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Old 03-30-2005, 03:39 PM   #2
Intrepid Homoludens
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Join Date: Sep 2003
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It is ultimately not the definition (whatever that may be), but in actually how it is defined - by us and by the industry and the media. Jack Allin, Editor-in-Chief of AdventureGamers.com, and adventure game writer and reviewer, tactfully pointed out that he "...prefer[s] to use the word 'description' rather than 'definition'. The former is used to explain what IS, and the latter is too often used to demand what MUST be." This makes good sense, because it places the emphasis on the genre's behavior rather than the 'categorically correct' perimeters within which it is expected to stay, allowing for some flexibility. But what happens when an adventure game begins to behave differently than usual yet still moves within those perimeters? Is it still an adventure game? Or can we now expand or modify whatever that 'description' or 'definition' is to encompass this seeming mutant? ...

I propose the idea of abstraction. That's right, the good old technique of blurring the lines, making it fuzzy while retaining the essence. How so? Back to the charming Jack Allin:

"By 'description', I just mean 'a definition based on what we've seen SO FAR'. But not 'a definition for the way it MUST be forever and ever, amen.' It's just semantics, but I'm just trying to allow for the possibility that the genre will continue to expand in ways that push the boundaries of how we understand the term today."

See how painless that was?

And here is my own 'description': "An adventure game is a game in which first and foremost contains: a very strong and coherent story or narrative structure, sharply developed characterization (of people, places, and/or things), a clearly defined set of goals, challenges that require and emphasize thought and logic reasoning, and elements of exploration and discovery." Of course, that could mean practically any game. But, the trick is to throw in a bit of Jack's insight, basing all this on "...what we've seen so far.." , and on Evan's (*ahem*, Justice Potter Stewart's) wisdom of "...know[ing] it when I see it...". And voila! What we end up with is, um…….a mutt, but a very nice cuddly one - structured yet porous, defined yet still like a filter, anticipating modifications and expansiveness but ultimately staying true to itself. And if you were paying attention, nowhere in this amalgamated 'definition' can be found ridiculous sentiments like '2D backgrounds only', or 'point-&-click only', or 'egregiously stuck-up over-intellectualized' puzzles.
The Cold Hotspot, AdventureDevelopers.com
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