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Thursday, July 5, 2007

Reviving Adventures? HDR Lying Is On The Case!

- Over at HDR Lying, there's a smart new editorial called 'Missing Adventure: A case for the revival of the adventure genre', which makes some very cogent points about the genre, starting out:

"There’s no question that the adventure genre needs to make a return, and this may be the best time for its revival. Gyakuten Saiban is increasing in popularity, and the impending release of the third and fourth installments as well as titles like Hotel Dusk and Lost in Blue on DS might be exactly what the genre needs in this critical time. What can the industry to facilitate the genre’s revival? It might be more complicated than we think."

In fact, Phoenix Wright is where blogger Nayan Ramachandran is pinning his hopes, as he purrs: "If we were to use past games as examples of where to take the genre, what better place to look than at the most successful modern adventure game: Gyakuten Saiban? While the game is a murder mystery like many, the game takes the unique attorney stance, making the game unique in its own right. Why not set games in unusual environments, like hospitals, or schools? Additionally, offer gameplay that is not necessarily a murder mystery, or even a mystery of any kind. Such change is just crazy enough to work."

For me, I think there's an important point somewhere in the maze that some of the old adventure game was simply a narrative-driven game - and that's been integrated into today's action adventure games, from Half-Life 2 to Tomb Raider and beyond. In other words, the adventure game was a building block to making more mature narrative in any of today's games. And actually, I find Phoenix Wright rather frustratingly trial and error in places, which is exactly the issue that adventure games of old had. Opinions?

Comments

There's an entire category of casual games called "Hide & Seek" which are literally pixel hunts. (Another one of those adventure game annoyances a la trial and error.)

But there's a new one called Azada that has pixel hunting, inventory combining, and other types of puzzles... it's basically an adventure game with less overt narrative. (Though it still has one.)

The way I see it, Adventure games evolved into 3D open world advetures...

For some reason at the same time they gave up light hearted comedy advetures and became bloodbath theaters.

But there's still hope that someone will figure out that you can have an open-world adventure game without guns, that will still be a lot of fun.

I always thought the truest to original adventure games were the Bioware styled CRPGs, though I think things like TES, GTA and the like have some similarities as well. In many ways adventure games didn't so much die as they became integrated with other genres. Do adventure games require fixed perspective ? Do they have to only employ the click to find standard ? Do you have to never be able to die ?

I admit I came to adventure games late, and while I enjoyed them there weren't any qualities in them that I haven't found elsewhere often interspersed with other gameplay.

I would like to see adventure games take some cues from the genres that borrowed their elements - puzzles based around a physics engine and a property-based reaction system, similar to how Bioshock's works (things made of wood can burn).

I've been wanting a Discworld sequel where you're given free reign to walk around Ankh Morpork, and the puzzles were solved by careful use of the surrounding environment, like moving a cart into position to climb up to the rooftops.

The bit regarding Phoenix Wright is well said. I, for one, love the games, particularly the first one because of the integrated DS controls.

The sequel (Justice for All) was a GBA port, plain and simple. The story and dialog may be good, but the controls were wanting. The first game may also be a pixel hunt at times, but the use of DS features made it much more appealing.

I would always have a soft spot in my heart for adventure games, no matter how linear they may be.

I think it may just be the nature of the traditional adventure game, as you are imagining it. Certain genres just *are* limited by their very definition. The only way you can "innovate" the adventure game is by redefining its rules and meshing it with other genres.

Its ruleset is time-honored and tested; its tropes and stereotypes already exist. The "traditional" adventure game is decidedly niche because it *does* require some level of patience, because it *does* devolve into trial-and-error a lot, and it *can* easily become a pixel hunt.

This is why if you're looking for adventure games you need to look no further than modern series like Deus Ex or Indigo Prophecy or Ico or what have you. Times have just changed.

Personally, being quite the sad adventure gaming afficiando I am, adventure games are more than just means to tell an interesting story or one of the few chances games get to be humorous. Adventure games are their puzzles. Anyone who has played Gabriel Knight 3 and solved the Serpent Rouge riddle will see what I mean.

Oh, and I don't think the genre is dated. I just feel the gaming audience, having now grown to mainstream proportions, is just to bored to bloody think.

Great post, by the way...

:)

Thanks for the link simon, and thanks for the comments everyone. It's nice to see my little corner of the internet is getting some attention. :)

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