Can Nintendo Save the Adventure Game Genre? 126
Gamasutra is running an editorial wondering whether the Wii can save the adventure game genre. With the intuitive nature of first-person control and interaction the Wiimote/nunchuck combination provides, it's been an open question since the console's concept was announced whether or not the Nintendo could revive a much-beloved but sadly absent game genre. Scott Nixon writes of the future for point-and-click titles, talking about their hearty success on the DS (with Hotel Dusk and Phoenix Wright) and the requirements of design such games would make of the Wii. With word that a Wii developer for the Sam and Max series is being sought, the question isn't if but when adventure titles begin appearing on the system. Here's hoping they get a warm reception, from an audience ready for their reintroduction. Update: 02/07 01:03 GMT by Z : Fixed the link. Sorry.
Maniac Mansion. (Score:3, Interesting)
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They don't admire power of imagination, problem solving, and such...
Just my 2c.
Re:Maniac Mansion. (Score:5, Funny)
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Sometimes when you write quickly shit happens.
Re:Maniac Mansion. (Rapidly Heading Off-Topic) (Score:2)
Why should be write "fewer and fewer"? Fewer and fewer people are saying "fewer and fewer" -- more and more are saying "less and less". Less and less people subscribe to the preposterous notion that there is a "correct" way to speak/write -- rather we should speak/write like the majority.
HAL - English language graduate.
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No brainer (Score:4, Insightful)
Translated to Marketeeringese: Good Adventure Games = $$$Ka Ching!$$$
While you're waiting, consider playing a little Stargate Adventure [bigbluecup.com]. It's short, but it will take you back.
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Here you go: Stargate Adventure Walkthrough [danwa.net]
:)
The puzzle you're talking about isn't actually that hard. But IIRC, there's something about putting the crystal in its proper place before you can solve the puzzle. Or maybe you needed a scrap of metal. Something like that. Read the walkthrough if you're really stuck.
Haven't they already appeared? (Score:5, Insightful)
I am starting to wonder if the whole 'adventure gaming is dead' notion comes from a failure to recognise that games like Zelda, Oblivion, Deus Ex and so on are, in effect, adventure games. You freely explore a large environment solving problems, frequently involving puzzles, the need to talk to characters in the world, or the need to acquire specific objects, all within the framework of a larger story. Just because it doesn't involve 2D sprites and some hand-painted backgrounds doesn't mean that what is often called an 'RPG' isn't a traditional adventure game.
However, it is a reasonable assertion that the Wiimote does offer the possibility that mouse-driven adventure games could finally work well on a console.
Re:Haven't they already appeared? (Score:5, Insightful)
When people say "adventure gaming is dead," what they're probably talking about is "point-and-click" adventure gaming is dead. The adventure games you're talking about are classified more as "action adventure" games.
I'm not terribly fond of pigeonholing everything into miniscule subgenres, but here I think it's relevant.
Action adventure games do involve a fair amount of item collecting and puzzle solving. But they also involve a lot of fighting, frequently repetitive fighting. The point-and-click style of adventure gaming (unless you want to go real old school and talk about text adventures, but it's a similar thing) is more cerebral. There is little to no direct violence. Virtually everything must be done by puzzle solving, and there is a much lower emphasis on things like reaction time. It's part of the reasons people have been referring to the new Phoenix Wright game as being almost a visual novel.
So the difference is not 3D vs. 2D (many adventure games went for at least pseudo-3D), nor is it sprites vs. rendered graphics. It's all about action with some puzzles vs. all puzzles, all the time. It drastically changes the tone and feel of the game. Zelda, Okami, and the like, while good games, do not have the "feel" of pure adventure games. Hence "action adventure."
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Amount of "twitch" or reflex involved (Score:2)
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Evolution as in one step forward, and two steps back. Adventure games, the good ones, are about telling a story, characters and dialog. You also have to solve puzzles along the way, but those are there to drive the story forward, not the sole purpose of playing the game. That said, in the last years, well decade, the genre has already made a step back, a lot of classic point&click adventure games today feature extre
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It was a 3d adventure game, with a rare combat event sprinkled in here and there(horrible), and the puzzles were incredibly simple.
