06-13-2006, 05:14 AM | #1 |
I regret nothing...
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Define adventure game...
Simple, eh? Possibly not. Adventure is a very open word and the concepts involved within an adventure game are often only relevant to the times. Obviously elemets such as exploration, puzzle solving and strong narrative are fundamentals of the genre but so many games contain those these days that surely there must be some ultimate definition of adventure games at the moment?
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06-13-2006, 05:55 AM | #2 |
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Point and Click.
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06-13-2006, 06:24 AM | #3 |
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Please, for the love of the Lord, not this discussion again.
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06-13-2006, 07:18 AM | #4 |
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You might want to check out this thread (all 22 pages ):
http://forums.adventuregamers.com/showthread.php?t=7568 As well as this one: http://forums.adventuregamers.com/showthread.php?t=8093 |
06-13-2006, 07:41 AM | #5 | |
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06-13-2006, 08:02 AM | #6 | |
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06-13-2006, 08:30 AM | #7 |
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Hey, just because current forum vets have argued this endlessly doesn't mean the newbs shouldn't have their turn. I'm sure the forum vets when we argued were just as sick of them as we are now.
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06-13-2006, 08:34 AM | #8 | |
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06-13-2006, 10:12 AM | #9 | |||
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Meanwhile, the term "action-adventure" is used for.. well, whatever you feel like using it for, really. It's such an all-purpose word it's amazing. You can use it to mean an adventure with a bunch of action mini-games or a pure action game of any variety or a FPS with puzzles or survival horror or a platformer or an action RPG or a plain RPG or a game with no ties to either action or adventure games which just doesn't seem to fit anywhere or a stealth game or just about anything else. It won't be long 'til we see sports games branded as action adventures. Then there may or may not be something called a " first-person adventure", depending on your tastes in puzzles, your level of tolerance of first-person action, the strength of your sense of direction and your hair color. Those three words are enough to cause confusion, outrage (mainly from me), panic and death (occasionally). Now, I think you were talking about the simple word "adventure", yes? You say: Quote:
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Sure, you can disagree with me. But this is my honest thought-out opinion, which I think I could defend pretty easily. (Sounds like fun, if you're up for it.) The point being, it's not obvious at all. And to anticipate a possible move, no, the interface has nothing to do with it. Okay, so maybe I'm the only person who would go there, but still. Around six months ago (it was sometime around here), I decided on my current view that an adventure is a game which relies heavily on pre-scripting, which is to say that the result of any player action is anticipated by the creator. (This contrasts with other types of games, which may have been planned out in broad strokes but where all the little interactions are based on algorithms.) The adventure game is particularly well-suited to storytelling, but can be (and has been) used for other purposes. I'll illustrate with a few examples. Day of the Tentacle is an adventure because all the puzzles, dialogues and plot points use simple creator-controlled scripting and do not rely on algorithms whose outputs have not been anticipated in full by the writers. You progress through the game not by coming up with solutions which have not been specifically programmed into the game ("Laverne is stuck in a tree? I think she should move around until she gets loose. Where's the jump button?"), but by figuring out what path the writers have put in. ("I'll paint the tree and go talk to George Washington." To give this some point of reference, let's throw in The Sims here. It's got a similar interface (point-and-click, objects and verbs), but it is definitely not an adventure. That's because it is a complex system in which the player creates scenarios the creator has not planned out precisely by using the game's internal logic and algorithms. It's not a linear path, or even a branching path- the progression emerges logically from the player's actions. So it's not an adventure. Or let's take Beyond Good & Evil. The story is linear and scripted. On top of that, we've got lots of different types of gameplay. So, yeah, there are puzzles whose solutions are precise and there's no algorithms involved. But there's also platforming, which is unpredictable- the player's just given a tool, put into an area where he can use it, and set free. And there's action, which is similarly reliant on the use of algorithms to create emergent scenarios. And stealth. And racing. And flight. And so on. So it's not an adventure. Taking a step backward, let's look at Samorost. Not much story, not terribly advanced exploration, and a heck of a lot of puzzles. And the interface is very unusual in comparison to conventional graphical adventures. But all that's irrelevant. What matters is that the entire game is pre-scripted. Nothing is left to chance or mathematics or the whims of the player. All the progression is written into the code. Ergo, it's an adventure. Photopia has some puzzles, and it has some exploration, but it pushes them aside into what is obviously just a homage to text adventure conventions. The rest has no puzzles (unless you count