A guide to create the ideal adventure game

Posted by David Tanguay.
First posted on 09 July 1999. Last updated on 11 December 2008.
Want more information? Read the article!

What is an ideal adventure game? The answer to this question has eluded adventure game designers, developers, and players. Many so-called adventure games of today have blurred the line that, in the past, has so clearly defined the adventure genre of yesteryear. Recently, I have taken an interest in the issue, mostly to see if it is possible to reestablish this missing line. The goal of this…

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Previous Comments

the article on the ideal adventure was awesome. as a fan of the good ol' adventure games, i'm working an interactive game for a multimedia portfolio piece, and this information was really helpful. great essay!

By jayj • On 10 February 2002 • From toronto

Agree. I've been playing adventure games, mostly of the non-violent nature, for as long as they have been in existence.
I've always found it difficult to answer when asked what genre I prefer because the definitions from one to another are not the same. I'd like to see definitions widely accepted all around and I think it will have to be the designers who, ultimately, determine that issue.

By Kateet • On 12 June 2001 • From USA

OUTSTANDING! This is the most erudite and lucid
article I've ever read on what makes an adventure
game an adventure game. You've just perfectly
outlined what I want in an adventure game. I hope
game developers pay serious attention.

Thank you,
Albert

By Albert Huber • On 20 December 2000 • From Glennville, Ga. USA

Just read your article on what an adventure game should be/is. I totally agree with you! I hate it when I go into a shop and see only the category: adventure/rpg games, and find out they are only rpg. I have been looking for a nice adventure game for about 2 years, and only just found one: Morpheus, which I am currently playing. I am a big fan of old time games like Kings quest (played KQ1 on my fathers computer when I was only 14 years old) full throttle, Sam and Max (although I never finished it) and Kyrandia. I find it very dissappointing that KQ 8 obliged you to fight. I don't play adventure games for the fighting, we have mortal combat for that! I hope the game producers/developers listen to you and your article, because it is very hard to find a good adventure game here in The Netherlands.

Like your site!
Will be back

cu
Sandra

By sandra Wouters • On 09 November 2000 • From Amsterdam, The Netherlands, Europe

Your article on what makes an ideal adventure game was very informative, and right on point.

By Stephen Goldman • On 09 October 2000 • From New Jersey

I was very impressed with your article about the ideal adventure, the thought and details were overwhelming.

By Michal • On 04 September 2000 • From Israel

Your recent article on what constitutes an adventure game was right on target. The comment at the end by P. Jong about the new categories of action/adventure and rpg/adventure was very perceptive. It seems that the gaming world has completely forgotten that there are still a lot of us out here who aren't primarily interested in shoot-em-ups. To have a good adventure game spoiled by this kind of action is very frustrating. The last two adventure games that I have enjoyed (Reah and Amerzone) have both been developed overseas and imported into the United States. This makes one wonder how many other good adventure games there are out there that US residents don't have any access to!

By Janet McKim • On 02 December 1999 • From Northwestern New Mexico

I've been reading part III of the Ideal
Adventure Game feature and widely agree
with it. However, I want to make two
additions:

ad Linearity: Places which have already
been visited should remain accessible in
order to maintain a consistent world unless
the game logic requires that a place is lost.

ad Difficulty: Although the difficulty level
should rise during the game there
should be some easy exploration scenarios
which allow the player to relax after hard
tasks. It's annoying to me to stumble from
one difficulty to the next, getting no reward
for solved problems.

By Bernhard B • On 04 October 1999 • From Germany

I have read your excellent essay on 'What is an ideal adventure?'.
I think the autosave feature on games can sometimes take away an element of 'fear' or 'risk' when you play. And the overuse of this facility can actually detract from the game. ie Like riding a bike with training wheels.
The use of music or sound if used correctly should trigger a user decision 'Should I save ?'.
This makes the game more interactive.
(autosave should be used on games where you could potentially die every time you turn a corner, and of course, I would not consider this an adventure game anyway)

Regards,
Charlie leopoldo

By Charlie leopoldo • On 17 September 1999 • From Australia

I agree with most of what you say and think that
many of your suggestions should be considered for
any future adventure games. I have also have
thought about what makes a good adventure.

First and most important is a great story. One that
draws me into the story and keeps me coming back
for more. If I don't enjoy the story I won't like
the rest no matter how good.

I would like to see a large world like Fallout. One
which I can explore and not everything I do needs
to further the plot. Maybe all it does is allow me
to learn more about the world.

The ability to choose the level of game play. I wish
that BD would have had this feature or at least a
built in help system. If I couldn't have got a help
file from the net I would have never tried it.
If there are mechanical or slider puzzles allow the
player to limit the number of variables, instead of
8 side dice make it 4. I don't mind these puzzles
if they are quickly solved. I shouldn't be stuck
for days at a time if this isn't my style of play.

Find different ways to approach the game. The best
example is Fate of Alantis. I could choose which
way I solve puzzles. Why can't adventure games find
different ways like rpg games have. I could break
down a door, solve a puzzle, or get someone to open
it for me. Each has different ways of solving
problems.

You have a nice site, good work.

Ray

By Ray • On 13 August 1999 • From Portland OR.
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