The story and voice acting were great though. And so I enjoyed the hell out of the game.
I used to love final fantasy games, until I realized I HATED RANDOM ENCOUNTERS! It's a dull grind when I'm only playing to get plot and background. So I was delighted to play Dreamfall wh
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No, but if he leaves the game on for three days the game will be over. To be more exact his character will likely be dead, since in all that real time the player still has to solve a mystery and if he doesn't do that he might meet an unpleasant faith. That said, the game doesn't actually have classic load/save states, instead the game has a build clock which the player can rewind if he
Click-and-point is the lightweight newbie (^_^) (Score:2)
When people say "adventure gaming is dead," what they're probably talking about is "point-and-click" adventure gaming is dead.
Well, you said it yourself-
unless you want to go real old school and talk about text adventures, but it's a similar thing
Text adventures used to be considered the "real" adventures (until the market died out in the late-80s/early-90s), with graphical adventures being considered more lightweight.
(Disclaimer for following: I haven't played anything like a recent point-and-click adventure; plese correct me if I'm glaringly wrong here).
There's perhaps a case to be made that even the best point-and-click adventures have (by necessity of interface design) to lead the player somewhat.
Consider it li
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Apprently I'm "old school", then. To me, the very phrase "adventure game" refers to text adventures -- the sort of thing you'd find in Crash's "Adventure trail" pages, or Personal Computer Games/Zzap!64's "The White Wizard" column. I spent many hours engrossed in them during my formative years, and even rediscovered them recently, when I was able to play Level 9's "Lords of time" again, through the magic of BeebEm. It's a shame that nothi
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In a text adventure you can smell, turn, press, rub, squeeze, push, eat, drink, examine, feel, rotate, bury, steal objects.
In an FPS game you can shoot, activate or sometimes take objects, which is quite limiting for interesting puzzles, or at least those that involve more subtle interaction with the game world.
There was a FPS games ages ago (pre 3d accele
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Let's face it, puzzles and more puzzles don't sell video games. The annoying part of most video games are those puzzles. You don't remember
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I agree, to a certain extent. When I was young I remember being stuck at a certain spot in King's Quest III for months before finally figuring out what to do, and finishing the game shortly thereafter. (Admittedly, it was only played in short bursts when I went to visit someone, but still.) So I agree in the sense that I would never expect these types of adventure games to really compete with larger genres like sports, fps, rpgs, and so on.
There may not be many gamers who are willing to deal with these
World of Warcraft & KotOR (Score:2)
"All puzzles, all the time"? Sounds like Tetris to me; I wouldn't exactly call that an adventure game.
I think this depends heavily on the game. "Fighting" isn't a genre-defining element. Take WoW for example -- actually, KotOR works, too. There's a lot of fighting in those
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This is pure speculation on my part. But I think a big part of the answer is yes, American stores are very neglectful of PC games, except for a lot of the big ones. For example, at all the Gamestops/EBs I've been to in the last few months (maybe years), most of the PC games they have are just shoved into shelves with nothing but the spines of the box showing. However, console games, especially when they are first released tend to be displayed more prominently, with the front of the case facing out. Much
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I was even let down by NWN2.
Somehow, those AD&D conversions just really give the same nice feeling the old might&magic (before6) and wizardry games had.
Re:Haven't they already appeared? (Score:5, Insightful)
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Nothing has "evolved". Action adventures have existed for a long, long time alongside pure adventure games. Zelda started out on the NES, remember? The former genre is still alive and well, the latter isn't.
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But Xbox 1 had both Syberia and Dreamfall (and perhaps Syberia II, I'm not 100% sure), those were great adventure games, and people weren't saying that Microsoft had "saved the adventure genre." This article is just more breathless Nintendo praise without much fact behind it.