the sort of puzzle-ish story you get in, say, Memento) at all, and only the bare minimum of exploration it absolutely needed. The rest is all story. Never mind the interface- the issue here is that everything is pre-scripted. Every option the player is given was thought through by the writer (Adam Cadre) and specifically programmed in. It's an adventure, plain and simple. Now let's take a book. Yeah, the non-interactive kind. It's pre-scripted by definition, but it's not an adventure. "Why?", you challenge. Well, I said that in an adventure the result of all player action is anticipated by the creator. This is technically true, the player action being reading the book, but that's not really much action, now is it?. More like passive internalizing. Finally, Myst. The story is all there from the start, in books, which as we said are technically pre-scripted. Well, books and all sorts of odds and ends thrown about. The exploration is also all specifically programmed in, since the player can't exactly manipulate the world design as he sees fit. Even without looking at the puzzles (which may or may not be adventure material depending on how you see algorithms), we can already say that this isn't really an adventure. Why? Because you internalize all this passively: You look at things, you read things. You don't really change much as you're playing, you don't really have much action. But I'm not going to let my guard down and assume anyone will agree with me on any of this. |
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06-13-2006, 11:16 AM | #10 |
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Yep, this is a most contentious question. I'm from the old school that was founded before adventure games even had graphics, and so I define them like so.
Adventure game: Any of a class of computer games in which the player explores an unknown environment using a basic, intuitive interface and is challenged intellectually by free-form puzzles and riddles. I know many of the young gamers will disagree, but I think it's essential that the challenges are strictly cerebral. It is also essential that the interface is natural and unencumbering such that the player hardly notices that it's there after a while. I remember when I was first introduced to adventure games, I was blown away by the freedom of the parser. There was no learning curve, you just type in what you want to do. It felt like you could do anything. So, you just put up your feet and explore the possibilities. |
06-13-2006, 11:18 AM | #11 | |
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06-13-2006, 11:26 AM | #12 | |
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06-13-2006, 11:30 AM | #13 |
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You know, Mory, I think you ought to drop the whole 'Myst isn't an adventure' thing, because I really feel it undermines an otherwise very interesting argument. I see two problems with it.
1) We're trying to define a term that is already widely used. Therefore, our only guides should be (first and foremost) usage and (to a lesser extent) the history of the term. And the thing is, Myst is considered an adventure game by the great majority of people who know about it, both those who consider themselves 'adventure gamers' and those who don't, both those who liked it and those who didn't. So that's it, end of the story. Any viable definition of 'adventure game' must include Myst. Otherwise, you're not defining the term, you're redefining it, sticking an altogether new and different meaning on an older term -- which is probably not the purpose of this thread, and will just add to the confusion. 2) I honestly feel that your argument to reject Myst doesn't really hold water anyway. You can't say that Myst is a passive experience, where you're just walking around a world without affecting it -- because it's simply not true. In the Stoneship age, you need to access a room in the ship, but it's dark and full of water; so you need to interact with the world to pump the water out and turn on the lights. Just like you have to perform actions to get the lifts to work in the Channelwood age. I can't see how this is all that different from the cherry tree puzzle in DotT. Sure, the interaction to exploration, and even interaction to story, ratios are rather low -- but that doesn't mean the player has no grip on the world. As to your definition, I do think it's interesting, but I'm afraid it's not going to be durable. The reason for that is that I don't think it points towards what people look for in adventure games. Adventure gamers instinctively decide what is or isn't an adventure game, and, therefore, I think what really matters is that. I honestly don't think people play adventure games because the consequences of their actions are all entirely scripted. I agree that it's a characteristic of adventure games as they've been since they exist -- but it's just a characteristic, and it may change. What I mean is that adventure games could incorporate non-scripted elements, such as 'open-ended' puzzles relying on a physics engine, or 'semi-scripted semi-intelligent' conversation (as in Facade); then the characteristic you've focused on would not be true any more, but I'm fairly certain people would still call these games 'adventure games' without even thinking about it for half a second -- because scripted responses is not what they're looking for, just the way adventure games happen to be at the moment. You know my own definition, it's still hasn't changed: a game which features exploration (in a broad sense: visiting new places, learning more about characters, discovering plot elements, etc.) and in which the challenges rely primarily on figuring out what to do (as opposed to actually performing the deed). It's not terribly innovative -- but definitions are not meant to be, they're meant to put clear words on what everyone already indistinctly know and understand.
