One
thing you don't hear that much about any more is "interactive storytelling."
At the Game Developers' Conference, there used to be a lot of round table
discussions devoted to interactive storytelling, and they would continue
over drinks in the bar. That was back when adventure games were king. When
LucasArts and Sierra On-line were at the top of their form, adventure games
were the best-looking, highest-class games around. They were funny, scary,
mysterious, and fascinating. Adventure games provided challenges and explored
areas that other genres didn't touch.
At that
time, the early '90's, wargames were moribund - they were little turn-based,
hexagon-based games that sold 5,000 to 10,000 units apiece. First-person
games were almost non-existent; we didn't have the technology for them.
In the world of action, side-scrollers ruled. Flight simulators were crude
and blocky-looking. For richness, depth, characterization and sheer artistic
effort, adventure games were head and shoulders above the other genres,
and it showed in both their development and marketing budgets. A lot of
people worked on them and more people wanted to.
Adventure
games have since faded into the background, pushed aside for the most
part by 3D shooters and real-time strategy games. The term "adventure
game" itself is a bit of a misnomer nowadays. It's a shortening of
the phrase "Adventure-type game," which itself is a tribute
to the first adventure game of them all, sometimes called Colossal
Cave but more often simply known as Adventure. But for the
real white-knuckled, heart-in-the-mouth feeling of danger that should
accompany an adventure, it's hard to beat a modern 3D game like Half-Life
or Thief: The Dark Project, especially when it's played alone late
at night. The term "adventure game" came to mean a game with
characters, puzzles, and a plot to be unfolded, usually without any twitch
elements.
3D accelerator cards had a lot to do with the adventure game's decline.
3D engines allow ease of movement, unlimited perspectives, and above all,
speed. 3D acceleration is one of the best things that ever happened to
the industry, but in our rush to make the games ever faster, we've sacrificed
the visual richness of our settings. What's the point of having a stunningly
beautiful environment if you're going to race through it ignoring anything
that doesn't shoot at you?
The other
thing that pushed the traditional adventure game out of the limelight
was on-line gaming. When I first got into the industry, most developers
didn't know that the Internet existed, and on-line gaming was a tiny little
niche occupied by companies like CompuServe and GEnie. Publishers couldn't
be bothered to even learn about it, much less develop for it. Nowadays
on-line gaming is all the rage, and very few games are produced that don't
have a multi-player mode. Some games, like Quake and its successors,
are designed primarily for multi-player mode, and single-player mode is
more of an afterthought.
There's
an old joke that there are two kinds of people in the world, those who
divide the kinds of people in the world into two kinds, and those who
don't. On the whole, I'm one of the latter - oversimplification is responsible
for many of the world's problems. However, I do believe that there are
two kinds of gamers in the world, those who like playing computer games
by themselves, and those who like playing them against other people.
Multi-player
games, despite their current popularity, aren't for everyone. For one
thing, they require (surprise!) other people, and that means that you
have to have the opportunity to play together. If you don't have much
leisure time, and like to play games in short segments, you need to be
able to quit a game without disappointing anyone else. You could obviously
play very quick on-line games like poker and blackjack, but if you prefer
to play long games for short periods, you need a large single-player game.
Another
reason some people prefer to play games by themselves is a matter of temperament.
I play games for fun, and I want the people I'm playing with to enjoy
themselves as well. I'm not there to rip their hearts out; I'm there for
a pleasant social occasion. I'm sure as children we've all played games
with someone who gloated over his victories, sulked over his losses, and
generally acted like a jerk. Too many of the on-line worlds are filled
with such people: teenage psychotics whose only pleasure in life seems
to be taunting strangers. I have better manners than that, and I got enough
taunting on the grade school playground to last me a lifetime, thank you
very much.
But the
most important reason to play alone has to do with the sense of immersion.
Many people are attracted to games because they enjoy being in a fantasy
world; they like the sense of exploration and discovery, both of the setting
and the plot. Sharing that world with real people tends to destroy your
suspension of disbelief. It's one thing to pretend you're the mighty knight
striding alone through the forest; it's another thing entirely if your
friend Joe is right there beside you. Joe is a product of the 20th century,
and unlike the artificial characters in the game, he doesn't speak in
that mock-Chaucer dialog that medieval fantasies seem to require. ("Hail,
fair Sir Knight! And what bringeth thee to these woods so perilous this
fine eventide? There be rumors of a dragon hereabouts!") When Joe
talks, he sounds like Joe - which is fine in real life, but modern English
sounds wrong in the mystical land of Albion. And sharing a world with
strangers is even worse. If I'm seeking fame and fortune and the love
of my lady fair, the last sort of person I want for a companion is a guy
named Sir KewL DooD.
What interests
me most about computer games are the people and places, relationships
and events unfolding, and getting a chance to interact with them. I played
all the way through StarCraft (cheating occasionally) not because
I was enthralled by the wargame itself, but because I wanted to find out
what happened to Jim Raynor and Sarah Kerrigan. No disrespect intended
to StarCraft's game mechanics - I enjoyed the game a lot - but
what really kept me playing through thirty missions was the story.
Adventure
games are the quintessential single-player experience. Many single-player
computer games are really multi-player games in which the machine is a
poor substitute for a human opponent, and now that it's possible to play
against human opponents, that's the way the industry is going. But adventure
games aren't about competition; in fact, they're not really "games"
at all. There isn't an opponent in the usual sense, nor is there a victory
condition, other than having solved all the puzzles and reached the end
of the story. Adventure games are about the actions of an individual in
a complex world, usually a world where brains are more important than
guns. If you play them with someone else, it should be someone sitting
in the same room with you helping you think - adventure games reward lateral
thinking.
The genre
is not without its problems, the worst of which is its development cost.
Infocom and LucasArts got quite good at developing reusable engines, with
their Z-machine and SCUMM respectively, but the real money sinks were
all that artwork and all that audio. Stories require content, and interactive
stories require three to ten times as much content as linear ones do.
Publishers put a heck of a lot of money into developing their adventure
games (Phantasmagoria came out on seven compact disks) and they
simply didn't see the kind of revenue needed to justify the expense. When
you could make at least as much money with a Quake-based game at
a fraction of the cost, why bother developing an adventure game?
In spite
of all this, I think they're due for a comeback. There's still a market
for the slower-paced game whose challenge is primarily mental. Filled
with clever brainteasers and visual delights, adventure games were always
popular with women. And although more women are using computers and playing
games than ever before, in terms of providing entertainment that many
women like, I think the industry has actually slipped backwards a bit.
The current emphasis on driving and flying and shooting (all thanks to
3D accelerators, of course) doesn't really appeal to a lot of women; nor
does the nitpicky business of managing weapons production that takes up
so much of your time in real-time strategy games.
The other
market that adventure games are great for is younger kids, particularly
if the game doesn't require a lot of motor skills. Kids have very little
trouble suspending their disbelief (I cannot believe I used to
love Voyage to the Bottom of the Sea), and they like figuring things
out just as much as adults do. The huge success of the remade Legend
of Zelda for the Nintendo 64 demonstrated both that there's clearly
still a market there, and that 3D engines have just as much to contribute
to adventure games as they do to other genres.
We'll still
have to face that issue of development costs, but with companies now routinely
spending a million dollars or more on their games, it's not as if the
other genres are cheap either. The voice-overs and video segments that
used to be found only in adventure games are now included in all sorts
of games. Recording video costs the same amount whether it's for a wargame
or an adventure game.
Adventure
games appeal to a market which is unimpressed by the size of the explosions
or the speed of the engine, a market that for the most part, we're ignoring.
But those people want to play games too. It's time to bring adventure
games back.