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An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story driven by exploration and/or puzzle-solving. The genre's focus on story allows it to draw heavily from other narrative-based media, literature and
film A film also called a movie, motion picture, moving picture, picture, photoplay or (slang) flick is a work of visual art that simulates experiences and otherwise communicates ideas, stories, perceptions, feelings, beauty, or atmosphere ...
, encompassing a wide variety of literary genres. Many adventure games ( text and
graphic Graphics () are visual images or designs on some surface, such as a wall, canvas, screen, paper, or stone, to inform, illustrate, or entertain. In contemporary usage, it includes a pictorial representation of data, as in design and manufacture, ...
) are designed for a single player, since this emphasis on story and character makes multiplayer design difficult. '' Colossal Cave Adventure'' is identified as the first such adventure game, first released in 1976, while other notable adventure game series include '' Zork'', '' King's Quest'', '' Monkey Island'', and '' Myst''. Initial adventure games developed in the 1970s and early 1980s were text-based, using text parsers to translate the player's input into commands. As personal computers became more powerful with better graphics, the graphic adventure-game format became popular, initially by augmenting player's text commands with graphics, but soon moving towards point-and-click interfaces. Further computer advances led to adventure games with more immersive graphics using real-time or pre-rendered three-dimensional scenes or full-motion video taken from the first- or third-person perspective. For markets in the Western hemisphere, the genre's popularity peaked during the late 1980s to mid-1990s when many considered it to be among the most technically advanced genres, but it had become a niche genre in the early 2000s due to the popularity of first-person shooters, and it became difficult for developers to find publishers to support adventure-game ventures. Since then, a resurgence in the genre has occurred, spurred on by the success of independent video-game development, particularly from
crowdfunding Crowdfunding is the practice of funding a project or venture by raising money from a large number of people, typically via the internet. Crowdfunding is a form of crowdsourcing and alternative finance. In 2015, over was raised worldwide by crow ...
efforts, from the wide availability of digital distribution enabling episodic approaches, and from the proliferation of new gaming platforms, including portable consoles and mobile devices. Within Asian markets, adventure games continue to be popular in the form of visual novels, which make up nearly 70% of PC games released in Japan. Asian countries have also found markets for adventure games for portable and mobile gaming devices. Japanese adventure-games tend to be distinct from Western adventure-games and have their own separate development history.


Definition

The term "adventure game" originated from the 1970s text computer game '' Colossal Cave Adventure'', often referred to simply as ''Adventure'', which pioneered a style of gameplay which many developers imitated and which became a genre in its own right. The video game genre is therefore defined by its gameplay, unlike the literary genre, which is defined by the subject it addresses: the activity of adventure. Essential elements of the genre include storytelling, exploration, and puzzle-solving. Marek Bronstring, former head of content at
Sega is a Japanese multinational corporation, multinational video game and entertainment company headquartered in Shinagawa, Tokyo. Its international branches, Sega of America and Sega Europe, are headquartered in Irvine, California and London, r ...
, has characterised adventure games as puzzles embedded in a narrative framework; such games may involve narrative content that a player unlocks piece by piece over time. While the puzzles that players encounter through the story can be arbitrary, those that do not pull the player out of the narrative are considered examples of good design.


Relationship to other genres

Combat and action challenges are limited or absent in adventure games; this distinguishes them from
action game An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction-time. The genre includes a large variety of sub-genres, such as fighting games, beat 'em ups, shooter games, and platform gam ...
s. In the book ''
Andrew Rollings and Ernest Adams on Game Design The International Game Developers Association (IGDA) is a nonprofit professional association whose stated mission is to "support and empower game developers around the world in achieving fulfilling and sustainable careers." The IGDA is incorpo ...
'', the authors state that "this educed emphasis on combatdoesn't mean that there is no conflict in adventure games ... only that combat is not the primary activity." Some adventure games will include a minigame from another video-game genre, which adventure-game purists do not always appreciate. Hybrid
action-adventure game The action-adventure genre is a video game hybrid genre that combines core elements from both the action game and adventure game genres. Typically, pure adventure games have situational problems for the player to solve to complete a story ...
s blend action and adventure games throughout the game experience, incorporating more physical challenges than pure adventure games and at a faster pace. This definition is hard to apply, however, with some debate among designers about which games classify as
action game An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction-time. The genre includes a large variety of sub-genres, such as fighting games, beat 'em ups, shooter games, and platform gam ...
s and which involve enough non-physical challenges to be considered action-adventures. Adventure games are also distinct from role-playing video-games that involve action, team-building, and points management. Adventure games lack the numeric rules or relationships seen in role-playing games (RPGs), and seldom have an internal economy. These games lack any skill-system, combat, or "an opponent to be defeated through strategy and tactics". However, some hybrid games exist where role-playing games with strong narrative and puzzle elements are considered RPG-adventures. Finally, adventure games are classified separately from puzzle video games. Although an adventure game may involve puzzle-solving, adventure games typically involve a player-controlled avatar in an interactive story.


Game design


Puzzle-solving

Adventure games contain a variety of puzzles, decoding messages, finding and using items, opening locked doors, or finding and exploring new locations. Solving a puzzle will unlock access to new areas in the game world, and reveal more of the game story. Logic puzzles, where mechanical devices are designed with abstract interfaces to test a player's deductive reasoning skills, are common. Some puzzles are criticized for the obscurity of their solutions, for example, the combination of a clothes line, clamp, and deflated
rubber duck A rubber duck or a rubber duckie is a toy shaped like a stylized duck, generally yellow with a flat base. It may be made of rubber or rubber-like material such as vinyl plastic. Rubber ducks were invented in the late 1800s when it became poss ...
used to gather a key stuck between the subway tracks in '' The Longest Journey'', which exists outside of the game's narrative and serves only as an obstacle to the player. Others have been criticized for requiring players to blindly guess, either by clicking on the right pixel, or by guessing the right verb in games that use a text interface. Games that require players to navigate mazes have also become less popular, although the earliest text-adventure games usually required players to draw a map if they wanted to navigate the abstract space.


Gathering and using items

Many adventure games make use of an inventory management screen as a distinct gameplay mode. Players are only able to pick up some objects in the game, so the player usually knows that only objects that can be picked up are important. Because it can be difficult for a player to know if they missed an important item, they will often scour every scene for items. For games that utilize a point and click device, players will sometimes engage in a systematic search known as a "pixel hunt", trying to locate the small area on the graphic representation of the location on screen that the developers defined, which may not be obvious or only consist of a few on-screen pixels. A notable example comes from the original '' Full Throttle'' by LucasArts, where one puzzle requires instructing the character to kick a wall at a small spot, which Tim Schafer, the game's lead designer, had admitted years later was a brute force measure; in the remastering of the game, Schafer and his team at Double Fine made this puzzle's solution more obvious. More recent adventure games try to avoid pixel hunts by highlighting the item, or by snapping the player's cursor to the item. Many puzzles in these games involve gathering and using items from their inventory. Players must apply lateral thinking techniques where they apply real-world extrinsic knowledge about objects in unexpected ways. For example, by putting a deflated inner tube on a cactus to create a slingshot, which requires a player to realize that an inner tube is stretchy. They may need to carry items in their inventory for a long duration before they prove useful, and thus it is normal for adventure games to test a player's memory where a challenge can only be overcome by recalling a piece of information from earlier in the game. There is seldom any time pressure for these puzzles, focusing more on the player's ability to reason than on quick-thinking.


Story, setting, and themes

Adventure games are single-player experiences that are largely story-driven. More than any other genre, adventure games depend upon their story and setting to create a compelling single-player experience. They are typically set in an immersive environment, often a fantasy world, and try to vary the setting from chapter to chapter to add novelty and interest to the experience. Comedy is a common theme, and games often script comedic responses when players attempt actions or combinations that are "ridiculous or impossible". Since adventure games are driven by storytelling, character development usually follows literary conventions of personal and emotional growth, rather than new powers or abilities that affect gameplay. The player often embarks upon a
quest A quest is a journey toward a specific mission or a goal. The word serves as a plot device in mythology and fiction: a difficult journey towards a goal, often symbolic or allegorical. Tales of quests figure prominently in the folklore of ever ...
, or is required to unravel a mystery or situation about which little is known. These types of mysterious stories allow designers to get around what Ernest W. Adams calls the "Problem of Amnesia", where the player controls the protagonist but must start the game without their knowledge and experience. Story-events typically unfold as the player completes new challenges or puzzles, but in order to make such storytelling less mechanical, new elements in the story may also be triggered by player movement.


Dialogue and conversation trees

Adventure games have strong storylines with significant dialog, and sometimes make effective use of recorded dialog or narration from voice actors. This genre of game is known for representing dialog as a conversation tree. Players are able to engage a
non-player character A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster o ...
by choosing a line of pre-written dialog from a menu, which triggers a response from the game character. These conversations are often designed as a tree structure, with players deciding between each branch of dialog to pursue. However, there are always a finite number of branches to pursue, and some adventure games devolve into selecting each option one-by-one. Conversing with characters can reveal clues about how to solve puzzles, including hints about what that character wanted before they would cooperate with the player. Other conversations will have far-reaching consequences, deciding to disclose a valuable secret that has been entrusted to the player. Characters may also be convinced to reveal their own secrets, either through conversation or by giving them something that will benefit them.


