Latest Features

Beyond The Journeyman Project: a conversation with Michel Kripalani, Tommy Yune, Roland Gustafsson

Beyond The Journeyman Project: a conversation with Michel Kripalani, Tommy Yune, Roland Gustafsson

In the autumn of 1990, Michel Kripalani was inspired by Spaceship Warlock to start developing video games. Spaceship Warlock was a CD-ROM adventure game released by a small, garage band, game company called Reactor. At the time, Kripalani had already started a small client based multimedia production company with a colleague while attending the visual arts program at the University of California…

Posted by Peter Rootham-Smith on 31 October 2009.
Interactive fiction, from birth through precocious adolescence: a conversation with Jimmy Maher

Interactive fiction, from birth through precocious adolescence: a conversation with Jimmy Maher

Welcome, Jimmy! Since many gamers are unfamiliar with Interactive Fiction (IF), having come of age in the era of graphic adventures, we had better begin with an introduction. What exactly is IF? How is IF distinguished from graphic adventure? Thanks for having me! If we were to just take the words "interactive fiction" literally, then graphic adventures (as well as hypertext fictions, Choose…

Posted by Harry Kaplan, Jimmy Maher on 16 July 2009.
Broken Sword: The Shadows of the Templars

Principal principles: a primer for adventure game developers?

There is a feeling that adventure games are not as well constructed as they are used to be. It is a common topic discussed online in message forums and newsgroups, where those of us who cut our teeth on classic LucasArts (or Sierra or Legend or Infocom or whichever) era games bemoan falling standards. Recently, Steve Metzler of metzomagic.com has written an article series titled "Where Have All…

Posted by Peter Rootham-Smith on 25 April 2009.
Adventure game puzzles we have known and hated

Adventure game puzzles we have known and hated

The classical forms of human artistic endeavor have millennia of precedent backing them. Book writing, music composition, and visual arts have been such a fixture of humanity's history that any artist in any of these media today has nearly countless sources of inspiration and examples on which to draw upon. The same is true for theater, and to a lesser extent, cinema. Such is not the case for…

Posted by Adam Luoranen on 18 March 2009.
Death in adventure games

Death in adventure games

There is much debate as to what makes for the best sort of experience in adventure games. It is hard to pin down just what makes certain games fun and others frustrating. What makes a puzzle too simple or too complex? When does the story or dialogue amount to be too much or too little? Sometimes, it is best to look at individual facets of the genre and examine what some games do well and others…

Posted by Drummond Doroski on 01 January 2009.
Titles Dates
A brief history of Police Quest 1999/11/05
A guide to create the ideal adventure game 1999/07/09
A history on remaking King's Quest 2008/04/23
A home for orphan code revisited 1999/07/19
A home for orphan code? 1998/12/12
A short personal history of Dynamix's adventure games 2007/10/23
Abandonwarez: the pros outweigh the cons 2000/07/24
Adventure game puzzles we have known and hated 2009/03/18
Adventure game puzzles: unlocking the secrets of puzzle design 2008/12/05
Adventure gaming beyond the PC: Nintendo DS 2008/03/25
Atlantis rising 2000/02/15
Beyond The Journeyman Project: a conversation with Michel Kripalani, Tommy Yune, Roland Gustafsson 2009/10/31
Changing the wallpaper 2003/03/15
Cut across the dotted line 2000/03/05
Death in adventure games 2009/01/01
Discworld: best adventure game series ever? 2003/05/15
Do not wait for the cavalry 1999/10/17
Establishing a market for adventure games overseas 2003/02/12
Gamer's (illusion of) freedom 2008/07/01
How to design an ideal computer role playing game? 1999/09/15
Interactive adventures marketing: the basics to make your adventure a commercial product 2000/07/03
Interactive fiction, from birth through precocious adolescence: a conversation with Jimmy Maher 2009/07/16
Is there life after death of the adventure game? Rise of the adventure game ethic 2006/05/10
Join the rebels: fan made adventure games 2000/05/26
Just do not call it King's Quest! 1999/01/10
Keyboard power 2007/01/08
King's Quest VII: The Priceless Rant 1998/10/03
Legacy of The Journeyman Project 1999/09/02
Looking before one leaps 2006/10/15
Making adventure games with AGI 2000/01/21
No cheating, for the love of God! 2000/09/17
Peering into the dark crystal 2006/10/01
Principal principles: a primer for adventure game developers? 2009/04/25
Resource Quest: hidden treasures in Sierra's adventure games 2008/08/18
Saving the dinosaur 2000/04/25
Science fiction meets interactive fiction 2007/07/07
Sexism in the gaming industry 2007/04/25
Sexism on the gaming scene: a woman's perspective 1999/12/16
Steps to success in creating your own adventure game 2006/08/05
Text adventure games: from the front lines to behind the scenes 2006/08/18
The 3 tedium of an adventure game 1999/08/10
The Dig: in the deep of space, a curse is alive... 2007/10/01
The great divide 2008/01/07
The heroine of Daventry 2000/05/02
The music and the mystery of Robert Holmes 2006/09/02
The rebirth of grue 2008/05/26
The rise and fall of Full Throttle: a conversation with Bill Tiller 2008/08/26
Top 10 adventure games of all time 2000/01/01
Top 10 adventure gaming New Year's resolutions 1999/12/31
Top 10 retro graphic adventure games of all time from PC to consoles 2006/12/23
Where this rough beast still abides: a retrospective of the Gabriel Knight series 2008/01/19
Why bother playing old adventure games? 1999/08/23
Writing interactive fiction games with Inform 2006/06/01