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06-13-2006, 11:33 AM | #14 |
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By the way, I should point out that there is some ambiguity in my definition. I've separated Myst from adventures because I've basically said it's not interactive enough to qualify. I can certainly see someone saying it is, and I hope he will because I'm eager to talk about the puzzles. On the other hand, I'm saying that Photopia is interactive enough to qualify, because although the player has no control over pacing and direction his actions are crucial to the story. This is a subjective call.
Edit: Ah, I hadn't seen Kurufinwe's response yet. |
06-13-2006, 11:39 AM | #15 | |
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Because these two games don't necessarily follow the accepted idea of what adventure games are supposed to be, does that make them any less so? Left - Broken Sword: The Sleeping Dragon. Right - The Last Express. The Cold Hotspot: A critique of the state of adventure games by Beiddie Rafól | AdventureDevelopers.com (love you, Erwin!) Quote:
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06-13-2006, 12:04 PM | #16 | |
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Kurufinwe made an excellent point. We need to define the term as it is used, not as we would like it to be used. |
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06-13-2006, 12:49 PM | #17 | ||||
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So yeah, Myst is somewhat interactive. I don't think it's interactive enough to be called an adventure, though. Quote:
Now, if we were talking about the appeal of adventures rather than the definition, of course I wouldn't bring up the pre-scripting. I'd say that people play adventures to experience a good story, to have their brains stimulated, for the leisurely pace, and so on. None of these are defining characteristics. Quote:
And sure, people would still call them adventure games regardless. So what? Look at the usage of the term "action-adventure" for proof that the masses don't always know what the heck they're talking about. I'm telling you what it means when I say "adventure". Crapstorm, that's how it is being used by myself, present tense. The masses don't know what an adventure is. I say we don't let them decide for us. |
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06-13-2006, 01:07 PM | #18 |
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I have to say, Crapstorm, that's one great definition you've got. Requiring diversity in the puzzles is a very clever touch. It's very limiting as far as future potential goes, but as far as defining what we've already got I think it's the best definition I've ever heard.
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06-13-2006, 01:15 PM | #19 | |
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Myst plays nothing like Metroid. It's much closer to Monkey Island than to any Metroid game. Anyway..to me adventure game is simply a game where gameplay is concentrated on exploration and puzzle solving. That's what "adventure game" means to me, which is why Myst is adventure game to me, while Samorost isn't |
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06-13-2006, 01:29 PM | #20 | |
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Seriously, it's a nonlinear world presented somewhat linearly by putting obstacles which need to be passed to continue, some of which can't possibly be passed until later on. At the series' best, everything in the game can be observed or examined to reveal something which makes sense for the story. Speaking of the story, it's entirely revealed as background, there in order to give context to the world design. And the world design is the main attraction. (The world design is incredible.) The player feels very isolated (though there's a lot of animal life) since the environments have no other characters in them - this is not so much because there are no interesting characters to talk about as because having them there would just distract from the exploration. (Exploration of the world design being the whole point.) To be fair, the latest iterations of the series put in characters, but there was no interaction at all- they were only there to tell you something that could have been told through text. The player is often asked to go hunting for various objects throughout the game world which will be used to push the story forward in the very end, in order to force the player to examine the gameworld more carefully (which is very rewarding because, as noted, the world design is incredible). ..and the fact that I'm not sure whether I just wrote about Myst or Metroid Prime should give you an idea of how intertwined they are in my mind. |
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