Goals, success and failure

The primary goal in adventure games is the completion of the assigned quest. Early adventure games often had high scores and some, including '' Zork'' and some of its sequels, assigned the player a rank, a text description based on their score. High scores provide the player with a secondary goal, and serve as an indicator of progression. While high scores are now less common, external reward systems, such as
Xbox Live The Xbox network, formerly and still sometimes branded as Xbox Live, is an Internet, online multiplayer video game, multiplayer gaming and digital media delivery service created and operated by Microsoft. It was first made available to the Xbox ...
's Achievements, perform a similar role. The primary failure condition in adventure games, inherited from more action-oriented games, is player death. Without the clearly identified enemies of other genres, its inclusion in adventure games is controversial, and many developers now either avoid it or take extra steps to foreshadow death. Some early adventure games trapped the players in unwinnable situations without ending the game.
Infocom Infocom was an American software company based in Cambridge, Massachusetts, that produced numerous works of interactive fiction. They also produced a business application, a relational database called ''Cornerstone (software), Cornerstone''. ...
's text adventure '' The Hitchhiker's Guide to the Galaxy'' has been criticized for a scenario where failing to pick up a pile of junk mail at the beginning of the game prevented the player, much later, from completing the game. The adventure games developed by LucasArts purposely avoided creating a dead-end situation for the player due to the negative reactions to such situations.


Subgenres


Text adventures and interactive fiction

Text adventures convey the game's story through passages of text, revealed to the player in response to typed instructions. Early text adventures, '' Colossal Cave Adventure'', "Hugo's House of Horrors" and Scott Adams' games, used a simple verb- noun parser to interpret these instructions, allowing the player to interact with objects at a basic level, for example by typing "get key". Later text adventures, and modern interactive fiction, use
natural language processing Natural language processing (NLP) is an interdisciplinary subfield of linguistics, computer science, and artificial intelligence concerned with the interactions between computers and human language, in particular how to program computers to pro ...
to enable more complex player commands like "take the key from the desk". Notable examples of advanced text adventures include most games developed by
Infocom Infocom was an American software company based in Cambridge, Massachusetts, that produced numerous works of interactive fiction. They also produced a business application, a relational database called ''Cornerstone (software), Cornerstone''. ...
, including '' Zork'' and '' The Hitchhiker's Guide to the Galaxy''. With the onset of graphic adventures, the text adventure fell to the wayside, though the medium remains popular as a means of writing
interactive fiction '' Interactive fiction, often abbreviated IF, is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives, either in the ...
(IF) particularly with the introduction of the Inform natural language platform for writing IF. Interactive fiction can still provide puzzle-based challenges like adventure games, but many modern IF works also explore alternative methods of narrative storytelling techniques unique to the interactive medium and may eschew complex puzzles associated with typical adventure games. Readers or players of IF may still need to determine how to interact appropriately with the narrative to progress and thus create a new type of challenge.


Graphic adventure

Graphic adventures are adventure games that use graphics to convey the environment to the player. Games under the graphic adventure banner may have a variety of input types, from text parsers to touch screen interfaces. Graphic adventure games will vary in how they present the avatar. Some games will utilize a first-person or third-person perspective where the camera follows the player's movements, whereas many adventure games use drawn or pre-rendered backgrounds, or a context-sensitive camera that is positioned to show off each location to the best effect.


Point-and-click adventure games

Point-and-click adventure games are those where the player typically controls their character through a point and click interface using a computer mouse or similar pointing device, though additional control schemes may also be available. The player clicks to move their character around, interact with non-player characters, often initiating conversation trees with them, examine objects in the game's settings or with their character's item inventory. Many older point-and-click games include a list of on-screen verbs to describe specific actions in the manner of a text adventure, but newer games have used more context-sensitive user interface elements to reduce or eliminate this approach. Often, these games come down to collecting items for the character's inventory, and figuring when is the right time to use that item; the player would need to use clues from the visual elements of the game, descriptions of the various items, and dialogue from other characters to figure this out. Later games developed by Sierra On-Line, including the '' King's Quest'' games, and nearly all of the LucasArts adventure games, are point-and-click-based games. Point-and-click adventure games can also be the medium in which interactive, cinematic video games comprise. They feature cutscenes interspersed by short snippets of interactive gameplay that tie in with the story. This sub-genre is most famously used by the defunct Telltale Games with their series such as '' Minecraft: Story Mode'' and their adaptation of '' The Walking Dead''.


Escape the room games

Escape the room games are a further specialization of point-and-click adventure games; these games are typically short and confined to a small space to explore, with almost no interaction with non-player characters. Most games of this type require the player to figure out how to escape a room using the limited resources within it and through the solving of logic puzzles. Other variants include games that require the player to manipulate a complex object to achieve a certain end in the fashion of a puzzle box. These games are often delivered in Adobe Flash format and are also popular on mobile devices. The genre is notable for inspiring real-world escape room challenges. Examples of the subgenre include '' MOTAS'' (''Mysteries of Time and Space''), ''The Crimson Room'', and '' The Room''.


Puzzle adventure games

Puzzle adventure games are adventure games that put a strong emphasis on logic puzzles. They typically emphasize self-contained puzzle challenges with logic puzzle toys or games. Completing each puzzle opens more of the game's world to explore, additional puzzles to solve, and can expand on the game's story. There are often few to none non-playable characters in such games, and lack the type of inventory puzzles that typical point-and-click adventure games have. Puzzle adventure games were popularized by '' Myst'' and '' The 7th Guest''. These both used mixed media consisting of pre-rendered images and movie clips, but since then, puzzle adventure games have taken advantage of modern game engines to present the games in full 3D settings, such as '' The Talos Principle''. ''Myst'' itself has been recreated in such a fashion in the title ''realMyst''. Other puzzle adventure games are casual adventure games made up of a series of puzzles used to explore and progress the story, exemplified by '' The Witness'' and the '' Professor Layton'' series of games.


Narrative adventure games

Narrative adventure games are those that allow for branching narratives, with choices made by the player influencing events throughout the game. While these choices do not usually alter the overall direction and major plot elements of the game's story, they help personalize the story to the player's desire through the ability to choose these determinants – exceptions include '' Detroit: Become Human'', where players' choices can bring to multiple completely different endings and characters' death. These games favor narrative storytelling over traditional gameplay, with gameplay present to help immerse the player into the game's story: gameplay may include working through conversation trees, solving puzzles, or the use of
quick time event In video games, a quick time event (QTE) is a method of context-sensitive gameplay in which the player performs actions on the control device shortly after the appearance of an on-screen instruction/prompt. It allows for limited control of the ...
s to aid in action sequences to keep the player involved in the story. Though narrative games are similar to interactive movies and visual novels in that they present pre-scripted scenes, the advancement of computing power can render pre-scripted scenes in real-time, thus providing for more depth of gameplay that is reactive to the player. Most Telltale Games titles, such as '' The Walking Dead'', are narrative games. Other examples include Sega AM2's '' Shenmue'' series, Konami's '' Shadow of Memories'', Quantic Dream's '' Fahrenheit'', '' Heavy Rain'' and '' Beyond: Two Souls'', Dontnod Entertainment's ''
Life Is Strange ''Life Is Strange'' (abbreviated ''LIS'') is a series of primarily episodic graphic adventure games published by Square Enix's European subsidiary. Created by Dontnod Entertainment, the series debuted with the eponymous first installment, ...
'' series, and '' Night in the Woods''.


Walking simulators

Walking simulators, or environmental narrative games, are narrative games that generally eschew any type of gameplay outside of movement and environmental interaction that allow players to experience their story through exploration and discovery. Walking simulators feature few or even no puzzles at all, and win/lose conditions may not exist. The simulators allow players to roam around the game environment and discover objects like books, audio logs, or other clues that develop the story, and may be augmented with dialogue with non-playable characters and cutscenes. These games allow for exploration of the game's world without any time limits or other forced constraints, an option usually not offered in more action-oriented games. The term "walking simulator" had sometimes been used pejoratively as such games feature almost no traditional gameplay elements and only involved walking around. The term has become more accepted as games within the genre gained critical praise in the 2010s; other names have been proposed, like "environmental narrative games" or "interactive narratives", which emphasizes the importance of the narration and the fact the plot is told by interaction with ambient elements. Examples of walking simulators include '' Gone Home'', '' Dear Esther'', '' Firewatch'', ''
The Vanishing of Ethan Carter ''The Vanishing of Ethan Carter'' is a 2014 horror adventure video game developed and published by The Astronauts for Microsoft Windows, PlayStation 4, Xbox One and Nintendo Switch. Gameplay ''The Vanishing of Ethan Carter'' is set in an open ...
'', '' Proteus'', ''
Jazzpunk ''Jazzpunk'' is an adventure video game developed by Necrophone Games and published by Adult Swim Games. The game was released for Microsoft Windows, OS X and Linux in February 2014. A director's cut of the game, self-published by Necrophone Gam ...
'', '' The Stanley Parable'', ''
Thirty Flights of Loving ''Thirty Flights of Loving'' is a first-person adventure video game developed by Brendon Chung under the name Blendo Games. It was published in August 2012 for Microsoft Windows, in November 2012 for OS X, and in December 2021 for Linux. The ga ...
'', and '' What Remains of Edith Finch''. Walking simulators may have ties to the survival horror genre. Though most survival horror games do include combat and other actions the player can use to survive, some games like '' Outlast'' and ''
Paratopic ''Paratopic'' is a 2018 first-person horror video game, released for Linux, macOS, Windows, Nintendo Switch, Xbox One and Xbox Series. The game uses a graphical style reminiscent of 32-bit era graphics. Later that year, a "Definitive Cut" editio ...
'' remove combat abilities, which leaves the player without any means to otherwise react to events. These games can be seen as walking simulators as they help to create an emotional response in their narrative by removing player agency to react to frightening events, combined with the ability to insert visual and audio cues designed to frighten the player. The walking simulator genre is primarily one taken up by
independent video game development An indie game, short for independent video game, is a video game typically created by individuals or smaller development teams without the financial and technical support of a large game publisher, in contrast to most "AAA" (triple-A) games. ...
. However, some triple-A examples have started to show trends toward walking simulators. '' Assassin's Creed: Origins'' and '' Assassin's Creed: Odyssey'' include a "Discovery Mode" that eliminates the game's combat and allows the players to explore the recreations of Ancient Egypt and Ancient Greece, respectively.


