For prosperity's sake: This article is almost two decades old and no longer reflects . . . anything. We apologize!
An article by Gabez, posted on June 28. 2004.
ADVENTURE GAMES ARE DEAD
...or at least thats what the gaming press has been telling us for the last seven years. A quick look at the latest release tells another story, however; adventure games arent dead, theyve just stopped being good.
Its no wonder that we have witnessed a steady trickle of decidedly mediocre adventure games over the past few years, as the genre is perfectly suited for small developers to knock out something relatively quick and cheaply. Turn to the back of any gaming magazines reviews section and youre bound to find some sort of puzzle game, most likely from some gaming studio in Poland that youve never even heard of. The problem is that you might as well be playing a game of Cluedo with your sister, as these latest offerings contain very little in the way of atmosphere or good-storytelling, and whats more lack anything that could be classed as remotely innovative.
Of course, LucasArts is as much to blame for the lack of new stuff in the adventure genre than the next developer. Whilst almost every other type of game has adapted over the past few years to accommodate the latest winds of change, the adventure game remains much the same as it was 15 years ago. Okay, so EMI was in so-called 3D but that was a graphical style rather than anything that could enhance the gameplay. Stripped down, it was nothing more than the same set of static backgrounds pieced together in one giant conglomeration of a game, just as it was in the last adventure game. And the one before that, and the one before that, and the one before that ad infinitum.
ALL WE NEED IS LOVE
Discworld Noir: the notepad system was ingenious, and worked beautifully. Why not have something similar for Monkey Island 5?
The horrible irony in this is that Sam & Max 2 looked like it was going to go some way in rectifying the same old, same old quality that casts a shadow over any new adventure game release. Fully 3D environment for you to explore, instead of just Myst style static backgrounds? Yes, please. Puzzle solving seamlessly integrated with action style mini-games to make sure the game is fresh? You betcha. Game is cancelled because its still only an adventure game? Er, looks like it, yes.
But something else thats still only an adventure game is the moderately divine Broken Sword III. Here we see something thats remained fresh to the current generation of gamers by having a degree of action thrown, as the Americans say, into the mix. There was only one problem with this, however: it was shite. If I want action in my adventure, Id go the way of the mini-game, a la Sam & Max 2, of even the odd punch-up, as we briefly saw with Full Throttle 2. As long as the action is not repetitive and doesnt involve pushing a million crates around, then I reckon its a good move forward just so long as it isnt done like it was in BSIII.
ORC AND GOLBINS AND MONKEYS OH MY!
It would be nice to have this much depth in the next Monkey Island game, but is it really necessary?
On the example of Warcraft III, the genre merging has been executed beautifully. The strategy is still at the heart of the gameplay, but as well as that we also get heroes, who can level up, trade items and partake in Quests, adding variety to the old formula or build and destroy. A similar move could easily be made by adventure games: letting Guybrush level up to make him stronger would insert a sense of progress to an otherwise immutable, and therefore unsatisfying, character; including quests that were not necessary to complete the game and which you only got to through exploration would create greater freedom; and adding more power to the inventory by having a weight limit and the ability to buy/sell would increase its importance for the player.
Okay, so Monkey Island 5 doesnt have to go this far down the RPG route, but it would be refreshing to incorporate a few of these features...
THE FUTURES BRIGHT
A non-cutscene screenshot from The Last Express Monkey Island could learn much from this level of freedom
On the other hand, the adventure genre doesnt necessarily have to go that extreme just look at Discworld Noir. That was a game that added bucket loads to the gaming experience by having clues as well as inventory items, locations and ideas that had to be found through exploration and conversation, and even the concept of scents being used in the puzzle solving, in the second half of the game. The use everything you have with everything in the game tactic needs to be burnt at the stake, and from the ashes there needs to rise a phoenix of new ideas and, more importantly, freedom.
The Longest Journey 2: visuals so deep you could drown in them, and the sense of a living breathing world too (unlike EMIs Melee Island)
But thats just what I think what do YOU think? Please leave your opinion by adding a comment below!
Next week: Gabez investigates the bizarre concept of the Massively Multiplayer Adventure Game Monkey Island online, anyone?
Comment from Monkey Cheese
Comment from Largo LaGrande
I don
Comment from Largo LaGrande
Comment from Gabez
What's interesting, though, is that games like Mi2 and CMI attemtped that through having some puzzles completable in different orders. But this is not nearly enough - games are offering more and more non-linearity, and the adventure genre has fallen way behind. It's time to catch up, pure and simple.
Comment from Gabez
But more on that soon!
Comment from MrManager
Comment from BlueSun
Something that would be really cool would be the ability to sail through the whole world, but you woudld have to first get a crew, a ship, and store food, and weaponry for the travel, and as you explored, you would meet different civilisations, each with their own quest for you, but you would have the choice to do them or just explore... just some ideas.
