and there's a lot to be learned from it that modern developers seem to ignore, especially when it comes to storytelling.
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I got started with adventure games at a really young age, with various Scott Adams games on my family's Atari 400 when I was about five. I'd played others through the years - various Infocom stuff on my Apple II, including Leather Goddesses of Phobos, which I was far too young to understand, as well as Maniac Mansion and Shadowgate on the NES. I really got into them when I rented Monkey Island for the Sega CD, and when my parents got a computer, one of the first things I got was Monkey Island 2. It wasn't exactly a top of the line PC though, and since I was living off a $20 a month allowance, I tended to buy lots of cheap older games from

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warehouse stores and computer shows, which is how I got into Sierra's library. I stopped following them around the time the genre start dying off, but started rediscovering them a couple years ago when I built a new computer fast enough to run DOSBox properly.

As for proper education, I have a degree in computer science, but I actually hate programming, so I'm

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just a standard corporate office drone in my day life.


You recently solicited submissions for a printed compendium of graphical adventure games from the 1980's to 1990's. What's the goal of the book? Is it a history book, a "Yearbook" or something else?
HG101 in general has basically doubled as my own personal diary of video game experience, so I can look back and have an actual record of the games I've played and how I felt about them at the time. It is part history book, but it also constitutes a lot of game design criticism, which is what sets it apart from something like Wikipedia. The goal is to present a near comprehensive look at the genre during its height of popularity, examining titles from both big name publishers and the little guys, both the long-running series and the one-shots. It's also to separate out what I think are the best games from the ones that aren't so great. Not all of the titles covered are winners, but all of them are interesting, in some way.
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Besides essays on the games, are you seeking comment from some of the notable game designers from this particular genre and time period like Jane Jensen, Roberta Williams, Tim Schafer, and Al Lowe?
Absolutely. It's all dependent on who I can dig up and who answers, of course. Some of them still have web presences - Al Lowe had a pretty big web site with all sorts of great stuff.

In a time where "print is dead!" what makes you think a paper book might be successful? Or at the minimum, worth your time as a writer and editor of the book?
It's more of a personal project than anything. I might be a bit old-fashioned in the Internet era, but I think words feel more real and have more permanence when they're printed. Plus, it's a pretty fantastic feeling to actually hold knowledge in your hands. I haven't printed up any actual copies of the book yet, but I do have my printed manuscript, and it's amazing to just flip through the thing, with both the depth and breadth of the content covered. I wish I could get it into brick and mortar stores, because I think that would really help sell it. For the more progressive folks, I also intend to get it on Nooks and Kindles, although that's going to be a secondary concern after the book is initially published.

I'm not entirely sure it will be profitable, but if it isn't, no big loss. The good thing about self-publishing is that it's print-on-demand, so the up-front costs are relatively minimal beyond buying an ISBN and ordering all of the draft/promo/contributor copies. So even if I end up losing money, at least I have something that I can put on my bookshelf and be proud of, and hopefully some other devout adventure game fans will feel the same way.

I think in general that the gaming media under-serves niche audiences, which is part of the reason HG101 exists. Most content is aimed at the broader level, but I think this type of audience also looks on this information as being disposable, and therefore unwilling to pay for it. On the other hand, niche audiences are probably more likely to pay for specialized content, especially if it's targeted straight at them.

What do adventure games mean to you?
A strong emphasis on narrative, world building, characterization, dialogue, and so forth. Some of these elements have crept into other games, but adventure games are more purely focused. It's about exploring another world, talking to their inhabitants, taking in the scenery, and so forth. Obviously other people find different things to like about them - some look at them as frame stories for puzzles, which is perfectly valid, but it's not the reason I play them.

Also, for laughs, too. Too many games these days are way too self serious. Most of the funniest games of all time are adventure games - Monkey Island 2, Day of the Tentacle, Sam & Max Hit The Road, Space Quest IV, Eric the Unready, and so forth. The only company that consistently has a great sense of humor is Double Fine, which, not coincidentally, was founded by Tim Schafer, who also worked on adventure games, including some of these I just listed!