Visual novel

A is a hybrid of text and graphical adventure games, typically featuring text-based story and interactivity aided by static or sprite-based visuals. They resemble mixed-media novels or tableau vivant stage plays. Most visual novels typically feature dialogue trees, branching storylines, and multiple endings. The format has its primary origins in Japanese and other Asian video game markets, typically for personal computers and more recently on handheld consoles or mobile devices. The format did not gain much traction in Western markets, but started gaining more success since the late 2000s. A common type of visual novel are
dating sim Dating sims, or , are video game subgenre of simulation games with romantic elements. Dating sims are often dialog-heavy and focus on time management. The player must befriend and carefully build and maintain a relationship with one or more ...
s, which has the player attempt to improve a relationship with one or more other characters, such as '' Hatoful Boyfriend''.


Interactive movie

Some adventure games have been presented as interactive movies; these are games where most of the graphics are either fully pre-rendered or use
full motion video Full-motion video (FMV) is a video game narration technique that relies upon pre-recorded video files (rather than sprites, vectors, or 3D models) to display action in the game. While many games feature FMVs as a way to present information duri ...
from live actors on a set, stored on a media that allows fast
random access Random access (more precisely and more generally called direct access) is the ability to access an arbitrary element of a sequence in equal time or any datum from a population of addressable elements roughly as easily and efficiently as any othe ...
such as
laserdisc The LaserDisc (LD) is a home video format and the first commercial optical disc storage medium, initially licensed, sold and marketed as DiscoVision, MCA DiscoVision (also known simply as "DiscoVision") in the United States in 1978. Its diam ...
or
CD-ROM A CD-ROM (, compact disc read-only memory) is a type of read-only memory consisting of a pre-pressed optical compact disc that contains data. Computers can read—but not write or erase—CD-ROMs. Some CDs, called enhanced CDs, hold both comput ...
. The arcade versions of '' Dragon's Lair'' and '' Space Ace'' are canonical examples of such works. The game's software presented a scene, to which players responded by moving a joystick and pressing a button, and each choice prompted the game to play a new scene. The video may be augmented by additional computer graphics; '' Under a Killing Moon'' used a combination of full-motion video and
3D graphics 3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the ...
. Because these games are limited by what has been pre-rendered or recorded, player interactivity is limited in these titles, and wrong choices or decisions may lead quickly to an ending scene.


Hybrids

There are a number of hybrid graphical adventure games, borrowing from two or more of the above classifications. The '' Zero Escape'' series wraps several escape-the-room puzzles within the context of a visual novel. The ''
Adventures of Sherlock Holmes ''The Adventures of Sherlock Holmes'' is a collection of twelve short stories by British writer Arthur Conan Doyle, first published on 14 October 1892. It contains the earliest short stories featuring the consulting detective Sherlock Holmes, w ...
'' series has the player use point-and-click type interfaces to locate clues, and minigame-type mechanics to manipulate those clues to find more relevant information. While most adventure games typically do not include any time-based interactivity by the player, action-adventure games are a hybrid of
action game An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction-time. The genre includes a large variety of sub-genres, such as fighting games, beat 'em ups, shooter games, and platform gam ...
s with adventure games that often require to the player to react quickly to events as they occur on screen. The action-adventure genre is broad, spanning many different subgenres, but typically these games utilize strong storytelling and puzzle-solving mechanics of adventure games among the action-oriented gameplay concepts. The foremost title in this genre was '' Adventure'', a graphic home console game developed based on the text-based '' Colossal Cave Adventure'', while the first '' The Legend of Zelda'' brought the action-adventure concept to a broader audience.


History of Western adventure games


Text adventures (1976–1989)

The origins of text adventure games is difficult to trace as records of computing around the 1970s were not as well documented. Text-based games had existed prior to 1976 that featured elements of exploring maps or solving puzzles, such as '' Hunt the Wumpus'' (1975), but lacked a narrative element, a feature essential for adventure games. '' Colossal Cave Adventure'' (1976), written by William Crowther and Don Woods, is widely considered to be the first game in the adventure genre, and a significant influence on the genre's early development, as well as influencing core games in other genres such as '' Adventure'' (1979) for the action-adventure video game and ''
Rogue A rogue is a person or entity that flouts accepted norms of behavior. Rogue or rogues may also refer to: Companies * Rogue Ales, a microbrewery in Newport, Oregon * Rogue Arts, a film production company * Rogue Entertainment, a software com ...
'' (1980) for roguelikes. Crowther was an employee at Bolt, Beranek and Newman, a Boston company involved with ARPANET routers, in the mid-1970s. As an avid caver and
role-playing game A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out these roles within ...
enthusiast, he wrote a text adventure based on his own knowledge of the Mammoth Cave system in Kentucky. The program, which he named ''Adventure'', was written on the company's PDP-10 and used 300 kilobytes of memory. The program was disseminated through ARPANET, which led to Woods, working at the Stanford Artificial Intelligence Laboratory at
Stanford Stanford University, officially Leland Stanford Junior University, is a private research university in Stanford, California. The campus occupies , among the largest in the United States, and enrolls over 17,000 students. Stanford is considere ...
at the time, to modify and expand the game, eventually becoming ''Colossal Cave Adventure''. ''Colossal Cave Adventure'' set concepts and gameplay approaches that became staples of text adventures and interactive fiction. Following its release on ARPANET, numerous variations of ''Colossal Cave Adventure'' appeared throughout the late 1970s and early 1980s, with some of these later versions being re-christened ''Colossal Adventure'' or ''Colossal Caves''. These variations were enabled by the increase in
microcomputing A microcomputer is a small, relatively inexpensive computer having a central processing unit (CPU) made out of a microprocessor. The computer also includes memory and input/output (I/O) circuitry together mounted on a printed circuit board (PC ...
that allowed programmers to work on home computers rather than mainframe systems. The genre gained commercial success with titles designed for home computers. Scott Adams launched Adventure International to publish text adventures including an adaptation of ''Colossal Cave Adventure'', while a number of MIT students formed
Infocom Infocom was an American software company based in Cambridge, Massachusetts, that produced numerous works of interactive fiction. They also produced a business application, a relational database called ''Cornerstone (software), Cornerstone''. ...
to bring their game '' Zork'' from mainframe to home computers and was a commercial success. Other companies in this field included
Level 9 Computing Level 9 was a British developer of computer software, active between 1981 and 1991. Founded by Mike, Nicholas and Pete Austin, the company produced software for the BBC Micro, Nascom, ZX Spectrum, Commodore 64, Oric, Atari, Lynx 48k, RML 380Z, ...
, Magnetic Scrolls and Melbourne House. When personal computers gained the ability to display graphics, the text adventure genre began to wane, and by 1990 there were few if any commercial releases, though in the UK publisher Zenobi released many games that could be purchased via mail order during the first half of the 90s. Non-commercial text adventure games have been developed for many years within the genre of
interactive fiction '' Interactive fiction, often abbreviated IF, is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives, either in the ...
. Games are also being developed using the older term 'text adventure' with Adventuron, alongside some published titles for older 8-bit and 16-bit machines.


Graphical development (1980–1990)

The first known graphical adventure game was '' Mystery House'' (1980), by Sierra On-Line, then at the time known as On-Line Systems. Designed by the company's co-founder Roberta Williams and programmed with the help of her husband Ken, the game featured static vector graphics atop a simple command line interface, building on the text adventure model. Roberta was directly inspired by ''Colossal Cave Adventure'' as well as the text adventure games that followed from it. Sierra continued to produce similar games under the title ''Hi-Res Adventure''. Vector graphics gave way to bitmap graphics which also enabled for simple animations to show the player-character moving in response to typed commands. Here, Sierra's '' King's Quest'' (1984), though not the first game of its type, is recognized as a commercially successful graphical adventure game, enabling Sierra to expand on more titles. Other examples of early games include
Koei Koei Co., Ltd. was a Japanese video game publisher, developer, and distributor founded in 1978. The company is known for its ''Dynasty Warriors'' games based on the novel ''Romance of the Three Kingdoms'', as well as simulation games based on p ...
's ''Danchi Tsuma no Yuwaku'' (1982), '' Sherwood Forest'' (1982), The Hobbit (1982), Yuji Horii's '' Portopia Serial Murder Case'' (1983), ''
The Return of Heracles ''The Return of Heracles'' is a role-playing video game for the Atari 8-bit family, Commodore 64 and Apple II computers. It was written by Stuart Smith and published by Quality Software in 1983. Following Smith's adventure role playing gam ...
'' (which faithfully portrayed Greek mythology) by Stuart Smith (1983), Dale Johnson's ''Masquerade'' (1983), Antonio Antiochia's '' Transylvania'' (1982, re-released in 1984), and ''
Adventure Construction Set An adventure is an exciting experience or undertaking that is typically bold, sometimes risky. Adventures may be activities with danger such as traveling, exploring, skydiving, mountain climbing, scuba diving, river rafting, or other extreme sp ...
'' (1985), one of the early hits of Electronic Arts. As computers gained the ability to use pointing devices and point-and-click interfaces, graphical adventure games moved away from including the text interface and simply provided appropriate commands the player could interact with on-screen. The first known game with such an interface was ''
Enchanted Scepters ''Enchanted Scepters'' is a point-and-click adventure game, released in 1984. The player must find the four fire, earth, air and water scepters hidden across the Kingdom, and return them to the Wizard. The gameplay is much like a text adventure ga ...
'' (1984) from Silicon Beach Software, which used drop-down menus for the player to select actions from while using a text window to describe results of those actions. In 1985, ICOM Simulations released '' Déjà Vu'', the first of its MacVenture series, utilized a more complete point-and-click interface, including the ability to drag objects around on the current scene, and was a commercial success. LucasArts' '' Maniac Mansion'', released in 1987, used a novel "verb-object" interface, showing all possible commands the player could use to interact with the game along with the player's inventory, which became a staple of LucasArts' own adventure games and in the genre overall. The point-and-click system also worked well for game consoles, with games like Chunsoft's ''Portopia Serial Murder Case'' (1985) and Square's '' Suishō no Dragon'' (1986), both on the
Nintendo Entertainment System The Nintendo Entertainment System (NES) is an 8-bit third-generation home video game console produced by Nintendo. It was first released in Japan in 1983 as the commonly known as the The NES, a redesigned version, was released in America ...
using the controller input instead of text-based actions. Graphical adventure games were considered to have spurred the gaming market for personal computers from 1985 through the next decade, as they were able to offer narratives and storytelling that could not readily be told by the state of graphical hardware at the time.


