The long suffering Adventure game genre

Is anyone else bummed about the lack of good Adventure games nowadays?

What I mean when I say Adventure games are the old point-and-click games where you guide your 2D sprite character over colorful landscapes while amassing sometimes pointless items that you must use together in order to solve puzzles.

My very very earliest memory of an Adventure game was an old game where Mickey Mouse inexplicably ends up on Pluto (the planet, not the dog). That was in 3rd grad, and our tiny classroom computer had that as one of the games the “good” kids could play. Unfortunately, I was never a good kid and was often sent to detention or something, so I never got to play it :frowning:

My next earliest memories of Adventure games came from companies like Sierra and LucasArts. Sierra had the Quest for Glory series and LucasArts had Indiana Jones and the Secret of Atlantis. I enjoyed collecting irrelevent baubles and trying to use them together to make items or solve riddles. To this day I still like the old-school games where you had like half a dozen options you can do with items. “Using” and item and “opening” an item were two very different things and you could sometimes die if you selected the wrong option. I loved Quest for Glory 4, and wish I still had it.

About the same time the NES came out with some fun point-and-click Adventure games like Shadowgate and The Uninvited (I never played Deja Vu). Talk about pointless items! I would say that 70% of the things you could pick up in The Uninvited were useless, or not essential to the quest. Still, some of my favorite memories came from trying to solve the Sphinx’s riddle or figuring out what to do with that troll that was guarding the bridge.

Friends pirated some Space Quest games and those were fun too, and at this time I thought these games would last forever since they were so fun. Too bad I had no idea these were the glory days of the genre.

I got the Kyrandia series a little after they came out (no internet at the time) and I devoured those. I loved part 2 especially, and nothing gave me greater satisfaction than solving that fiendish puzzle at the end with the 5 layer pyramid. I also stumbled upon a terrific little gem at this time too: The Flight of the Amazon Queen. If you can find it, it is an absolutely terrific little game. I think it was made by some tiny company that isn’t around anymore, but they did such a great job that I’ll always remember that game for everything that’s good about Adventure games.

Of course, after that, other genres exploded in popularity. Fighters had begun to come into its own with Street Fighter 2 and RPGS followed when Final Fantasy VII crashed the scene. It seems to be that by the time the Playstation came out, Adventure games were already dying. The only ones you’d find were small, no-name ones made by subsidiaries of bigger companies, or independent ones that can’t really put a lot of time and money into it.

Of course I think every modern Adventure fan knows about The Longest Journey. That was a great step for the genre back into relevence. But these newer games catered, like many games did after the PS made video games no longer a niche entertainment, to the casual market. TLJ was very limiting in terms of what you could actually do. First of all, you couldn’t even die, so even if you were stuck, you couldn’t run around looking for new ways to kill yourself. Items glowed if it can be used on another item or on some element of the background, so if you were stuck, all you had to do with try using every item on every other item. Yes there are challenges, but things weren’t the same anymore.

Nowadays, I see The Adventure Company valiantly trying to keep alive what used to be a thriving genre. However noble their efforts, I find their games lacking. Like TLJ, they use a simple one-pointer interface; click on something and you’ll either use it or pick it up. No “exam”, “use”, “move”, “throw”, “hit”, etc. Just click on it. TLJ got away with that because of the long quest and great story, along with some memorable dialogue and events. After Myst ruined Adventure games by sticking pretty but static (ie. almost no interactivity at all) screens in as the norm, many of these other companies followed suit. I even tried one of those Nancy Drew games but their interface is absolutely horrible!

Maybe I’m in the minority, but you can take your first-person perspective Adventure games and shove it. I prefer ones where you can see your character walk along the screen, or games where at least you could do more than one or two things to an item. Shadowgate and The Uninvited got that right 15 years ago, I’m shocked and angered that The Adventure Company can’t do it now.

Pardon the rant, but its hard to witness one of your favorite genres dead or dying. I guess I can console myself with the Monkey Island series, or replay The Longest Journey, or see if I can get my DOS emulator working on XP for those older games. I wish I still had the Quest for Glory series, or Indiana Jones, or the Flight of the Amazon Queen. To me, those games are how Adventure games should be. Expand them, make them 3D, give us more interactive backgrounds, but don’t tell me Scratches is supposed to be a good Adventure game because its not.

