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My Two Bits!
(Editorial)

Every Month, the Editorial Page with one-quarter byte...

Summer, 2000's "Two Bits" are titled :

The Current State Of Adventure Games, Part 2

[OR: "Okay, wise guy, what is the problem?"]

Admittedly, I had a lot to say about adventure games, in last month's "Two Bits." Yes, removing text adventures' absence from the reason for adventure's demise, was a pretty big pill to swallow. Some might retort, if not that, then what (or who) is to blame? That is the real debate at hand. At the 1999 GDC (Game Developer's Conference), there was a serious discussion on adventure gaming, and why the genre is failing. Jane Jensen, in a guest editorial at The Adrenaline Vault (October '99), had her own thoughts as well. As a man who's mostly been the buyer of adventure games, though, I have my own thoughts, and I'd like to share them with you here :

1) Poorer puzzles. Even classic puzzles become dull, from overuse; I can't believe how many times the "Towers of Annoy" was used, which was never a fun puzzle to begin with. Resorting to identical, overused puzzles is like a "wide selection" buffet consisting of macaroni and cheese and stale bread. Add some variety!

How Adventures Can Deal With It : Rubik (as in Cube) and Pajitnov (as in Tetris) are not the only makers of good puzzles to "clone" in a game. There are whole shelves of puzzle books, and it's unlikely that adventures have used them all. In truth, finding challenging puzzles should be the smallest problem.

2) Poorer storylines. Even once-great storytellers were reduced to not-great work. In the finale to Steve Meretzky's "Spellcasting 301," cow manure is thrown on your stepfather with a magic spell; the third time in a row Steve had used the exact same ending. It's almost as if he wasn't even trying anymore. Unfortunately, neither was anyone else.

How Adventures Can Deal With It : Write better stories! It doesn't have to be Shakespearean; just entertaining.

3) Open Endings. Do open endings sell movie tickets? RARELY, unless the movie is "Empire Strikes Back." With adventures, you're essentially asking the buyer to pay for an unfinished story. The buyer often decides to wait until the story has actually ended, upon the release of a further sequel. Trouble is, game companies saw these less-than-stellar-sales of the open-ended sequel as lessened interest in that series as a whole, and cut many adventures before the open-ending was ever resolved! Darkseed2 and Manhunter: San Francisco are just two such examples.

How Adventures Can Deal With It : As tempting as it is to quickly tag "To be continued" at the end of whatever is done, don't even think of it. Finish what you started.

4) Sad, BAD Endings. While movies that have unhappy endings are often labeled "artistic," it's debatable how artsy they'd look if theatergoers paid $50 to see them. In Phantasmagoria, the purported "heroine" slices, dices, and throws acid on her cursed husband; a husband SHE is responsible for cursing! In 11th Hour, your goal is to save Robin Morales, and you can't(?) In Man Enough, all your dates were "just acting" to like you; a practical joke! All the above game's companies were either bought out or went bankrupt completely...and for good reason.

How Adventures Can Deal With It : A happy ending is your way of thanking people for playing. USE ONE. It's that simple...

5) Overused locations. In nearly all 3D games, no "level" is repeated. Textures, perhaps, though not areas explored. In adventures, it became commonplace for you to simply explore the exact same area over and over...and OVER. Even a 7-disc game like Phantasmagoria included the exact same house, on all seven CDs! YAWN.

How Adventures Can Deal With It : License a better game engine, if you have to. Even an old game engine like Quake 2's will do, if the story told is worth it. However, 3D is far from the only alternative; "isometric" 2D game engines are equally effective, using tiled graphics to make larger game maps; just look at Twinsen's Odyssey or Relentless (sold overseas as Little Big Adventures). 

6) Icon interfaces. As I said last month, text interfaces were not as flawless as most "remember" them to be. They had their share of flaws! However, icon interfaces are not unlike curing the disease by killing the patient; even the best of puzzles is reduced to point-and-click simplicity. Enough.

How Adventures Can Deal With It : 3D game engines allow for numerous puzzles that are not unlike the old days of text adventuring. Tex Murphy Mysteries like Under a Killing Moon had your character physically looking under desks and into garbage cans for clues. Alone in the Dark was similar; objects that had to be sought for. Upon the release of these games in the early '90s, adventures should have said a hearty buh-bye to icon interfaces. The ones that didn't, often failed.

7) REALLY cheap graphics. Let's be blunt; most 1990's adventures made a step backwards in graphics! This wasn't a case of 2D overshadowed by 3D; Baldur's Gate and Diablo were both great, with 2D graphics that were colorful, well animated, and inspired. Aside from Sanitarium and Blade Runner, most of the recent adventure games, for years, have resembled Saturday Morning Cartoons; WHY?

How Adventures Can Deal With It : Enough with animated cartoons, already; time for cutting edge animation techniques that don't look like Saturday-Morning rejects. You could even go 3D with the help of a 3D game engine, like Quake 3 or UT.

8) Publicity. Action games are hyped, hyped, and hyped, years before the title is released. Don't think this takes a lot of money; all you need is to send free demos, screenshots, and storylines to whomever previews games online, and you're halfway there...for very little expense. Adventures so far, however, seem to just "come out"; the game developer shouting from his front porch would provide better publicity, in most cases.

How Adventures Can Deal With It : The money you save on advertising will be a moot point if your product doesn't sell. With the Internet at your command, publicity is too simple to ignore. Use it!

9) Shoddy Demos. Demos for action games are HUGE. Wow, thinks the gamer; if this is what I get for free, the final game will be COOL! Comparatively, here's the typical adventure demo: talk to a single character, pick up a piece of paper, read it, walk off the screen, then get kicked back to windows. Wow, thinks the gamer; this game must really SUCK...

How Adventures Can Deal With It : You're not going to get them interested in your adventure by allowing them to walk around one screen and pick up a piece of paper! Have at least one puzzle for free, or don't even bother.

10) Release what you'd play yourself. This is the big one; stop releasing merely what you thing "might" sell, based on pie charts and surveys. Make sure what you create is a labor of love; what you'd buy yourself, if it was on a store shelf! You'd be surprised how many people would by it, too. Trust me.

Once again, I'm Techtite, and these are My Two Bits...

 

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