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- Posted by Peter Rootham-Smith on 31 October 2009.
Beyond The Journeyman Project: a conversation with Michel Kripalani, Tommy Yune, Roland GustafssonIn 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 Harry Kaplan, Jimmy Maher on 16 July 2009.
Interactive fiction, from birth through precocious adolescence: a conversation with Jimmy MaherWelcome, 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 Peter Rootham-Smith on 25 April 2009.
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 Adam Luoranen on 18 March 2009.
Adventure game puzzles we have known and hatedThe 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 Drummond Doroski on 01 January 2009.
Death in adventure gamesThere 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… |