Expansion (1990–2000)

Graphical adventure games continued to improve with advances in graphic systems for home computers, providing more detailed and colorful scenes and characters. With the adoption of
CD-ROM A CD-ROM (, compact disc read-only memory) is a type of read-only memory consisting of a pre-pressed optical compact disc that contains data. Computers can read—but not write or erase—CD-ROMs. Some CDs, called enhanced CDs, hold both comput ...
in the early 1990s, it became possible to include higher quality graphics, video, and audio in adventure games. This saw the addition of voice acting to adventure games, the rise of Interactive movies, '' The Beast Within: A Gabriel Knight Mystery'', and the gradual adoption of three-dimensional graphics in adventure games, the critically acclaimed '' Grim Fandango'', Lucasarts' first 3D adventure. '' Myst'', released in 1993 by Cyan Worlds, is considered one of the genre's more influential titles. ''Myst'' included pre-rendered 3D graphics, video, and audio. ''Myst'' was an atypical game for the time, with no clear goals, little personal or object interaction, and a greater emphasis on exploration, and on scientific and mechanical puzzles. Part of the game's success was because it did not appear to be aimed at an adolescent male audience, but instead a mainstream adult audience. ''Myst'' held the record for computer game sales for seven years—it sold over nine million copies on all platforms, a feat not surpassed until the release of '' The Sims'' in 2000. In addition, ''Myst'' is considered to be the "killer app" that drove mainstream adoption of CD-ROM drives, as the game was one of the first to be distributed solely on CD-ROM, forgoing the option of floppy disks. ''Myst''s successful use of mixed-media led to its own sequels, and other puzzle-based adventure games, using mixed-media such as '' The 7th Guest''. With many companies attempting to capitalize on the success of ''Myst'', a glut of similar games followed its release, which contributed towards the start of the decline of the adventure game market in 2000. Nevertheless, the American market research firm NPD FunWorld reported that adventure games were the best-selling genre of the 1990s, followed by strategy video games. Writer
Mark H. Walker Mark H. Walker is a writer and board wargame designer. He has written articles about information technology and video games for publications including ''AutoWeek'', ''PC Gamer'', ''Computer Gaming World'', Armchair General', and ''Playboy'' and web ...
attributed this dominance in part to ''Myst''. The 1990s also saw the release of many adventure games from countries that had experienced dormant or fledgling video gaming industries up until that point. These games were generally inspired by their Western counterparts and a few years behind in terms of technological and graphical advancements. In particular the fall of the Soviet Union saw countries such as Poland and Czechoslovakia release a string of popular adventure games including ''
Tajemnica Statuetki ''Tajemnica Statuetki'' is a Polish-language adventure game developed and published by Metropolis Software House for DOS-based computers in 1993. While it was never released in English, it is known in the English-speaking world as ''The Mystery o ...
'' (1993) and ''
The Secret of Monkey Island ''The Secret of Monkey Island'' is a 1990 point-and-click graphic adventure game developed and published by Lucasfilm Games. It takes place in a fictional version of the Caribbean during the age of piracy. The player assumes the role of Guybr ...
'' parody '' Tajemství Oslího ostrova'' (1994), while in Russia a whole subgenre informally entitled "Russian quest" emerged following the success of '' Red Comrades Save the Galaxy'' (1998) and its sequels: those games often featured characters from Russian jokes, lowbrow humor, poor production values and "all the worst things brought by the national gaming industry". Israel had next to a non-existent video gaming industry due to a preference for those with useful skills such as programming to work for the Israeli army instead, nevertheless '' Piposh'' (1999) became extremely popular, to the point where 20 years later a reboot was released due to a grassroots fan movement.


Decline (2000–2010)

Whereas once adventure games were one of the most popular genres for computer games, by the mid-1990s the market share started to drastically decline. The forementioned saturation of ''Myst''-like games on the market led to little innovation in the field and a drop in consumer confidence in the genre. ''Computer Gaming World'' reported that a "respected designer" felt it was impossible to design new and more difficult adventure puzzles as fans demanded, because Scott Adams had already created them all in his early games. Another factor that led to the decline of the adventure game market was the advent of first-person shooters, such as '' Doom'' and '' Half-Life''. These games, taking further advantage of computer advancement, were able to offer strong, story-driven games within an action setting. This slump in popularity led many publishers and developers to see adventure games as financially unfeasible in comparison. Notably, Sierra was sold to CUC International in 1998, and while still a separate studio, attempted to recreate an adventure game using 3D graphics, '' King's Quest: Mask of Eternity'', as well as ''Gabriel Knight 3'', both of which fared poorly; the studio was subsequently closed in 1999. Similarly, LucasArts released ''Grim Fandango'' in 1998 to many positive reviews but poor sales; it released one more adventure game, ''Escape from Monkey Island'' in 2000, but subsequently stopped development of ''Sam & Max: Freelance Police'' and had no further plans for adventure games. Many of those developers for LucasArts, including Grossman and Schafer, left the company during this time. Sierra developer Lori Ann Cole stated in 2003 her belief that the high cost of development hurt adventure games: "They are just too art intensive, and art is expensive to produce and to show. Some of the best of the Adventure Games were criticized they were just too short. Action-adventure or adventure role-playing games can get away with re-using a lot of the art, and stretching the game play." Traditional adventure games became difficult to propose as new commercial titles. Gilbert wrote in 2005, "From first-hand experience, I can tell you that if you even utter the words 'adventure game' in a meeting with a publisher you can just pack up your spiffy concept art and leave. You'd get a better reaction by announcing that you have the plague." In 2012 Schafer said "If I were to go to a publisher right now and pitch an adventure game, they'd laugh in my face." Though most commercial adventure game publication had stopped in the United States by the early 2000s, the genre was still alive in Europe. Games such as '' The Longest Journey'' by Funcom as well as '' Amerzone'' and '' Syberia'', both conceived by
Benoît Sokal Benoît Sokal (28 June 1954 – 28 May 2021) was a Belgian comic artist and video game developer, best known for his comics series ''Inspector Canardo'', and the ''Syberia'' adventure game franchise. Biography Benoît Sokal was born in Brussels ...
and developed by Microïds, with rich classical elements of the genre still garnered high critical acclaims. Even in these cases, developers often had to distance themselves from the genre in some way. The Longest Journey was instead termed a "modern adventure" for publishing and marketing. Series marketed to female gamers, however, like the Nancy Drew Mystery Adventure Series prospered with over two dozen entries put out over the decade and 2.1 million copies of games in the franchise sold by 2006, enjoying great commercial and critical success while the genre was otherwise viewed as in decline. Similar to the fate of interactive fiction, conventional graphical adventure games have continued to thrive in the amateur scene. This has been most prolific with the tool Adventure Game Studio (AGS). Some notable AGS games include those by Ben Croshaw (namely the '' Chzo Mythos''), ''Ben Jordan: Paranormal Investigator'', '' Time Gentlemen, Please!'', '' Soviet Unterzoegersdorf'', ''
Metal Dead ''Metal Dead'' is a point-and-click adventure game created by independent Australian developer Walk Thru Walls Studios. It was released online on December 19, 2011, and was made using the Adventure Game Studio engine. ''Metal Dead'' is heavily i ...
'', and AGD Interactive's Sierra adventure remakes. Adobe Flash is also a popular tool known for adventures such as '' MOTAS'' and the escape the room genre entries.