I think the reason it partially died was because of the stigmas against it. When most people think of old-school adventure games they think of:

A. Infuriating “guess the verb” predicaments
B. Stupid deaths because you forgot to type the word “farkle” at the last boss and the only clue for it was 6 screens away from the starting point but you could only get there and know it existed by trying to go there by pure chance at 99% completion.
C. “Oops, I stepped on an ant, guess I better restart since my friend said the ant gods will strike me down seconds before the last boss with no warning if I continue.”
D. “Use <lampshade> on <tractor>” for no good reason with no hint

Whether these are fair criticisms or not are up to each person, but adventure games are known outside the hardcore fans for relying on bizarre consequences for innocuous commands that they won’t warn you about until you’re through hours more gameplay than when you did the task, or ridiculous unhinted at item combinations (or, as Yahtzee says “rubbing every item in the game against every other item until you happen upon the train of logic unique to that game’s designer.” And he says this with love, as he was an adventure game designer)

I like adventure games, the first one I played was the game Lighthouse (the only way I can describe is a weird parallel dimension steampunk horror game), I was 6 or 7 and it scared the crap out of me, but I kept playing it because it was so interesting. It does follow the Myst model, but I was 7… They still are making some slightly more tradition ones though (albeit usually more Monkey Island “can’t die” style than the difficult type), there’s Strongbad’s Cool Game for Attractive People series which, while short, are funny and seem to capture the humorous feel of a lot old adventure games, I hear Sam and Max is a good old-school like endeavor as well.

I don’t think the genre is dying, it’s just becoming more condensed to the “usual suspects,” as long as there are people who have played Zork we’ll probably get them, small freeware games or otherwise.

Well, they have a new Monkey Island out, right? That’s good. And two new Sam and Max games…I mean that’s at least hope, right?

By the way, have you played the Blackwell Legacy Trilogy? Blackwell Legacy

Or the Chzo games, which are brilliant?

http://en.wikipedia.org/wiki/Chzo_Mythos

lovingly pats his Myst 10th anniversary box set

Actually, adventure gaming is stronger today than it has been in over a decade, thanks primarily to the efforts of Telltale and other episodic game developers. Telltale alone (founded by several ex-Lucasarts employees from the adventure game glory days) have produced the equivalent of two full Sam and Max games, games based on Wallace and Gromit and Bone, and oh yeah, a new Monkey Island game! Meanwhile, Ron Gilbert himself is working on a brand-new adventure game series over at Hothead.

I think people are also realizing that traditional adventure-style gameplay can be merged into other genres quite effectively. Starcraft II, for example, features an adventure game-inspired interface between campaign missions, including dialogue with NPCs. And many modern western RPGs owe a great deal to adventure games in their puzzle design, nonlinear gameplay, and dialogue trees.

I should also mention that there’s a thriving indie game scene, in which adventure/ puzzle games of the old Lucasarts mold are among the most common forms. Small developers are taking advantage of the relative ease of building adventure games to create short Flash-based adventures. My favorites are the two Samarost games created by Amanita Designs, the first of which can be played online for free, and the second of which can be demoed here ($5 for the full version). Both are point-and-click puzzlers featuring surreal graphics and lush instrumental music. They’re currently working on a full-length adventure game along the same lines for PC/Mac called Machinarium (you can see a trailer at the link).

And, of course, Brutal Legend’s coming out in ROCKTOBER! Woo!

Oh my god, I thought the same thing you did a few years ago… that point-n-click adventure is dead… but no longer! There’s definitely a resurrection underway (hurrah!) thanks in no small part to Telltale. Check out Gametap for the Sam & Max games and a lot of great older titles… stretching back to Space Quest and the like.

Other things to try:
-Gametap, a subscription game service, offers a TON of adventure games for one monthly fee.
-Siberia 1 and 2
-Beneath a Steel Sky (freeware now!)
-And forget DOSBox; check out ScummVM instead which lets you play all the old LucasArts adventures (yay Indy!) flawlessly on everything from your PC to an iPhone to your microwave. You still have to buy the games or find them online, but now you can play them on the latest operating systems without trouble. If you haven’t played all the LucasArts classics, now’s a great time to go back and revisit them. There are SO many good ones… The Dig, Full Throttle, Day of the Tentacle, the Monkey Islands…
-Speaking of LucasArts game, Grim Fandango is another great title.
-The Broken Sword series
-Indigo Prophecy (also called Fahrenheit in some parts of the world)
-There’s an indie game called Indiana Jones and the Fountain of Youth that’s trying to create the next Fate of Atlantis style game. The graphics and gameplay are totally old-school and the demo rocks… unfortunately, works seems to have stalled for the time being and it’s uncertain whether it’ll ever be finished.