Did the Game Cube have *any* adventure titles? Why would the author assume the Wii would? (And why ignore the Xbox, which has a proven record of adventure titles?)
Because... (Score:2)
The Wii and the DS are quite simply the only two consoles well-suited for "point and click" adventures.
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And I still say it's kind of daft to argue that Nintendo will "save the adventure genre" because the Wii will have 1 adventure game when the Xbox had several and nobody proclaimed that Microsoft was "saving the adventure genre." If you're going to make some proclamation about some company saving some genre of games, you might do a teeny bit of research to find which company already supports that genre the mo
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Yeah, and the GBA has a port of Broken Sword. It doesn't require point and click, it just sucks without it. Adventures without Point-and-Click usually either suck, or aren't real Adventures, but Action Adventures.
So, what games are you talking about? Psychonauts? How well did these Xbox Adventure games do?
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In any case, Syberia and Dreamfall are most certainly adventure games, don't use "point and click" and also do not suck. Try playing one.
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And I was just mentioning adventure games ON CONSOLES. Xbox, specifically. There are tons released for PC every year.
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Adventure games from the 'golden age' of LucasArts and Sierra had a similar presentation style to each other, but the significant point is that they also shared the same gameplay style. That gameplay is what is missing from modern games, and nobody knows exactly why.
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Zelda is an action-RPG. Why? It's the same thing here, Zelda does not simply belong in the genre, Zelda is the very definition of the genre.
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Definition (Score:4, Insightful)
Re:Definition (Score:5, Insightful)
And yes, I think one of the problems with those games on consoles has been the controls. When the game is all about moving a pointer around on the screen to select verbs and items, a D-pad just doesn't work very well.. but the Wiimote certainly does.
(* OK, there are a couple places where you can die, but you have to try really hard. Dying is an easter egg.)
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There are these things called analog sticks, they work pretty well.
An analog stick is slightly better than a D-pad for controlling a cursor, but not much. Nowhere near as easy as moving a mouse or just pointing at the screen.
Also some consoles have USB ports, making porting a PC point and click game easier since you don't have to change the controls/UI at all.
They didn't have USB ports until the PS2 came out, and in the meantime, adventure games sort of died. (The SNES had a nonstandard mouse, and it's hard to sell a game that needs a special peripheral.)
The current generation of consoles all have USB ports, but they also have wireless controllers (except for the sucker version of the Xbox 360), which enc
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Instead of putting the mouse in front of you use it on the cushion beside you. Use a lappad if necessary again, beside you, not in front. Try playing Deus Ex or Half Life that way on the PS2. Not with the keyboard controls for movement, but with the joypad and the mouse. use the analog stick to move, mouse to aim. You can keep the keyboard plugged in for the ocassional menu button function if you want. tap it with a fi
Why is it "Nintendo's" Job? (Score:4, Insightful)
Why did Sierra (Leisure Suit Larry, Kings Quest, Police Quest, Space Quest) and Lucasarts (The Dig) ever give up on the Adventure game in the first place, and why can't they save it?
Re:Why is it "Nintendo's" Job? (Score:4, Insightful)
It's like asking the question, "Why me?" The only good answer is, "If not you, then who else?"
Re:Why is it "Nintendo's" Job? (Score:5, Interesting)
The truth is that there have been many companies in the industry to take a stand only to get run over by the rush to pick up "Japanese RPG #25". The only reason that Nintendo gets any credit is because they have a rabidly loyal fanbase that even Steve Jobs would envy. For some reason they can put out a console supported pretty much by mini games and a 20 year old franchise and their fans hail it as a rebirth of the industry. They can produce a single adventure game for their hand-held platform and they "saving the genre".
Hotel Dusk is a fantastic game, as are a myriad of other games for both the DS and the Wii. Why can't they just stand as that? Why do they always have to be saving something or taking a stand for something?