New platforms and rebirth (2005–onward)

Following the demise of the adventure genre in the early 2000s, a number of events have occurred that have led to a revitalization of the adventure game genre as commercially viable: the introduction of new computing and gaming hardware and software delivery formats, and the use of crowdfunding as a means of achieving funding. The 2000s saw the growth of digital distribution and the arrival of smartphones and tablet computers, with touch-screen interfaces well-suited to point-and-click adventure games. The introduction of larger and more powerful touch screen devices like the iPad allowed for more detailed graphics, more precise controls, and a better sense of immersion and interactivity compared to personal computer or console versions. In gaming hardware, the handheld
Nintendo DS The is a handheld game console produced by Nintendo, released globally across 2004 and 2005. The DS, an initialism for "Developers' System" or "Dual Screen", introduced distinctive new features to handheld games: two LCD screens working in tan ...
and subsequent units included a touch-screen, and the Nintendo Wii console with its Wii Remote allowed players to control a cursor through motion control. These new platforms helped decrease the cost of bringing an adventure game to market, providing an avenue to re-release older, less graphically advanced games like ''The Secret of Monkey Island'', ''King's Quest'' and ''Space Quest'' and attracting a new audience to adventure games. Further, the improvements in digital distribution led to the concept of episodic adventure games, delivering between three and five "chapters" of a full game over a course of several months via online storefronts,
Steam Steam is a substance containing water in the gas phase, and sometimes also an aerosol of liquid water droplets, or air. This may occur due to evaporation or due to boiling, where heat is applied until water reaches the enthalpy of vaporization ...
, Xbox Live Marketplace, PlayStation Store, and
Nintendo eShop The Nintendo eShop is a digital distribution service powered by the Nintendo Network for the Wii U and Nintendo 3DS, and by a dedicated online infrastructure for the Nintendo Switch. Launched in June 2011 on the Nintendo 3DS, the eShop was en ...
. Modeled off the idea of televisions episodes, episodic adventure games break the story into several parts, giving players a chance to digest and discuss the current story with others before the next episode is available, and further can enhance the narrative by creating cliffhangers or other dramatic elements to be resolved in later episodes. The first major successful episodic adventure games were those of Telltale Games, a developer founded by former LucasArts employees following the cancellation of ''Sam & Max: Freelance Police''. Telltale found critical success in '' The Walking Dead'' series released in 2012, which won numerous game of the year awards, and eschewed traditional adventure game elements and puzzles for a strong story and character-driven game, forcing the player to make on-the-spot decisions that became determinants and affected not only elements in the current episode but future episodes and sequels. The game also eschewed the typical dialog tree with a more natural language progression, which created a more believable experience. Its success was considered a revitalization of the genre, and led Telltale to produce more licensed games driven by story rather than puzzles. However, Telltale Games suffered from mismanagement and excessive rapid growth from trying to release too many games at the same time, and in mid-2018, had undergone a majority studio closure, laying off most of its staff and selling off most of its assets. By the end of 2018, LCG Entertainment had acquired many of the former Telltale assets and relaunched a new Telltale Games to continue its adventure game history. Other former Telltale Games works such as ''The Walking Dead'' fell back to their original IP holders, such as Skybound Entertainment in the case of ''The Walking Dead'', who took over for publishing the games. Meanwhile, another avenue for adventure game rebirth came from the discovery of the influence of
crowdfunding Crowdfunding is the practice of funding a project or venture by raising money from a large number of people, typically via the internet. Crowdfunding is a form of crowdsourcing and alternative finance. In 2015, over was raised worldwide by crow ...
. Tim Schafer had founded
Double Fine Productions Double Fine Productions, Inc. is an American First-party developer, first-party video game developer of Xbox Game Studios based in San Francisco, California. Founded in July 2000 by Tim Schafer shortly after his departure from LucasArts, Double ...
after leaving LucasArts in 2000. He had tried to find funding support for an adventure game, but publishers refused to consider his proposals for fear of the genre being unpopular. In 2012, Schafer turned to
Kickstarter Kickstarter is an American public benefit corporation based in Brooklyn, New York, that maintains a global crowdfunding platform focused on creativity. The company's stated mission is to "help bring creative projects to life". As of July 2021, ...
to raise $400,000 to develop an adventure game; the month-long campaign ended with over $3.4 million raised, making it, at the time, one of the largest Kickstarter projects, enabling Double Fine to expand the scope of their project and completing the game as '' Broken Age'', released over two parts in 2014 and 2015. The success led many other developers to consider the crowd funding approach, including those in the adventure game genre who saw the Double Fine Kickstarter as a sign that players wanted adventure games. Many sequels, remakes, and spiritual successors to classic adventure games emerged on Kickstarter, leading to a significant increase in traditional adventure game development during this time. Some of these include: *''
Armikrog ''Armikrog'' (stylized as ''Armikrog.'') is a stop-motion point-and-click adventure comedy game by Doug TenNapel in partnership with Pencil Test Studios and Versus Evil for Microsoft Windows, OS X, Linux, PlayStation 4, Wii U and Xbox One. It i ...
'' *'' Broken Sword: The Serpent's Curse'' *'' Dreamfall Chapters'' *'' Gabriel Knight'' *'' Leisure Suit Larry: Reloaded'' *'' Moebius: Empire Rising'' *'' Obduction'' *'' Sam and Max Save the World'' *'' SpaceVenture'' *'' Tesla Effect: A Tex Murphy Adventure'' *'' Thimbleweed Park''


History of Japanese adventure games

Due to differences in computer hardware, language, and culture, development of adventure games took a different course in Japan compared to Western markets. The most popular adventure game subgenres in Japan are visual novels and
dating sim Dating sims, or , are video game subgenre of simulation games with romantic elements. Dating sims are often dialog-heavy and focus on time management. The player must befriend and carefully build and maintain a relationship with one or more ...
s.


Early computer graphic adventures (1981–1988)

In the early 1980s, computer adventure games began gaining popularity in Japan. The country's computer market was largely dominated by NEC's 8-bit PC-8801 (1981) and 16-bit PC-9801 (1982) platforms, which could display 8 simultaneous colors and had a resolution of 640×400, higher than Western computers at the time, in order to accommodate Japanese text. This in turn influenced game design, as NEC PCs became known for adventure games with detailed color graphics, which eventually evolved into visual novels. NEC soon had several competitors such as the FM-7 (1982), the AV (1985) version of which could display more than 4,000 colors in addition to featuring FM synthesis sound. Its 16-bit successor, the
FM Towns The is a Japanese personal computer, built by Fujitsu from February 1989 to the summer of 1997. It started as a proprietary PC variant intended for multimedia applications and PC games, but later became more compatible with IBM PC compatibles. ...
(1989), could display
24-bit color In computer architecture, 4-bit integers, or other data units are those that are 4 bits wide. Also, 4-bit central processing unit (CPU) and arithmetic logic unit (ALU) architectures are those that are based on registers, or data buses of that siz ...
(16.8 million colors) and featured a
CD-ROM A CD-ROM (, compact disc read-only memory) is a type of read-only memory consisting of a pre-pressed optical compact disc that contains data. Computers can read—but not write or erase—CD-ROMs. Some CDs, called enhanced CDs, hold both comput ...
drive. Reprinted from The most famous early Japanese computer adventure game was the
murder mystery Crime fiction, detective story, murder mystery, mystery novel, and police novel are terms used to describe narratives that centre on criminal acts and especially on the investigation, either by an amateur or a professional detective, of a crime, ...
game ''
The Portopia Serial Murder Case , often translated to ''The Portopia Serial Murder Case'' in English, is an adventure game designed by Yuji Horii and published by Enix. It was first released on the NEC PC-6001 in June 1983, and has since been ported to other personal computers, ...
'', developed by
Yūji Horii (also written as Yuuji Horii; born January 6, 1954) is a Japanese video game designer and scenario writer best known as the creator of the ''Dragon Quest'' series of role-playing games, supervising and writing the scenario for '' Chrono Trigge ...
(of ''
Dragon Quest previously published as ''Dragon Warrior'' in North America until 2005, is a franchise of Japanese role-playing video games created by Armor Project (Yuji Horii), Bird Studio (Akira Toriyama) and Sugiyama Kobo (Koichi Sugiyama) to its publi ...
'' fame) and published by Enix. Its development began in 1981, and was released in 1983. The game was viewed in a first-person perspective, followed a first-person narrative, and featured color graphics. Originally released for the PC-6001, the player interacts with the game using a verb-noun parser which requires typing precise commands with the keyboard; finding the exact words to type is considered part of the riddles that must be solved.
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The game was
non-linear In mathematics and science, a nonlinear system is a system in which the change of the output is not proportional to the change of the input. Nonlinear problems are of interest to engineers, biologists, physicists, mathematicians, and many other ...
, which includes exploring an open world, a branching dialogue conversation system where the story develops through entering commands and receiving responses from other characters, and making choices that determine the dialogues and order of events as well as alternative endings. It also features a phone that could be used to dial any number to contact several
non-player character A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster o ...
s. Reprinted at The game was well received in Japan for its well-told storyline and surprising twist ending, and for allowing multiple ways to achieve objectives. Reprinted from Hideo Kojima praised the game for its mystery, drama, humor, 3D dungeons, for providing a proper background and explanation behind the murderer's motives, and expanding the potential of video games. The game has also been compared to the later-released '' Shadowgate'' where the player must examine and collect objects, and find their true purpose later on. According to
Square Enix is a Japanese Multinational corporation, multinational holding company, production enterprise and entertainment conglomerate, best known for its ''Final Fantasy'', ''Dragon Quest'', ''Star Ocean'' and ''Kingdom Hearts'' role-playing video game ...
, ''Portopia'' was "the first real detective adventure" game.Portopia