Comment from PiratePrincess
You're right though, the next MI could end up being the greatest adventure game of all time for all I know, if they add the right 'stuff' to it.
Comment from Gabez
And yeah, LucasTones, great example - the whole ship combat thing could have been made much better by adding that level of depth. As it was, it was just repetative and annoying.
Comment from PiratePrincess
Comment from LucasTones
Okay... just off the top of my head, trying to think...
Right, CMI. As it is, its a brilliant Adventure game; one of my favourites. If we just pretend CMI and EMI were never released, and CMI was going to be released in 2005, what new features could be added in order to make it an evolved adventure game?
The most obvious thing is the Ship Combat. This is a brilliant oppourtunity for innovation. The cannons could vary in type, as in the game, but not all in the same shop. Depending on which cannons you get, only certain Ships are defeatable. If you can't beat a certain one, you'd have to find another way to board it - maybe there's a diving suit in one of the shops, and Guybrush could infiltrate from another route?
I dunno where I'm going with this. Its harder than I thought.
Comment from Gabez
I gave examples of how it can NOT work by adding RPG/action elements to adventure games such as with Broken Sword III (though that's still a very good game), but I also gave plenty of examples of games where it has worked.
And I'm not suggesting that Monkey Island should be Quake or Baldur's Gate - you obviously haven't read the whole article and the comments. I'm just saying that the adventure format should adapt to immerse the player more, like other genres are doing.
Take the God game, for example. It started off with Populus, and the latest offering is in the form of Black & White 2. Changes have been made in the way of non-linearity, greater freedom, real physics, changeable scenery, fully inteactable and explorable worlds, plot that depends on your actions, world changing according to your alignment, game characters reacting and learning to you, advanced AI, amazing graphic effects... I could go on. The only thing the adventure game has done has improved the graphics a bit (and not by much - EMI arguably looks worse than SOMI).
I want Monkey Island to be Monkey Island, but I want it it to be Monkey Island with knobs on. And bells. It's time for the adventure game to push the boundries of gameplay with cutting edge invoation once again.
Comment from Gabez
The "traditional style" is very imporant, and without it the game wouldn't be an adventure - but you can add to that style to make it even more advanced without making the game play completly different from the prequels.
Comment from "Snugglecakes"
Comment from Gabez
LBA2 is a good example I didn't think of... I'd personally love to see something simmilar for Monkey Island 5, but more point 'n' clicky.
The way characters behaved in TLE can't be praised enough. Not only do they move about, but they have meals, visit each other, go to sleep, interact with other characters and the player and more. Sometimes you have to follow characters down the corridor because you can't get to them fast enough, or through travelling from one carriage to another you might accidentally overhear a conversation coming from a compartment, which you can then eaves-drop onto... this level of realism would be cool for a Monkey Island game, like overhearing Herman muttering to himself if you avoid him seeing you, giving interesting character background and maybe a clue for a puzzle solution.
Comment from MrManager
Comment from LucasTones
To a certain extent I agree with you, but I also know this - fan communities (including this one) will balk if the next installment in their adventure game series has action. Its just the way they are. Its the same thing as when they post on the forums going "LucasArts should go back to 2d point & click!!!!"
This said, what you're suggesting has already been achieved, with great success. Adventure games that have a bit of action? As far as I'm concerned, any of the last 3 Zelda games come into this category.
The ultra-amazing-super-cool BRILLIANT Little Big Adventure 2 was released 8 years ago, and that was the same. It was an adventure game in many ways - puzzles, an inventory, many locations - but it also had the action element. Travelling from town to town, you could quite easily end up in a fight. And the essential part of this formula, the part which separated it from RPG, is that you didn't NEED to fight. You could run away, and the game didn't punish you for not having enough "exp" or whatever the hell you earn in RPG's.
So, why aren't these games remembered as "adventure" games perse? Because they were marketed as action games. And the typical adventure gamer, who grew up on Monkey Island and DOTT, would take one look and then turn away, because on the back of the box it doesn't say "interact with dozens of characters and solve intricate puzzles." It says "travel a huge game world, with dozens of enemies, and save the world!!"
As for some of the other things you mentioned - TLE, for example. You say the characters move around of their own free will? This reminds me of Revolutions first game; Lure of the Temptress. This was the same, characters would wander around like real life, and you would have to look for them if you needed them. What does this mean? I don't know. Perhaps this level of reality was too soon for the adventure gaming public. Either way, I agree we are due for a change.
On the bright side, Dreamfall (TLJ-2) and Beneath A Steel Sky 2 are in production. TLJ was a breath of fresh air when it was released; a GOOD adventure game. I expect the same from the sequel. And as for BASS2 - Revolution have proven that they can adapt the genre with Broken Sword 3, and I'm sure they'll have taken the criticism of the box-puzzles to heart. This should be a good improvement too.
Again, nice article ;