Re:Why is it "Nintendo's" Job? (Score:4, Insightful)
I'm sick of the "nintendo only pops out sequels" myth. Yes, there are shared characters, and series. BUT, how much gameplay do these share with other games with "Mario" or "Donkey Kong"? Not much. They at least shake things up, unlike other popular series, such as the much beloved Halo series, which is the exact same game, going on 3 iterations now.
The minigame thing for the Wii is scary though. I love Wii Sports, Rabbids, and Wario, but 3 is enough for so close after launch, and perhaps another year. Sure, it is nice to be able to play a game for 10 minutes, and still get a good experience, and have something to break out at parties. But still...
As for adventure (classic, hunt the hotspot type), I rather doubt they will be big ever again. The audience is aging, and has less time on their hands, the younger folks don't have the patience to stare at a static screen for an hour, trying to figure out you need to shove the fence post into the giant evil space pumpkin, to kill her.
Yes, I want a Wii version of Sanitarium.
Insolent meat! Your cells lack structure!"
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Re:Why is it "Nintendo's" Job? (Score:4, Insightful)
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Personally, I think there was something about the people at Sierra that failed to keep up with the times. They were great at making command-line games, back when that was the thing. When graphics came to the forefront, command lines went away, and everything was mouse-driven, they started to fall apart. The conventions changed, the market changed, the audience changed, and the people there didn't seem suited to do the new things.
I'm guessing there. From the point of view of a fan, the games just starte
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Well, this is how it worked:
LucasArts noticed that it made a lot more money on mediocre Star Wars titles than they did from their best selling adventure games... although the move away from point-n-click with Grim Fandango and Escape From Monkey Island probably didn't help their sales.
The creative minds behind Sierra, Ken and R
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An adventure game needs people who love to write those types of games; an adventure game can not be treated just another instance of the same game with different graphics and sounds. Just like comedy is the most difficult of plays, adventures are the most difficult of games.
oh Nintendo (Score:5, Insightful)
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Microsoft probably should hire Nintendo to market Vista or something
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Sure, if they start including a C64 emulator... (Score:1, Flamebait)
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Point and Click is nice, but Motion Sensing rocks! (Score:1)
Heck, bring ROCKET JOCKEY to the Wii!
Myst... (Score:3, Insightful)
Games like Final Fantasy and Oblivion, while they are really, really nice, just aren't the same. The basic concept of the game is different. There are puzzles yes, but they are a secondary element, instead of being an integral part of the story and experience.
Re:Myst... (Score:5, Interesting)
Puzzle games that make you think don't have a place anymore, in a world where if there's no walkthrough or FAQ about a game, it is considered "frustrating and impossible".
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I didn't care much for the puzzles or the pretty pictures in Myst. But I did like the illusion of wandering around places abandoned, yet well preserved. I liked going from age to age and examine everything and trying to imagine who lived there and how. Where they happy? Where they scared? It was rather voyeuristic.
Then the new games came, with actors and such and ruined i
For me, a really funny comment... (Score:2)
And you know what? the fun I had was tremendous, much more than killing enemy soldiers and blasting aliens. There is nothing like getting a cup of your favorite drink (coffee for me) and try to solv
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What would be a good thing for the entire puzzle genre would be stealth educational games. Instead of just the hunt for the really hidden item or pull/push switches/levers in the right order to unlock something, why can't they be centered around say chemistry, physics, biology and some math? I've been playing FFXII lately and in that game,
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I don't think it's puzzle adventure games not having a place. The problem is too many developers over the years have stuck puzzles where they don't belong and/or have made them illogical and obfuscated. I want to play thorugh a game and be part of a story, not decipher Linear A [wikipedia.org] to get to level 2. When resorting to a FAQ or walkthru I very
Adventure Games Killed Themselves (Score:5, Interesting)
No discussion of adventure games is complete without Old Man Murray [oldmanmurray.com].
I miss Old Man Murray.
