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Did Graphics Kill the Adventure Genre?
Last week’s
State of Adventure Gaming created a lot of controversy,
discussion and dozens of email responses. It has already been read by over
100,000 visitors and has taken on a life of its own.
Two of our readers - Howard Sherman, CEO of
Malinche Entertainment
and
Scorpia known for her adventure game reviews in
Computer Gaming World – felt strongly enough to express their own opinions
on Tim Schafer’s comment that graphics killed the adventure genre.
Howard Sherman and his company Malinche Entertainment publishes brand new
text adventure games and has this to say about Tim Schafer's recent
comments:

After reading the latest Just
Adventure State of Adventure Gaming, I was more than a little surprised by
Computer Games Magazine's recent interview with Tim Schafer and some of his
comments. In this piece I will set the record straight on adventure games
altogether with an understandable emphasis on text adventure games. Sorry,
Tim.
The question Computer Games
Magazine asked "What do you think killed adventure games?" My question is --
Where did they get the idea adventure games were dead? We have to assume
they are journalists so why did they even ask such an inaccurate,
unqualified question? Is there some sort of hidden agenda here?
I could question them further
-- Why did I start a text adventure game company back in 2002 if adventure
games are dead? How is it that my company is thriving in 2005 with three
released titles, a fourth in production and two more scheduled for release
later this year and early next year? Why is it that Malinche is shipping new
text adventure games to customers all over the world today?
Moving on to the more
interesting answer to CGM's question, Tim said. " Well, really, I would say
graphics killed adventure games. The second we switched from text to graphic
adventures, their days were numbered. When you're playing a text adventure
game, the most amazing worlds and actions are possible, because the budget
is always the same. Doesn't matter what the words are."
Simply stated, Tim is wrong.
Very wrong. Graphics did not kill text adventure games -- poor business
decisions did. And the words of a text adventure game are the most important
elements. They very much matter!
First, the legendary Infocom
may still have been around today delivering compelling text adventure games
if only they didn't develop a single product that ended up sinking the
company. That fateful product was named Cornerstone. For the young ones out
there, Cornerstone was a database product that Infocom poured all of its
resources into. Infocom went from ever-climbing sales and being very cash
rich to losing money and being in debt because of the poor business decision
to depart from their core competency; text adventure games. Activision took
over the weakened company and the rest is history.
Adventure International went
bankrupt in 1985. Graphical games can't be the culprit because the original
Atari 520ST and Amiga 1000, the first generation of 'super' home computers
with decent graphics were released halfway into 1985 themselves. At the time
of their release, there was a tiny library of available titles making
graphical games the improbable culprit behind the demise of Adventure
International. Ken Williams feels Adventure International couldn't compete
against Infocom (who at the time held 8 of a total of 10 slots for
bestselling software) but I seem to remember it being a little more complex
than that. In any event, Adventure International wasn't driven out of
business by graphical games. It went out of business due to, unfortunately,
poor business acumen.
Let's pause for a second and
reconsider one of the facts I just mentioned. Infocom titles occupied eight
of ten slots for best-selling game software. We can only hope graphical
games occupied the two remaining slots.
Moving further long in Mr.
Schafer's words, let's talk about the budget of words he mentioned. It is
apparent to me that Mr. Schafer is no writer. Writers will employ an
"economy of words" to tell their stories but such an economy has nothing to
do with money; it's all about style. Graphical games always required money,
seemingly more money today than ever. The quality of a graphical game is
dictated as much as by the money behind it as the designers who develop it.
The quality of a text adventure game isn't indicative of its budget but of
its designer. The one point I agree with Mr. Schafer is part of the above
quote: "If you're playing a text adventure game, the most amazing worlds and
actions are possible..." Yes, that's true. As a professional author of text
adventure games, I'll vouch for the fact that what I can imagine and place
into the games I create far surpasses anything that is possible today in the
graphical game market.
Now here's the part of that
sentence I don't agree with - "the budget is always the same." Not so, Mr.