Well, if you’re going to go as old as Grim Fandango, you just have to include Psychonauts. It has what the world wants. What the world needs. (Also, puppy orphanage.)
Those two, as well as the upcoming Brutal Legend, are all Tim Shafer productions. As in, the guy behind Day of the Tentacle, Monkey Island, and Full Throttle.

Except neither of those games are “adventure” games, they’re both action games. Psychonauts was an action game with heavy platformer elements while Brutal Legend is an action game heavy on the God of War/beat 'em up elements.

They’re adventure games with a different interface. There’s still a plot and a mystery and things to do and decide. They’re just not point and click.

Which means they’re not “adventure” games as far as the genre classification goes. Otherwise, no one would have ever mourned the death of the adventure game because those kinds of games never went away.

Games like Psychonauts are action/adventure games, more like Zelda, only far more creative.

Don’t get me wrong, I like the action adventure game, but I’m looking for more old-school point and click adventure games, ones in which quick reflexes do not really help.

Thanks Reply, I will check those out! (and thanks for correcting me on the Indy game’s title. FATE of Atlantis, not Secret)

To be frank, I did not like Syberia at all. None of the puzzles were particularly intuitive and the interface was pretty horrible. I also found the story lacking. One or two of those flaws would be forgivable, but not all three. To me, it was nothing more than a pretty looking game trying to be something more than it was.

BTW, anyone know if Sierra has a Quest for Glory collection? I recently bought the King’s Quest collectino at Target and I believe the QfG collection exists, but I’ve never seen it. Sierra’s website is no help either, unless they’ve updated it recently.

They made one about ten or so years ago, a little while before Quest for Glory 5 came out, but it ran like crap on most Windows machines. There were bugs EVERYWHERE, especially in QFG3 and QFG4.

Of course, if you can find it, I still recommend getting it, but I suggest that you run EVERYTHING in DOSBox. But then I’m not sure if QFG4 will work, because it’s the Windows version they give you (but designed for Windows 95, so even when I tried to run it in 2000 on my Win 98 machine I got errors out the ass.)

From wikipedia:

The genre was on life support for a long time and Doom just killed it. While I miss some of these games, I have to remember them being completely illogical and frustrating. Sierra’s attempt to draw us back with unwinnable scenarios like in Kings Quest V, pretty much ended how you would expect it to end.

Good riddance.

Uh, what? The unwinnable scenarios were far more typical in the original text and graphic adventure games.

With the introduction of LucasArts and Myst-like games, the unwinnable situation disappeared, as did dying in adventure games.

And you did read the thread, right? The genre “died” and has been resurrected as of late.

What an odd post.

Oh, hey, speak of the devil (well… a little late, but nobody’s perfect) I just found this article on The Escapist - Information Complexity and the Downfall of the Adventure Game.

It’s not exactly what’s being discussed here, but it does seem to argue that over-complexity may have contributed to a lowering of popularity (whether that actually happened is, of course, yet to be agreed upon).

Ah yes, the joys of pixel hunting. Set mice to maximum scan… right, down, left… WAIT, THE CURSOR CHANGED FOR A SECOND!111! Ooh, ooh… it’s a… thing! “Use” thing. Nope. “Pick up” thing. Nope. “Hit” thing. Nope. “Open” thing. No. “Examine” thing. “It’s a small, metallic object of no visible significance.” Grrrrrrrrrr.

If a game is well designed, pixel hunting shouldn’t be required. It’s not that hard to make it obvious what can and cannot be used. And no “hitbox” should be small enough that you have to actually hunt for it, anyways.

BTW, has anybody recomended the excellent freeware game Out Of Order? I’ve been loving the freeware/abandonware adventure game scene, as Syberia was my first adventure game, so I missed out on the older ones.’

Am I the only one who finds the older ones more challenging, not less?