Who REALLY Killed Adventure Games?

Line up the suspects:

An Experience:

Adventure games were quite popular at the beginning of the video gaming revolution and the reason to me is clear: Adventure games offered a kind of gaming experience other genres couldn’t come near: the Experience of Exploration. Graphical Adventure games let you walk, run, and fly through strange and big worlds in a way no other genre could. I define the “Experience of Exploration” as the feeling one gets when they feel they can “get lost” in a world. Great books and movies do something similar, but video games offer a level of interaction that make this experience all the more rewarding.

Other genres of games couldn’t replicate anything like this experience. You had Mario-style platformers, but they focused more on arcade-style mechanics than the experience of exploring a new world. Metroid was about exploration, but it was a fairly lonely experience, and the landscapes, while cool, were rarely anything more than platforming or fighting backdrops. Fun, for sure! But the exploration aspect was not quite what the Adventure game genre could offer. Final Fantasy and other RPG’s did a better job at achieving the experience, but interactivity with the world was far more limited and stats grinding the and focus on random combat did hinder the experience for many people.

Adventure games were the only place to go to get that Experience of Exploration, at your own pace, on your own terms (or the best a type-parser or mouse could get you). But something changed, and it’s still changing. And I think it’s the real assassin of the Adventure game genre.

The Real Killer – Hardware:

As the years went by, games were getting bigger, better, and more advanced. Adventure games did evolve with the hardware, but their main gimmick, the thing that kept most people coming, was that Experience of Exploration. And while Adventure games could get bigger, better, and more advanced just like everything else – their gameplay loop never fundamentally changed. Nor could it change without becoming something fundamentally different.

“So what?” You might say. Adventure games were getting “better” with the upgrades of hardware. They could have better music, bigger worlds, more detailed backgrounds and sprites. “How’s that a bad thing for Adventure games?”

The problem wasn’t that Adventure games were getting “better,” it’s that the other genres were getting better at the same time, and the hardware upgrades allowed them to also start planting their flags in Adventure games’ sacred spot – the Experience of Exploration.

While it is true that platformers didn’t mechanically change that much (bigger jumps, longer jumps, 3D jumps! etc.) the change in hardware allowed them to expand into territory that once only Adventure games roamed – the Experience of Exploration. A platformer like Mario 64 could now be both a joy to explore while also having a gameplay loop that was more “fun” than your typical Adventure game. An Action/Adventure games like Zelda: the Ocarina of Time now offered a great world to explore and interact with, but also featured, again, mechanics that are typically more “fun” than standard Adventure game inventory puzzles. Horror games like Resident Evil and Silent Hill also boasted creepily fun adventuring through zombie/demon infested locales with a added benefit of “fun” combat/resource management.

As Al Lowe said in his article on the death of Adventure games:

“To a certain extent, adventure games’ key elements have been absorbed by the other game genres. Action games, shooters, and RPG’s have all adopted many of the characteristics of adventures.”

And all of this happened at the beginning of the 3D consoles’ history. The Playstation debuted in the United States in 1995. Three years later Adventure game Grim Fandango could win Gamespot’s “Game of the Year” and have universal critical acclaim, but still underperform financially. Now that 3D consoles are into their 5th generation, the opportunity to make non-Adventure games that capitalize on the Experience of Exploration has only widened.

Adventure Games in the Modern World:

Where does that leave Adventure games? They used to have the market cornered on a really lucrative experience – that of really getting lost in a world. While Adventure games haven’t been evicted from this design space, they now share it with any genre that wants it, thanks to the greater flexibility hardware progress has made possible.

Adventure game fans are a comparatively tiny, niche community now. Passionate for sure, but the heyday of Adventure Games as a truly mainstream contender is gone, and I think it’s because what it did best was an artifact of hardware limitations. Now almost any genre of game can offer the Experience of Exploration AND a gameplay loop that appeals more broadly to the general population.

Note: I’m not saying that the gameplay loop of Adventure games is “bad” or “not fun,” only that its appeal is more limited in the general population. Many people love the Adventure game gameplay loop!

Is there anything left that makes Adventure games unique? Yes!

  • a “go-at-your-own pace” gameplay speed (usually). Most adventure games let you explore and interact with things without pressuring you to get things done before you are good and ready. There are usually little to no arcade-style dexterity challenges. Some people enjoy that leisure.
  • Inventory and environmental puzzle-solving. This is the main gameplay loop for almost all adventure games. In my experience, these types of puzzles are what separate the proverbial sheep from the goats (the people who like Adventure games and those who do not.)
  • Narrative storytelling as a focus. This is one feather Adventure games still have in their hat that many other genres don’t. Open world games tend to be more about creating your own stories within a wider narrative, and platformers like Mario still don’t need deep storytelling. Even the Zelda games with all their deep lore spanning 35 years of games, still don’t make narrative story-telling front and center (except perhaps Skyward Sword). Adventure games still live and thrive on their storytelling.