Agree or disagree: Adventure games never died, they just changed.
I guess it depends on how you define that. In North America, from a commercial standpoint. the point n' click adventure genre absolutely died around the turn of the century.

In Europe, though, the genre continued on, and there have been numerous titles
leather godesses of phobos 2 published in the last decade. The problem is, in my opinion, most of these are pretty awful! They tend to have really sterile computer rendered backgrounds with awkward polygonal models. They look and feel really low budget, and not in a classy, loveable in way, but in a really boring, slapped together kind of way.

Plus, the writing in most European-developed games is pretty dire. I think some of it just may have to do with sloppy localization, which results in dull, witless dialogue and subpar voice actors. Some just might be cultural differences. For instance, the Spanish-developed "Runaway" purports to be a comedic adventure, but compared to a LucasArts or Sierra game, it's almost astonishingly unfunny.

There are a few exceptions. Funcom's The Longest Journey and Dreamfall were both fantastic, but both were also initially written and voiced in English, despite being developed in Norway. Daedelic is based in Germany and their games also seem pretty decent, but I haven't had much experience with them. They have excellent art design, but the only game of theirs I played, "The Whispered World," also suffered from some crappy voice acting. Some of their other interesting games haven't even been translated from their original German yet.

spellcasting 301The Japanese visual novel-type game sort of gained a little bit of popularity with Phoenix Wright, which is rejuvenating. But most of the other similar DS games - Theresia, Lux-Pain, Miami Law, a few others - have flopped. And the fact that Nintendo of America didn't localize the sequels to Hotel Dusk or Trace Memory shows that their initial entries didn't perform as well as they'd hoped. Again, though, they brought them to Europe, where they're still going relatively strong.

What was the single biggest change that happened to adventure games between the '80s and '90s?
I would initially say the CD-ROM was one of the biggest changes. This propelled the games to be more cinematic, and also allowed the disc space that allowed developers to create games like Myst. But even before that, I think is the change from text-entry to an icon-based parser, because that definitely made them more approachable for regular people.

Why not extend the time period into the '00s? Is there some game that acted as marker that signalled the "end" of the adventure genre right around the end of the '90s?
This sort of dovetails with my opinion on European adventure games - a large part is I just have no interest in playing them. The other reason is out of practicality. I have a page limit I don't want to exceed - it's already shaping up to be 650-700 pages, and I don't want to make costs too high. I think most people look at the mid-90s as the golden age of the genre, so it made sense to keep that in the limelight, and expound upon how the genre reached that point.

A couple of more recent games are covered. One of the site's contributors is a huge Homestar Runner fan so I got him to contribute an article on the Strongbad game for Telltale. A lot of Telltale's games are in, though, because they tie in with Monkey Island and Sam and Max. I put in Limbo of the Lost because of its notoriety, and for being one of the worst adventure games in the last two decades or so. I also covered Syberia and Runaway because they were both recent-ish games that tend to be well liked, even though I disagree with those assessments.
 

I would love to cover more independent games but honestly outside of the ones I've already done - The Shivah, Machinarium, and Been There, Dan That! - I'm not even sure where to start. It's a whole other breed and probably deserves a book to itself, so I just focused on the ones I personally enoyed a lot. Same with interactive fiction - a few games are covered, like Zork, Leather Goddesses of Phobos and The Hitchhiker's Guide to the Galaxy, but you could do a whole book on Infocom and its competitors in the early 80s.

As for the "end" marker, Sierra and LucasArts were easily the most popular developers, so when they released their last games, I think it was over. That was Gabriel Knight 3 for Sierra and Escape from Monkey Island from LucasArts, both around 2000-ish. Neither are terrible, but they are hardly the companies' best efforts either.

 

(December 20, 2010)

 

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