Schafer. If I budget my time to predict all of the different possible
actions a player may take on a puzzle or object of some kind, I can see to
it that there is a very high probability of success in my games responding
to an action by a player with a satisfying response. Predictably, I also
disagree with his assertion "Doesn't matter what the words are." I doubt
that the author of your choice would agree that words in a story don't
matter. The words make the story. Period. Words in a text adventure game are
all we have to work with and I can tell you that I make sure the very best
words I can possibly use are introduced into my titles, nothing less. I've
been known to agonize over the right word with a thesaurus and a dictionary
for the better part of five minutes. That's right. Five minutes on just one
word.
If words didn't matter I could
release six or seven titles a year instead of my pace of one or two per
year.
Going further long in Tim
Schafer's response below, I've got some issues to raise:
"I can remember the moment I
heard about adventure games. Someone told me that there was this type of
game that was all text, and you could type in anything you wanted, and do
anything you wanted and the game would respond. I thought that was the
coolest idea ever, so I got all the Scott Adams game and played them all.
Even though you couldn’t do anything, you could actually type in a lot of
crazy stuff."
Mr. Schafer starts out on the
right track -- text adventure games offer the magic of possibility that make
anything worth a try and then kills the statement with the myth "you
couldn't do anything." What a fallacy!
The puzzles in Malinche's text
adventure games demand the player do quite a lot, actually. This is the case
with Infocom's titles and Scott Adams' as well, naturally. Many puzzles
require clever, insightful solutions requiring quite a bit of player
interaction.
Mr. Schafer's comments continue
on:
"But then when graphics got
involved – oh, here I go again – you suddenly couldn’t do anything, you
could only do a few things. And so adventures started to get more and more
beautiful, but more and more limiting. The interesting thing to me is, even
in Grand Theft Auto III, you can really only do a handful of things, what is
it people say they love about those games? The freedom! “You can do
anything!” they say.”
The next question asked by
Computer Game World was fair enough. Tim Schafer's reply, though, was
unreal.
CGM - They’re recaptured the
magic of text adventures?
Tim’s response: “Yes. I mean,
it was a lie with text adventures, too. You couldn’t do anything. It was an
illusion.”
I am almost speechless.
Graphical games "recaptured the magic of text adventure games?" The two
genres of adventure games are incapable of being compared to one another. I
would have thought that someone with Tim Schafer's accomplishments would be
aware of such a distinction. It's true to say that graphical games are
limited (OK, VERY LIMITED) in the range of action the player can take. But
in text adventure games, the range of action is very broad. And that is no
lie and nor is that an illusion.
In my work Pentari: First
Light, some puzzles have as many as five different solutions any of which
will score the player points and solve the problem in front of them. What's
limited about that? Justadventure.Com rated First Light with a solid A
because there is actually quite a lot the player can do.
In Malinche's murder mystery
Greystone, some objects can be treated as red herrings or, if employed in
creative ways, bring the game to a very surprising end where the player wins
in a way they never would have expected. With a total of four crimes in
Greystone (small spoiler there) the detective skills of the player are put
to the test in several different ways. The thirty different possible endings
to Greystone demonstrate that there is a lot the player has to do to deliver
justice.
Going further, with Endgame the
player has a range of choices that can be made throughout the title that can
get his ship sank on the open sea, blasted out of the water thanks to an
all-out assault by North Korea or trigger a border war between the two
Koreas that result in reunification. And that's only a partial list of the
exhaustive list of permutations offered by the game. Decisions and actions
are integral to Interactive Fiction.
Any objective reader can pull
out dozens of their own examples from the text adventure games that have
been released over the years.
Text adventure games, and
adventure games in the larger sense, are alive and well. They will never
die. And thanks to modern computing power, are larger, more interesting and
more challenging than ever before.
Howard Sherman
Implementor
Malinche Entertainment - The Art of Interactive Fiction
Why not get inside a good story today?
http://www.malinche.net |