Adventure Games – Dead or Alive?

Some people would say that Adventure games are indeed alive and well. I think those people are correct! I chalk that mainly up to the internet’s ability to connect people to their tribes. Adventure game enthusiasts are all around us on the internet and they are an amazingly positive community. But it’s a small community, and Adventure games don’t in my opinion (as a stupid blowhard on the internet) have much power to regain their status as big sellers in the videogames market.

Did you guess “hardware” was my killer at the outset (or did you think I was blaming Grim Fandango because of the picture)? Am I wrong? Tell me what you think!

Sierra Deaths were Great (and How to Make Them Greater)

It’s a bold statement given the great frustration that dying can cause in the old Sierra games, but let me lay out why they were great and how to make them even better.

The Good:

My thesis on Adventure Games is that the Experience of Exploration is the highest goal the developer should aim for instilling in the player. A large part of that is an interesting world, but not just interesting – Interactive. If something “sticks out” in the art, the player better be able to interact with it, and hopefully in clever and interesting ways.

What’s that got to do with dying?

Deaths add interactivity, even if “negative.” If the world is too static, it’s boring. If there’s a man-eating plant, it’d be a shame if it didn’t eat you when you get too close. Even though a hazard like this isn’t “positive” in the sense that it helps you progress, it adds another element of immersion, and one that adds a little apprehension and tension.

Bonus points awarded if you can use a death-hazard for positive uses too. Space Quest 3 does just this with these little alien pods that suck you up and eat you if you wander to close. But, if you’re clever, you can lure your enemy into the same trap, adding even another layer to the interactivity resulting in the elusive feeling you’re looking to instill in the player: delight. That feeling when your Experience of Exploration meets with your cleverness.

Hints: Death sequences also yield a great opportunity to distribute a hint. If a death is the result of some “less-than-perfect” line of play from the player, it could mean that the player could use a bit of assistance. Hence the death text is often humorous (to soothe the player’s negative feelings toward dying) and insightful. Sometimes the hint is veiled and sometimes it is more direct, depending on the situation.

Speaking of bad feelings.

The Bad side of Sierra Deaths

Loss of Progress – This is usually the worst part of dying in Sierra games and has led to the mantra, “save early, save often,” which seems a bit of cop-out on the side of the designers. The ability to save anytime is really a fantastic feature that I’ve always enjoyed, but it puts a lot of responsibility on the player, and when many players were young when they played these games, the idea of saving the game each room wasn’t second nature. I wonder how many people quit these games after losing progress…

The Fix: For Betrayed Alliance 2 I’ve implemented a simple solution to this problem. Each screen autosaves the game. If you die and haven’t saved lately, you can just start the room over fresh all while allowing the player to make use of the “save anytime” feature.

Unfair or unforeseeable Death: Frustration can also come from lazy or incompetent (or just plain sadistic) design. King’s Quest 4 had a dark cave. No problem! You have a torch – but the problem is the torch doesn’t illuminate much, least of all a surprise chasm that claims your life through no fault of your own. Deaths of this nature must be avoided if you wish to keep the trust of your player.

The Fix: Be careful how you design deaths – make them fair and avoidable.

Random Chance of Death: Unlike real life, death should be predictable, not based on random number generators. Walking in front of a knife being thrown in Quest for Glory 1? That death’s on me! Running into a randomly generated shark in the water in King’s Quest 4, that’s just frustrating.

The Fix: Avoid randomness is death events. If randomness is necessary, make sure the player has some way to manipulate the variables. Perhaps King’s Quest 4 could’ve featured an item that warded off sharks?

It Just Feels Bad to Die: Dying sucks not only because you may have lost progress, but because it means you failed. Where’s the fun in that? This feeling is often subverted with a fun animation, funny dialog, and hopefully a well-placed hint for the player to understand where the mistake came into play. All of these things were present in the classic Sierra games, but a friend of mine developed an idea which I think transforms death’s “feeling bad” experience to something positive.

The Fix: His idea was to tally the amount of deaths and their unique causes in a list.

WHAT!? A list of failures for the player to be disappointed by? That’s your fix?

Yes! But what it really does is turn deaths into a collectible! If you tell the player how many unique deaths there are, don’t you think they’ll shoot to find them all? I’m even thinking of adding some “hidden” deaths for the more intrepid players!

Conclusion

Dying is mechanic that early Sierra games were known for. Some franchises used them with greater success than others. The designer’s goal is to maximize the feeling of playing in a living (albeit dangerous) world, while at the same time minimizing the frustration that can come from the mechanic. If the dangers can be used for immersion and creative puzzle-solving, that’s even better.

Sierra’s death design could have benefitted from a “nicer” approach to game-saving. An non-intrusive autosave is my solution. I’m also eager to see if the “death as collectible” idea is as popular with others as it is with me.

Let me know.