Translation
,
Square Enix is a Japanese Multinational corporation, multinational holding company, production enterprise and entertainment conglomerate, best known for its ''Final Fantasy'', ''Dragon Quest'', ''Star Ocean'' and ''Kingdom Hearts'' role-playing video game ...
Japan's first domestic computer adventure games to be released were ASCII's ' (表参道アドベンチャー) and ''Minami Aoyama Adventure'' (南青山アドベンチャー), released for the PC-9801 in 1982. Another early Japanese adventure that same year was MicroCabin's ''Mystery House'', which was unrelated to (but inspired by) the
On-Line Systems In computer technology and telecommunications, online indicates a state of connectivity and offline indicates a disconnected state. In modern terminology, this usually refers to an Internet connection, but (especially when expressed "on line" or ...
game of the same name. MicroCabin released a sequel, ''Mystery House II'', for the
MSX MSX is a standardized home computer architecture, announced by Microsoft and ASCII Corporation on June 16, 1983. It was initially conceived by Microsoft as a product for the Eastern sector, and jointly marketed by Kazuhiko Nishi, then vice-p ...
that same year. The following year, the Japanese company Starcraft released an
enhanced remake A video game remake is a video game closely adapted from an earlier title, usually for the purpose of modernizing a game with updated graphics for newer hardware and gameplay for contemporary audiences. Typically, a remake of such game software sh ...
of On-Line Systems' ''Mystery House'' with more realistic art work and depiction of blood. Due to a lack of content restrictions, some of Japan's earliest adventure games were also bishoujo games with '' eroge'' content. In 1982,
Koei Koei Co., Ltd. was a Japanese video game publisher, developer, and distributor founded in 1978. The company is known for its ''Dynasty Warriors'' games based on the novel ''Romance of the Three Kingdoms'', as well as simulation games based on p ...
released '' Night Life'', the first commercial erotic computer game. It was a graphic adventure, with sexually explicit images. That same year, they released another ''eroge'' title, ''Danchi Tsuma no Yuwaku'' (''Seduction of the Condominium Wife''), which was an early adventure game with color graphics, owing to the eight-color palette of the
NEC PC-8001 The is a line of personal computers developed for the Japanese market by NEC. The PC-8001 model was also sold in the United States and Canada as the PC-8001A. Original models of the NEC PC-8001B (or sometimes the NEC PC-8000) were also sold in so ...
computer, and
role-playing video game A role-playing video game (commonly referred to as simply a role-playing game or RPG, as well as a computer role-playing game or CRPG) is a video game genre where the player controls the actions of a character (or several party members) immers ...
elements. It became a hit, helping Koei become a major software company. Other now-famous companies such as Enix, Square and Nihon Falcom also produced similar ''eroge'' in the early 1980s before they became famous for their mainstream role-playing games. In some of their early ''eroge'', the adult content is meaningfully integrated into a thoughtful and mature storyline, though others often used it as a flimsy excuse for pornography. The command selection menu input system, where the player chooses from a menu list of commands either through keyboard shortcuts or scrolling down the menu, was introduced in 1983, and it largely replaced the verb-noun parser input method. The earliest known title to use the command selection menu system was the Japanese adventure game ''Spy 007'' (スパイ00.7), published in April 1983, and it was followed soon after by several other Japanese adventure games in 1983. These included the ''eroge'' title '' Joshiryo Panic'', authored by Tadashi Makimura and published by Enix for the FM-7 in June and slightly earlier for the FM-8; ''Atami Onsen Adventure'' (熱海温泉アドベンチャー), released by Basic System (ベーシックシステム) in July for the FM-7 and slightly earlier for the PC-8001; ''Planet Mephius'', released in July; and ''Tri-Dantal'' (トリダンタル), authored by Y. Takeshita and published by Pax Softnica for the FM-7 in August.
Translation
The game that popularized the command selection system was the 1984 adventure game '' Okhotsk ni Kiyu: Hokkaido Rensa Satsujin Jiken'' (''Okhotsk ni Kiyu: Hokkaido Chain Murders''), designed by Yuji Horii (his second mystery adventure game after ''Portopia'') and published by ASCII for the PC-8801 and PC-9801. Its replacement of the traditional verb-noun text parser interface with the command selection menu system led to the latter becoming a staple of adventure games as well as role-playing games (through Horii's 1986 hit ''
Dragon Quest previously published as ''Dragon Warrior'' in North America until 2005, is a franchise of Japanese role-playing video games created by Armor Project (Yuji Horii), Bird Studio (Akira Toriyama) and Sugiyama Kobo (Koichi Sugiyama) to its publi ...
'' in the latter case). In 1985, Square's '' Will: The Death Trap II'' was one of the first animated
computer games A personal computer game, also known as a PC game or computer game, is a type of video game played on a personal computer (PC) rather than a video game console or arcade machine. Its defining characteristics include: more diverse and user-deter ...
. A notable 1987 adventure game was
Arsys Software Arsys Software (アルシスソフトウェア), later known as Cyberhead (サイバーヘッド), was a Japanese video game video game developer, software development company active from 1985 to 2001. Overview The company was founded as Arsys ...
's '' Reviver: The Real-Time Adventure'', which introduced a real-time persistent world, where time continues to elapse, day-night cycles adjust the brightness of the screen to indicate the time of day, and certain stores and
non-player character A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster o ...
s would only be available at certain times of the day. The game also gives players direct control over the
player character A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not control ...
.Alt URL
/ref> In 1987, Jiro Ishii (later known for '' 428: Shibuya Scramble'' and '' Time Travelers'') released ''Imitation City'', an adventure game with a similar cyberpunk theme to Kojima's later hit '' Snatcher''.
Hideo Kojima is a Japanese video game designer, director, producer and writer. He is regarded as an auteur of video games. He developed a strong passion for action/adventure cinema and literature during his childhood and adolescence. In 1986, he was hired ...
(of '' Metal Gear'' fame) was inspired by ''Portopia'' to enter the video game industry, and produce his own adventure games. After completing the stealth game '' Metal Gear'', his first graphic adventure was released by Konami the following year: '' Snatcher'' (1988), an ambitious cyberpunk detective novel graphic adventure that was highly regarded at the time for pushing the boundaries of video game storytelling, cinematic cut scenes, and mature content.Retroactive: Kojima's Productions
,
1UP In video games, a life is a play-turn that a player character has, defined as the period between start and end of play. Lives refer to a finite number of tries before the game ends with a game over. It is sometimes called a chance, a try, rest ...
It also featured a post-apocalyptic science fiction setting, an
amnesia Amnesia is a deficit in memory caused by brain damage or disease,Gazzaniga, M., Ivry, R., & Mangun, G. (2009) Cognitive Neuroscience: The biology of the mind. New York: W.W. Norton & Company. but it can also be caused temporarily by the use ...
c protagonist, and some light gun shooter segments. It was praised for its graphics, soundtrack, high quality writing comparable to a novel, voice acting comparable to a film or radio drama, and in-game computer database with optional documents that flesh out the game world.Kurt Kalata
Snatcher
, Hardcore Gaming 101


Interactive movie arcade games (1983–1985)

Interactive movie games are considered a subgenre of adventure games. This subgenre has origins in Japanese interactive movie
arcade game An arcade game or coin-op game is a coin-operated entertainment machine typically installed in public businesses such as restaurants, bars and amusement arcades. Most arcade games are presented as primarily games of skill and include arcade v ...
s. The first interactive movie laserdisc video game was
Sega is a Japanese multinational corporation, multinational video game and entertainment company headquartered in Shinagawa, Tokyo. Its international branches, Sega of America and Sega Europe, are headquartered in Irvine, California and London, r ...
's ''
Astron Belt ''Astron Belt'' (アストロンベルト) is a LaserDisc video game in the form of a third-person, space combat rail shooter, released in arcades in 1983 by Sega in Japan, and licensed to Bally Midway for release in North America. Developed in ...
'', unveiled in 1982 and released in 1983, though it was more of a shooter game presented as an action movie using
full motion video Full-motion video (FMV) is a video game narration technique that relies upon pre-recorded video files (rather than sprites, vectors, or 3D models) to display action in the game. While many games feature FMVs as a way to present information duri ...
. A more story-driven interactive movie game was '' Bega's Battle'', released in 1983, which combined shooting stages with interactive anime cutscenes, where player input had an effect on the game's branching storyline. '' Time Gal'' (1985), in addition to featuring
quick time event In video games, a quick time event (QTE) is a method of context-sensitive gameplay in which the player performs actions on the control device shortly after the appearance of an on-screen instruction/prompt. It allows for limited control of the ...
s, added a time-stopping feature where specific moments in the game involve Reika stopping time; during these moments, players are presented with a list of three options and have seven seconds to choose one.


Early point-and-click adventures (1983–1995)

A notable adventure game released in 1983 was ''Planet Mephius'', authored by Eiji Yokoyama and published by T&E Soft for the FM-7 in July 1983. In addition to being one of the earliest titles to use a command menu system, its key innovation was the introduction of a point-and-click interface to the genre, utilizing a cursor to interact with objects displayed on the screen.
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A similar point-and-click cursor interface was later used in the adventure game '' Wingman'',
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released for the PC-8801 in 1984. The NES version of ''Portopia Serial Murder Case'' was released in 1985 and became a major hit in Japan, where it sold over 700,000 copies. With no keyboard, the NES version, developed by Chunsoft, replaced the verb-noun parser of the original with a command selection menu list, which included fourteen set commands selectable with the gamepad. It also featured a cursor that can be moved on the screen using the D-pad to look for clues and hotspots, like a point-and-click interface. Horii's second adventure game ''Hokkaido Chain Murders'' was later also ported to the NES in 1987. Yuji Horii's third mystery adventure game ''
Karuizawa Yūkai Annai , often translated to ''The Portopia Serial Murder Case'' in English, is an adventure game designed by Yuji Horii and published by Enix. It was first released on the NEC PC-6001 in June 1983, and has since been ported to other personal computers, ...
'' (''The Karuizawa Kidnapping Guide'') was released for the PC-8801 in early 1985 and for the FM-7 in June that same year. It utilized the command menu system and point-and-click cursor interface of both ''Portopia Serial Murder Case'' and ''Hokkaido Chain Murders'', in addition to introducing its own innovation: an overhead map. This gave the player direct control over the
player character A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not control ...
, who can be moved around in a top-down view to explore the area. In 1986, Square released the science fiction adventure game '' Suishō no Dragon'' for the NES console. The game featured several innovations, including the use of
animation Animation is a method by which image, still figures are manipulated to appear as Motion picture, moving images. In traditional animation, images are drawn or painted by hand on transparent cel, celluloid sheets to be photographed and exhibited ...
in many of the scenes rather than still images,
Translation
and an interface resembling that of a point-and-click interface for a console, like ''Portopia'', but making use of visual icons rather than text-based ones to represent various actions. Like the NES version of ''Portopia'', it featured a cursor that could be moved around the screen using the D-pad to examine the scenery, though the cursor in ''Suishō no Dragon'' was also used to click on the action icons.

