Category:Adventure Game: Difference between revisions

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That's because, ironic to the name, Adventure Games are not about [[Stuff Blowing Up|action]], and as such, are not what [[Muggles|non-gamers]] might think of as "adventures" in the way that adventure movies or books are often full of action, chases and danger. In fact, Adventure Games are some of the slowest-paced games around, being more focused on story, exploration, suspense, dialogue and puzzle-solving, leading to some criticism of the use of the word "adventure". The upside is that they may consume as many hours of play as a [[Wide Open Sandbox]], but with a script that leaves the player wondering "what happens next" if they can [[Guide Dang It|get past this obstacle]]. Compare, say, the adventures in the ''[[Indiana Jones]]'' movies to ''[[Indiana Jones and the Fate of Atlantis|The Fate Of Atlantis]]'', which feels like an extended roleplay of an ''Indiana Jones'' movie, and then to ''[[Uncharted]]'', which feels like an arcade simulation of an ''Indiana Jones'' movie. The former is a [[Point and Click]] Adventure Game. The latter is an [[Action Adventure]]. Two very different genres.
 
The genre has had a decent revival on the Nintendo DS starting with the ports of the ''[[Ace Attorney]]'' series, as its touchscreen allows for an ideal point-and-click interface, and the fanbase includes many older players who favour puzzle and problem-solving games. As well, smaller companies like The Adventure Company and [[Telltale Games]] have done well in specializing in adventure games; indeed, the latter has revitalized the ''[[The Adventures of Sam & Max: Freelance Police|Sam and Max Freelance Police]]'' franchise and recently began a new ''[[Monkey Island (series)|Monkey Island]]'' series. And there is, of course, the whole Independent Adventure Games scene where small-time developers (often one-man teams) are able to keep themselves running by distributing their games to cult-followings.
 
Because Adventure Games are [[The Quest|story-based]], what they [[Jigsaw Puzzle Plot|lack in body-count]] they can [[Choose Your Own Adventure|make up for with suspense]]. Indeed, [[Have a Nice Death|the primary death toll]] [[The Many Deaths of You|in such a game is You]]. The typical Adventure Game is framed around [[Guide Dang It|an elaborate]], even [[Doing It for the Art|novelistic plot]] which the player must [[Railroading|proceed through]] by trying to [[Be as Unhelpful as Possible|get information out of]] non-player characters and [[Conspicuously Light Patch|collect any items]] you [[Notice This|come across]] that [[It May Help You on Your Quest|May Help You On Your Quest]]. (These are all Adventure Game tropes, by the way.)
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'''There are six major "schools":'''
 
'''[[Interactive Fiction]]:'''
 
Interactive Fiction is usually defined as an adventure game which is primarily textual (though there is much debate over the exact scope of the term; some think it should refer only to purely textual games, while others, preferring to take the words "interactive" and "fiction" literally, think the term should encompass a superset of those games typically called "Adventure". The term ''[[Text Adventure]]'' is less ambiguous, but also less popular). For instance, [[MUD|MUDs]] and [[MUSH|other text]] [[Roguelike|games]] are based on [[RPG]] principles, and thus fall outside the category. More than any other school of Adventure (and, indeed, more than most other videogame genres), Interactive Fiction has a large hobbyist community, with as many as a hundred new games produced each year. Examples: ''[[Zork]]'', ''[[A Mind Forever Voyaging]]'', ''Jigsaw'', and ''[[Photopia]]''.
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'''Pre-rendered First Person Adventure:'''
 
Also called ''[[Myst (series)|Myst]]-clones'' or ''[[2½D]]'', present prerendered 3D environments from a first-person perspective. Early examples tended to have the feel of interactive slideshows (this is a fair comparison: ''[[Myst (series)|Myst]]'' was originally created on an early Macintosh slideshow program called Hypercard). Emphasis usually moved away from inventory management and toward "set-piece" puzzles involving the manipulation of a piece of machinery. The use of Full Motion Video in cutscenes became common for a time. Examples: ''[[The Journeyman Project]]'', ''[[Myst (series)|Myst]]'', ''Shivers'', and ''Zork: Grand Inquisitor''.
 
'''Interactive Movie Games:'''
 
Games which incorporate substantial or exclusive use of Full Motion Video and photorealistic images. While this seemed like a natural pairing, the cost and technology stood in the way of interactivity. By the time that it was feasible to do such games properly, the whole notion had left a bad taste in players' mouths. Examples: ''[[Phantasmagoria]]'', ''Gabriel Knight 2'', and ''[[The X-Files]]''. Other examples of this are the 1998 [[Visual Novel]] ''[[Yarudora]]'' series, the 1998 ''Dancing Blade: Katte ni Momotenshi!'' series by [[Konami]], and the 2005 [[Dating Sim]] ''[[School Days]]'' and its sequel ''Summer Days'', which are essentially branching [[Anime]] movies, and the recent ''[[Fahrenheit (2005 video game)|Fahrenheit]]''/''[[Fahrenheit (2005 video game)]]'', which even featured interactive action scenes through [[Action Commands|Quick Time Events]].
** One notable ''failed'' Interactive Movie was Any River Entertainment's ''A Fork in the Tale''. Reviewed by PC Gamer, the magazine was quick to point out the low production values, relative lack of interactivity, and the game's incomprehensible storyline. Any River shut down shortly before the game's release.
 
'''[[Wide Open Sandbox|Panoramic Adventure Games]]:'''
 
Fully 3D Adventure Games are rare, but the [[Action Adventure]] game format has become increasingly common. Fully 3D pure-Adventure games include ''[[Gabriel Knight|Gabriel Knight 3]]''.
 
'''[[Web Original|Serial Adventure Games]]:'''
 
With the 2010 revival of the "true" Adventure Game market, a number of nominal [[Web Comic]] artists and bloggers have been developing interactive, serialized adventure games released in daily doses over the Internet. These games usually have a loose plot moderated by their artist, but readers are encouraged to decide what happens next "turn" by writing suggestions in a specific comic format reminiscent of interactive fiction games. Live interaction with the writer/artist/moderator results in extinction of the dreaded [[I Can't Use These Things Together|"You can't use those two objects together"]] response.
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[[Category:Older Than the NES]]
[[Category:World War One]]
[[Category:Index Index]]
[[Category:index]]
[[Category:Adventure Game]]
[[Category:Shoot'Em Up]]