Here are my notes that I have collected while researching What is an Adventure Game and What makes a good Adventure Game?
Defining an Adventure Game
- Original adventure games
- Adventure
- Zork
- King’s Quest
- Storyline
- Story is important in AGs but not everything
- Problem Solving
- AGs present problems that the character must solve within the context of the story
- AG problems are not solved by shooting or real-time running/jumping/ducking.
- Solutions should be difficult to discover but easy to perform
- Deterministic or stochastic (randomness)
- AGs are deterministic meaning that they have the same result when the same actions are taken
- In contrast, Role Playing Games (RPGs) are stochastic meaning that they have a randomness factor (rolling a die) and the same user actions will often lead to different results.
- Definition
- QUOTE: an adventure is the “deterministic, intellectual problem solving in the context of a story” (source: Ref#1)
(IN PROGRESS)
Properties of an Adventure Game
- Story/Plot
- Background story is the history (game world and character) before the game starts
- Story can be explained up front (intro or first few sections of the game) or revealed during game play (non player characters, notes)
- Plot is what is learned during the game (can be captured in a journal)
- Gameplay
- This is a combination of all actions performed by the player’s character
- Gameplay is not the method (key presses, mouse clicks) used by the player to control the character
- Challenge
- Overcoming different types of obstacles, including:
- inventory based problems
- dialog trees
- machine twiddling
- sliders
- timed sequences
- Overcoming different types of obstacles, including:
- Linearity
- 2 types
- Geographic… path the player takes through the game world
- Player can be led through a single path (linear)
- Player can be allowed to roam freely (non-linear)
- Gameplay… the order challenges can be solved
- Specific sequence (linear)
- No sequence, allowed to solve in any order (non-linear)
- Geographic… path the player takes through the game world
- Hybrid where player moves through a linear sequence of chapters but can roam freely within the game world of each chapter
- Another type of hybrid leads the player along different branches of the game solving challenges in sequence within each branch, but the branches can be played in any sequence
- 2 types
- Relevancy
- Believability of the challenges within the game world within context of the story
- Constraint
- 2 types
- time… set time period to complete the challenge
- geography… access to parts of the game world is restricted until specific challenges (or maybe game branches) are completed
- 2 types
What makes a good Adventure Game?
- Game World
- Well defined world at the start
- Populated with characters that are not part of the gameplay (plot)
- Player’s character helps to define the world, not just discover it
- Linearity
- No right/wrong
- Linear… more control for a stronger plot, but player may feel too little control
- Non-linear… player has more control and immersion in the game world, but risks becoming lost and not knowing what to do next
- Relevancy
- .
- Reasonable Challenges
- .
- Real-Time Challenges
- .
- Death
- .
- Difficulty
- .
- User Interface
- .
References
- Ref#1: http://www.adventureclassicgaming.com/index.php/site/features/105/
- Ref#2: http://www.adventureclassicgaming.com/index.php/site/features/423/