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Ahem (Score:2)
Defining "adventure game" broadly isn't helpful (Score:3, Insightful)
Sure, Zelda, Deus Ex, and RPGs like Oblivion provide many of the same pleasures of a good adventure game. I like all of them. But you know what's meant by "adventure games" in this case. There is a strong emphasis on puzzles and a traditionally paced plot. These games are typically more slow paced with a strong focus on thinking. They have little to no emphasis on action, combat, or character skills and attributes. These are games like Zork, King's Quest, the Secret of Monkey Island, Myst, or Hotel Dusk.
Suggesting that Zelda, Deus Ex, or Oblivion are somehow replacements is as unhelpful. You might as well suggest that Oblivion is a first-person-shooter since you can shoot arrows or spells at people, or the Rainbow Six series of games is interchangable with real-time strategy games like Warcraft, since in both games your success relies on your ability to give AI controlled units commands. Sure, you can make reasonable definitions that blur those lines, but those lines are useful as they distinguish very different styles of play that different people like.
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If great modern adventure games like The Longest Journey, Dreamfall, Syberia, Syberia II and Indigo Prophecy were basically ignored by the gaming press, what makes him think anything can "save" the adventure genre? All of those games were well-done and very entertaining.
Frankly the adventure genre is only dead in the first place because the gaming press mostly ignores new adventure games that come out, for some reason. I think it's all just no
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I've learned that a really good game is only a really good game in your memory. It's fun to think about it later, but it's really not worth buying / dusting off the old equipment.
What you get isn't as good as what you remember.
That said, games where brains and thinking are more important that reflexes and a fast video card are few and far between.
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But nothing other than Monkey Island has the same quirky humour, laid back style, and well, MONKEYS AND PIRATES! OK - so it doesn't have to be monkeys and pirates. But seriously, TLJ wasn't exactly a light-hearted amusing little romp.
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That's not just childhood nostalgia as the gp was attempting to say. It's about wanting something similar again, because its good fun in a way that even other adventure games aren't.
I think Ubisoft's... (Score:1)
Bring Myst to the Wii (Score:3, Interesting)
Games like Myst were appealing to a wide range of players; the beautiful graphics, interesting puzzles, and simple play style (no spells to memorize, just use your brain) made it a hit seller.
I think that could happen over again on the Wii. While it doesn't have the best graphics of this generation, I don't think it will be a stretch to move the graphics of the various Myst games to the system, since much of it, to my knowledge, is pre-rendered.
It would also be another way for Nintendo to reach out to the "non-gamer" audience. Myst doesn't involve frantic violence, movements, sexuality, or most of those other things games are usually chided for. It's simple point-and-click, point-and-click, point-and-click. A great game for parents or grandparents, aside from those nostalgic for days of yure.
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Sanitarium 2 (Score:2)
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Adventure (Score:1)
What killed point and clicks! (Score:2)
The natural platform for adventures is the PC. (Score:2)
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The whole point of the Wiimote is that it enhances the action experience, not acting as a mouse...
But then wasn't the main problem with point-and-clicks that the mouse made you feel removed from the action? The whole point of the Wiimote is to try and replace unintuitive control systems with something more natural. Note that the control-pad is only one unintuitive control system, and the mouse is quite clearly another.
HAL.
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but the action detracts from puzzle solving...
Does the mouse action detract from the puzzle solving? Why should Wiimote action be any different. What I'm talking about hear is immersive interactivity -- being more involved and relating more to the lead character. Should a point-and-click character be a mere pawn, or your avatar? Ideally, where control systems support, I'd say the latter, personally.
HAL.
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The Wiimote is good for simulating swords, bats, tennis rackets, i.e. for physical actions requiring movement of limbs or extension of limbs etc. In a point and click adventure, there is no need for that. What an adventure needs is a device to quickly select options: dialog options, item options, etc.
A good example of my argument is LucasArts adventure games. The standard interface developed the previous decade contains the commands: give, pick up, use,
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The PC! (Score:2)