That same year saw the release of '' J.B. Harold Murder Club'', a point-and-click graphic adventure, for the PC-98. It featured character interaction as the major gameplay element and has a similar type of multiple phrase response to more recent titles such as the adventures '' Shenmue'' and '' Shadow of Memories'' as well as the role-playing game '' Star Wars: Knights of the Old Republic''. The TurboGrafx-CD port of ''J.B. Harold Murder Club'' was one of the first Japanese adventure games released in the United States. The ''J.B. Harold'' series went on to sell 20 million copies on various platforms as of 2011. Haruhiko Shono's adventure games '' Alice: An Interactive Museum'' (1991), ''L-Zone'' (1992) and '' Gadget: Invention, Travel, & Adventure'' (1993) used pre-rendered
3D computer graphics 3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for th ...
, predating ''Myst''. The plot of ''Gadget'' also anticipated the films '' Dark City'' (1998) and '' The Matrix'' (1999), and influenced filmmaker
Guillermo del Toro Guillermo del Toro Gómez (; born October 9, 1964) is a Mexican filmmaker, author, and actor. He directed the Academy Award–winning fantasy films ''Pan's Labyrinth'' (2006) and ''The Shape of Water'' (2017), winning the Academy Awards for Be ...
. ''
Cosmology of Kyoto ''Cosmology of Kyoto'' is an adventure game developed by Softedge and published by Yano Electric. It was released Video games in Japan, for Japan in 1993, and then in North America, for the Macintosh in 1994 and then for the IBM PC compatible, PC ...
'' (1993) is a nonlinear adventure game that emphasizes open world exploration in a large city. Following '' Metal Gear 2: Solid Snake'', Kojima produced his next graphic adventure, '' Policenauts'' (1994), a point-and-click adventure notable for being an early example of extensive voice recording in video games. It also featured a hard science fiction setting, a theme revolving around space exploration, a plot inspired by the ancient Japanese tale of '' Urashima Taro'', and some occasional full-motion video cut scenes. The gameplay was largely similar to ''Snatcher'', but with the addition of a point-and-click interface and some first-person shooter segments. ''Policenauts'' also introduced summary screens, which act to refresh the player's memory of the plot upon reloading a save, an element Kojima later used in '' Metal Gear Solid''.Kurt Kalata
Policenauts
, Hardcore Gaming 101
In 1995, Human Entertainment's '' Clock Tower: The First Fear'' for the SNES console was a hybrid between a point-and-click graphic adventure and a survival horror game, revolving around survival against a deadly stalker known as Scissorman that chased players throughout the game.


Early console adventures (1985–1996)

Following the NES version of ''Portopia'' in 1985, and ''Suishō no Dragon'' in 1986, more adventure games followed on consoles from 1987.
Sega is a Japanese multinational corporation, multinational video game and entertainment company headquartered in Shinagawa, Tokyo. Its international branches, Sega of America and Sega Europe, are headquartered in Irvine, California and London, r ...
's '' Anmitsu Hime: From Amakara Castle'', released in 1987, was an adventure game with some platform game segments. The adventure game segments were puzzle-oriented and played in a side-scrolling view where the player has direct control over the character. Originally based on the '' Anmitsu Hime'' anime, an edited version based on '' Alex Kidd'' was later released in 1989 as ''Alex Kidd in High-Tech World''. '' The Goonies II'', also released in 1987, was a first-person adventure game with some side-scrolling
action game An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction-time. The genre includes a large variety of sub-genres, such as fighting games, beat 'em ups, shooter games, and platform gam ...
segments. The game featured a non-linear open world environment similar to ''
Metroid is an action-adventure game franchise created by Nintendo. The player controls the bounty hunter Samus Aran, who protects the galaxy from Space Pirate (Metroid), Space Pirates and other malevolent forces and their attempts to harness the powe ...
''. The 1994 Sega CD version of ''Snatcher'' was for a long time the only major visual novel game to be released in America, where it, despite a
Mature Mature is the adjectival form of maturity, as immature is the adjectival form of immaturity, which have several meanings. Mature or immature may also refer to: * Mature, a character from ''The King of Fighters'' series *"Mature 17+", a rating in ...
rating limiting its accessibility, gained a
cult following A cult following refers to a group of fans who are highly dedicated to some person, idea, object, movement, or work, often an artist, in particular a performing artist, or an artwork in some medium. The lattermost is often called a cult classic. ...
. The 1996
PlayStation is a video gaming brand that consists of five home video game consoles, two handhelds, a media center, and a smartphone, as well as an online service and multiple magazines. The brand is produced by Sony Interactive Entertainment, a divisi ...
version of ''Policenauts'' could read the memory card and give some easter egg dialogues if a save file of Konami's
dating sim Dating sims, or , are video game subgenre of simulation games with romantic elements. Dating sims are often dialog-heavy and focus on time management. The player must befriend and carefully build and maintain a relationship with one or more ...
'' Tokimeki Memorial'' is present, a technique Kojima later used in ''Metal Gear Solid''.


Visual novels (1990–present)

A distinct form of Japanese adventure game that eventually emerged is the visual novel, a genre that was largely rooted in ''Portopia Serial Murder Case'', but gradually became more streamlined and uses many conventions that are distinct from Western adventures. They are almost universally first-person, and driven primarily by dialog. They also tend to use menu-based interactions and navigation, with point and click implementations that are quite different from Western adventure games. Inventory-based puzzles of the sort that form the basis of classic Western adventures, are quite rare. Logic puzzles like those found in '' Myst'' are likewise unusual. Because of this, Japanese visual novels tend to be streamlined, and often quite easy, relying more on storytelling than challenge to keep players interested. ''Mirrors'', released by Soft Studio Wing for the PC-8801 and
FM Towns The is a Japanese personal computer, built by Fujitsu from February 1989 to the summer of 1997. It started as a proprietary PC variant intended for multimedia applications and PC games, but later became more compatible with IBM PC compatibles. ...
computers in 1990, featured a branching narrative, multiple endings, and audio CD music. From the early 1990s, Chunsoft, the developer for the NES version of ''Portopia'', began producing a series of acclaimed visual novels known as the '' Sound Novels'' series, which include ''
Otogirisō is a visual novel produced and published by Chunsoft. Marketed by the company as a "sound novel" rather than a video game, it is the progenitor of the developer and publisher's sound novel series and of the format of electronic entertainment now ...
'' (1992), ''
Kamaitachi no Yoru , released in English as ''Banshee's Last Cry'', is a visual novel created by Chunsoft. It was first released for Super Famicom (the Japanese version of the Super NES) and was later ported to other consoles. An English localized version of the ...
'' (1994), '' Machi'' (1998), '' 428: Shibuya Scramble'' (2008), and '' 999: Nine Hours, Nine Persons, Nine Doors'' (2010).
C's Ware C's may refer to: * The Boston Celtics, American basketball franchise * Citizens (Spanish political party) Citizens ( es, link=no, Ciudadanos ; ca, link=no, Ciutadans ; eu, link=no, Hiritarrak; gl, link=no, Cidadáns; shortened as Cs—C's un ...
's '' EVE Burst Error'' (1995) allowed the player to switch between both protagonists at any time during the game. ''EVE Burst Error'' often requires the player to have both protagonists co-operate with each other at various points during the game, with choices in one scenario affecting the other. ELF's '' YU-NO: A girl who chants love at the bound of this world'' (1996) featured a science fiction plot revolving around time travel and parallel universes. The player travels between parallel worlds using a Reflector device, which employs a limited number of stones to mark a certain position as a returning location, so that if the player decides to retrace their steps, they can go to an alternate universe to the time they have used a Reflector stone. The game also implemented an original system called ADMS, or Automatic Diverge Mapping System, which displays a screen that the player can check at any time to see the direction in which they are heading along the branching plot lines. From 1997 to 1999, Kojima developed the three '' Tokimeki Memorial Drama Series'' titles, which were adaptations of ''Tokimeki Memorial'' in a visual novel adventure game format. Chunsoft sound novels such as '' Machi'' (1998) and '' 428: Shibuya Scramble'' (2008) allow the player to alternate between the perspectives of several or more different characters, making choices with one character that have consequences for other characters. ''428'' in particular features up to 85 different possible endings.


