Latest Features

Love of adventure lives on: lessons from an indie game designer

Love of adventure lives on: lessons from an indie game designer

There has been very little difference of opinion amongst both adventure game enthusiasts and adventure game designers as to what is causing the current decline of the genre. Famed game designer Ron Gilbert saw the writing on the wall back in 1989, when he created a list of game design pitfalls in an essay subtly titled Why Adventure Games Suck (1). Sadly, his conclusions about the genre still…

Posted by Peter Lemiszki on 01 February 2012.
Developer's Postmortem: Cosmos Quest

Developer's postmortem: Cosmos Quest

It all began in 2006 on a boring working day when I suddenly reminisced about my school years and the games I used to play as a youth. I came across Space Quest 0: Replicated, a fan made game which I had never heard of previously, even though I had played all the games in Sierra's Space Quest series by which this game was inspired. Soon, I found out that there was a whole online community of…

Posted by Ilia Kinanev on 01 July 2011.
Learning history through adventure gaming: combining entertainment, communication, and research

Learning history through adventure gaming: combining entertainment, communication, and research

Signets of Power is a classic adventure game developed by a group of historians and students at Aarhus University in collaboration with professional game developers. The goal of this project is to experiment with the didactic possibilities of developing computer games in a specific historical context while making academic research available to a wider audience. The principal idea is to make an…

Posted by Søren Hein Rasmussen on 26 May 2011.
The Secret of Monkey Island revisited

The Secret of Monkey Island revisited

The Secret of Monkey Island was originally released by Lucasfilm Games (now called LucasArts) in 1990, in a deliberate attempt to move adventure gaming away from relying solely on fantasy themes by embracing the world of piracy instead. The game's strong sense of humor and clever puzzle design helped to launch a series of sequels which would continue to this day (notably, Telltale Games' Tales…

Posted by Mark Newheiser on 07 May 2011.
Developer's postmortem: Enter The Story

Developer's postmortem: Enter The Story

Enter The Story is a 14-year project to convert 100 classic novels into a single vast gaming world. This project is not really about novels; it is really about ideas—the novels are merely the foundation. So far, I have managed to convert 5 novels into 5 games, but I still feel like I have not even begun this project. 10 rules for making insanely ambitious games Do you have hopes and dreams? Do…

Posted by Chris Tolworthy on 01 April 2011.
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
Adventures in games research 2010/10/04
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
Developer's postmortem: Cosmos Quest 2011/07/01
Developer's postmortem: Enter The Story 2011/04/01
Developer's postmortem: Safecracker 2011/01/01
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
Learning history through adventure gaming: combining entertainment, communication, and research 2011/05/26
Legacy of The Journeyman Project 1999/09/02
Looking before one leaps 2006/10/15
Love of adventure lives on: lessons from an indie game designer 2012/02/01
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
Quest for Glory: a quest through the history of adventure games 2010/10/20
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
The Secret of Monkey Island revisited 2011/05/07
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