3D adventure games (1993–present)

From the 1990s, a number of Japanese adventure games began using a 3D third-person direct control format, particularly on consoles like the
PlayStation is a video gaming brand that consists of five home video game consoles, two handhelds, a media center, and a smartphone, as well as an online service and multiple magazines. The brand is produced by Sony Interactive Entertainment, a divisi ...
, Dreamcast and
PlayStation 2 The PlayStation 2 (PS2) is a home video game console developed and marketed by Sony Computer Entertainment. It was first released in Japan on 4 March 2000, in North America on 26 October 2000, in Europe on 24 November 2000, and in Australia on 3 ...
. Examples include '' The Life Stage: Virtual House'' (1993), Human Entertainment's ''
Mizzurna Falls is a 1998 Japanese video game developed and published by Human Entertainment for the PlayStation (console), PlayStation. The game is one of the first open-world adventure games ever made and focuses on the search for a lost classmate in a small ru ...
'' (1998),
Sega is a Japanese multinational corporation, multinational video game and entertainment company headquartered in Shinagawa, Tokyo. Its international branches, Sega of America and Sega Europe, are headquartered in Irvine, California and London, r ...
's '' Shenmue'' series (1999–2002), Konami's '' Shadow of Memories'' (2001), and Irem's '' Disaster Report'' series (2002–2009).
Cing (styled CiNG) was an Independent business, independent video game developer based out of Fukuoka, Fukuoka, Fukuoka, Japan. The company, a small development house employing only 29 people, was founded in April 1999, and was run by Takuya Miyagawa ...
's '' Glass Rose'' (2003) for the PS2 uses a point-and-click interface with 3D graphics. The success of '' Resident Evil'' in 1996 was followed by the release of the survival horror graphic adventures '' Clock Tower (Clock Tower 2)'' and '' Clock Tower II: The Struggle Within'' for the PlayStation. The ''Clock Tower'' games proved to be hits, capitalizing on the success of ''Resident Evil'', though both games stayed true to the graphic-adventure gameplay of the original ''Clock Tower'' rather than following the lead of ''Resident Evil''.
Sega is a Japanese multinational corporation, multinational video game and entertainment company headquartered in Shinagawa, Tokyo. Its international branches, Sega of America and Sega Europe, are headquartered in Irvine, California and London, r ...
's ambitious '' Shenmue'' (1999) attempted to redefine the adventure game genre with its realistic 3D graphics, third-person perspective, direct character control interface, sandbox open-world gameplay,
quick time event In video games, a quick time event (QTE) is a method of context-sensitive gameplay in which the player performs actions on the control device shortly after the appearance of an on-screen instruction/prompt. It allows for limited control of the ...
s, and
fighting game A fighting game, also known as a versus fighting game, is a video game genre, genre of video game that involves combat between two or more players. Fighting game combat often features mechanics such as Blocking (martial arts), blocking, grappli ...
elements. Its creator Yu Suzuki originally touted it as a new kind of adventure game, "FREE" ("Full Reactive Eyes Entertainment"), offering an unparalleled level of player freedom, giving them full reign to explore expansive interactive city environments with its own day-night cycles and changing weather, and interact with fully voiced
non-player character A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster o ...
s going about their daily routines. Despite being a commercial failure, the game was critically acclaimed and has remained influential.


Global expansion (2000–present)

In recent years, Japanese visual novel games have been released in the West more frequently, particularly on the
Nintendo DS The is a handheld game console produced by Nintendo, released globally across 2004 and 2005. The DS, an initialism for "Developers' System" or "Dual Screen", introduced distinctive new features to handheld games: two LCD screens working in tan ...
handheld following the success of mystery-solving titles such as
Capcom is a Japanese video game developer and video game publisher, publisher. It has created a number of List of best-selling video game franchises, multi-million-selling game franchises, with its most commercially successful being ''Resident Evil' ...
's '' Ace Attorney'' series (which began on the Game Boy Advance in 2001), Cing's '' Hotel Dusk'' series (beginning in 2006), and Level-5's '' Professor Layton'' series (beginning in 2007). English fan translations of visual novels such as Square's '' Radical Dreamers'' (a 1996 side story to the ''Chrono'' series of
role-playing video game A role-playing video game (commonly referred to as simply a role-playing game or RPG, as well as a computer role-playing game or CRPG) is a video game genre where the player controls the actions of a character (or several party members) immers ...
s) and Key's '' Clannad'' (2004) have also been made available in recent years. The Nintendo DS in particular helped spark a resurgence in the genre's popularity through the introduction of otherwise unknown Japanese adventure games, typically visual novels localized for Western audiences. In 2005,
Capcom is a Japanese video game developer and video game publisher, publisher. It has created a number of List of best-selling video game franchises, multi-million-selling game franchises, with its most commercially successful being ''Resident Evil' ...
re-released the courtroom-based visual novel game '' Phoenix Wright: Ace Attorney'', originally a 2001 Game Boy Advance game released only in Japan, for the Nintendo DS in both Asian and Western markets. The game and its sequels proved popular with Western audiences, and are credited for revitalizing the adventure game genre. Following on ''Ace Attorney''s success, Level-5 and Nintendo published the '' Professor Layton'' series worldwide starting in 2007. Both have since become some of the best-selling adventure game franchises, with ''Ace Attorney'' selling more than 4 million units worldwide and ''Professor Layton'' selling nearly 12 million units worldwide. Other successful Japanese adventure games for the DS in Western markets include
Cing (styled CiNG) was an Independent business, independent video game developer based out of Fukuoka, Fukuoka, Fukuoka, Japan. The company, a small development house employing only 29 people, was founded in April 1999, and was run by Takuya Miyagawa ...
's '' Another Code: Two Memories'' (2005) and '' Hotel Dusk: Room 215'' (2006).Gameplay of the Week – Two new engaging DS adventures hit the spot
'' The Olympian
Archived
from the original on January 26, 2016 on the Wayback Machine.''
and Chunsoft's ''Zero Escape'' series, which includes '' Nine Hours, Nine Persons, Nine Doors'' and '' Zero Escape: Virtue's Last Reward''. Online distribution has also helped lower the costs of bringing niche Japanese titles to consumers, which has enabled another outlet for visual novels and dating sims to be localized and released for Western markets. Localization and distribution can be performed by small teams, removing financial barriers to bringing these games, often released as
dōjin soft is software created by Japanese hobbyists or hobbyist groups (referred to as "circles"), more for fun than for profit. The term includes digital , which are essentially the Japanese equivalent of independent video games or fangames (the term " ...
or hobbyist titles, to Western countries. A noted example of this is '' Hatoful Boyfriend'', a comedy dating sim in which the player attempts to date pigeons in a high school setting. The game was originally released in Japan in 2011, but received significant attention on its remake and localization in 2014, in part due to its humorous concept, and its distribution was supported by Western publisher Devolver Digital.


Emulation and virtual machines

Most text adventure games are readily accessible on modern computers due to the use of a small number of standard virtual machines (such as the Z engine) used to drive these games at their original release which have been recreated in more portable versions. A popular text adventure interpreter is
Frotz The Z-machine is a virtual machine that was developed by Joel Berez and Marc Blank in 1979 and used by Infocom for its text adventure games. Infocom compiled game code to files containing Z-machine instructions (called story files or Z-code f ...
, which can play all the old
Infocom Infocom was an American software company based in Cambridge, Massachusetts, that produced numerous works of interactive fiction. They also produced a business application, a relational database called ''Cornerstone (software), Cornerstone''. ...
text adventures. Some modern text adventure games can even be played on very old computer systems. Text adventure games are also suitable for personal digital assistants, because they have very small computer system requirements. Other text adventure games are fully playable via web browsers. On the other hand, many graphical adventure games cannot run on modern operating systems. Early adventure games were developed for home computers that are not in use today. Emulators and virtual machines are available for modern computers that allow these old games to be played on the latest operating systems, though players must have access to the game's assets themselves to legally play them. One open-source software project called ScummVM provides a free engine for the LucasArts adventure games, the SCUMM-derived engine for Humongous Entertainment adventure games, early Sierra titles, Revolution Software 2D adventures, Coktel Vision adventure games and a few more assorted 2D adventures. ResidualVM is a sister project to ScummVM, aimed to emulate 3D-based adventure games such as ''Grim Fandango'' and ''Myst III: Exile''. Another called VDMSound can emulate the old sound-cards which many of the games require. One of the most popular emulators, DOSBox, is designed to emulate an IBM PC compatible computer running DOS, the native operating system of most older adventure games. Many companies, like Sierra Entertainment, have included DOSBox in their rereleases of older titles.


See also

*
4D film 4D film is a high technology multisensory presentation system combining motion pictures with physical effects that are synchronized and occur in the theatre. Effects simulated in 4D films include motion, vibration, scent, rain, mist, bubbles, fo ...
* Adventure Gamers, website dedicated to the adventure game genre * Cybertext * '' Get Lamp'', a documentary on interactive fiction *
Interactive fiction '' Interactive fiction, often abbreviated IF, is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives, either in the ...
*
List of graphic adventure games See also * Graphic adventure game * Visual novel * Adventure game * Interactive fiction References

{{Video game lists by genre Video game lists by genre, Graphic adventure games Adventure games ...
* List of text-based computer games *
MUD A MUD (; originally multi-user dungeon, with later variants multi-user dimension and multi-user domain) is a Multiplayer video game, multiplayer Time-keeping systems in games#Real-time, real-time virtual world, usually Text-based game, text-bas ...
* Roguelike * Visual novel, a Japanese style of adventure games


References


Bibliography

* * * * * * * * * * * * * * * * * * * * * * * * *


External links


SCI Programming Community
community based on making adventure games using Sierra's Creative Interpreter
IFReviews Organization
repository for text adventure game reviews written and rated by Interactive Fiction community players and members
"Creating Adventure Games on Your Computer"
a 1983 programming manual by Tim Hartnell
Fighter Boys Adventure game
–Fighter Boys Adventure game
"Defining the ideal adventure game"
article by David Tanguay (1999)
"Searching under the rug"
an article on adventure game puzzles and interfaces
Adventureland
database of adventure games
GameBoomers
walkthroughs, reviews, and info on Adventure games
Fantasy Adventures
classic adventure computer game museum
GET LAMP: The Text Adventure Documentary
. Google Tech Talk 7 March 2011. 2hour documentary.
AP forums
Helpful community of Adventure game enthusiasts. Reviews. Previews.
GameStylus
– Freely available editor and engine for Adventure games (for Android) {{DEFAULTSORT:Adventure Game Video game genres Video game terminology