Why Adventure Games Died
Jul. 19th, 2006 12:33 pmYeah, yeah, I know, they're "not quite dead". But it's a thoroughly niche market right now. There hasn't been a bonafide hit in years and years.
Conventional wisdom says (with some justice) that Adventure Games were *never* mainstream -- as the games market expanded, only the genres with mainstream appeal expanded with it. That may be part of the answer, but it overlooks the few legitimate mainstream successes that *did* happen -- notably the first Myst game and The Seventh Guest. Why did they succeed so well for a brief time, and then suddenly *stop* succeeding? I have a possible answer.
As I've discussed in my writing on Evergreen Games, one of the mainfactors that is necessary for mainstream success in a game is longevity -- the game has to stay entertaining for a *lot* of play time. Not only does this create a perception of value in the customer, but it also encourages word of mouth whenever anyone asks "What are you playing?"
Myst was pretty hard, by mainstream standards. Not so much to veteran adventurers, but a novice to the field could spend a *long* time before finishing that game. Even more, when a player *was* stuck, they would typically ask a friend for help -- generating even *more* word of mouth!
Two important things changed in the industry in between the first Myst game and the second one. One, Strategy Guides began to become ubiquitous, and to be available for purchase at the same time as the game, not months later as had previously been the case. Secondly, the Internet had started to really grab hold. "Walkthroughs" or "FAQs" about games became relatively easy to find.
From that point on, Adventure Games lost a huge part of their marketing power. No longer could one of them take up months of your time; now they were down to a few evenings at most. No longer did people ask their friends for help -- answers were far more easily available than that.
Conventional wisdom says (with some justice) that Adventure Games were *never* mainstream -- as the games market expanded, only the genres with mainstream appeal expanded with it. That may be part of the answer, but it overlooks the few legitimate mainstream successes that *did* happen -- notably the first Myst game and The Seventh Guest. Why did they succeed so well for a brief time, and then suddenly *stop* succeeding? I have a possible answer.
As I've discussed in my writing on Evergreen Games, one of the mainfactors that is necessary for mainstream success in a game is longevity -- the game has to stay entertaining for a *lot* of play time. Not only does this create a perception of value in the customer, but it also encourages word of mouth whenever anyone asks "What are you playing?"
Myst was pretty hard, by mainstream standards. Not so much to veteran adventurers, but a novice to the field could spend a *long* time before finishing that game. Even more, when a player *was* stuck, they would typically ask a friend for help -- generating even *more* word of mouth!
Two important things changed in the industry in between the first Myst game and the second one. One, Strategy Guides began to become ubiquitous, and to be available for purchase at the same time as the game, not months later as had previously been the case. Secondly, the Internet had started to really grab hold. "Walkthroughs" or "FAQs" about games became relatively easy to find.
From that point on, Adventure Games lost a huge part of their marketing power. No longer could one of them take up months of your time; now they were down to a few evenings at most. No longer did people ask their friends for help -- answers were far more easily available than that.
(no subject)
Date: 2006-07-19 04:59 pm (UTC)I find people are, despite what Gaiman said about the American audience (in comments re: Mononoke), fascinated by stuff they don't *quite* understand; most lingering hit songs have an ununderstandable quality about them, whether it's in the lyrics inherently or put there by mumbling; many hit movies have some element of "hunh. I don't get that. Let me see it again." I think walkthroughts also kill that air of mystery, reminding you that you're just in a giant InfoCom game with better graphics and less plot...
(no subject)
Date: 2006-07-19 05:30 pm (UTC)Near as I can tell, "walkthroughs" and suchlike do not let you solve the puzzles/mysteries easier. They let you cheat, by not doing any work at all. I could certainly see how this is not attractive; there's no benefit to someone in cheating; they don't get a sense of accomplishment, and they don't get a good grade (or more money) by cheating, so why bother?
(no subject)
Date: 2006-07-19 05:33 pm (UTC)There's an old text-based game that I've been stuck on puzzle #3 of for about...hmm...18 years...I sure wish its built-in(!) cheat function had been a bit clearer so I could play the rest of the game.
(no subject)
Date: 2006-07-19 05:41 pm (UTC)(no subject)
Date: 2006-07-19 07:15 pm (UTC)(no subject)
Date: 2006-07-19 09:02 pm (UTC)2. Some books -- I suppose they don't exist any more -- will give you *tips*, not "the key is in the dungeon on the left, push up right left." Those were to what I was referring.
(no subject)
Date: 2006-07-19 09:15 pm (UTC)(no subject)
Date: 2006-07-19 09:48 pm (UTC)(no subject)
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Date: 2006-07-19 05:12 pm (UTC)Why did I buy it? I was assured that it was fun, and interesting, and beautiful.
It was. It was a quantum leap upwards in rendering and sheer prettiness over anything else I had seen. It was fun to look at, and play with, and wander about. But that level of "impressive" is hard to replicate with a newer game. And, over time, the "wandering and looking about" lost its gee-whiz aspect.
I found that almost all of the puzzles were at the right level, hovering between "too damned easy and not interesting" and "too damned hard and frustrating". Except for one, that was too damned hard, and when I found the cheat sheet for the puzzle (after an evenings work on it), the obscurity of the solution seemed to be inapposite to the balance of the game.
At the end of the game, well, the ending sucked. Total disappointment.
When it was done, I didn't want to do it "again", meaning not just play Myst, but play any particular puzzle game again. I didn't see how it could be better, or more satisfying (except for the ending... but fear of the ending being bad wasn't enough on its own to stop me). I didn't want to play Myst: The Second Waste of Time.
Unlike a great book or novel, or mystery story, there was nothing to make me "read it again", or elevate the experience to a new level on repetition of that game, or one just like it.
Make of this what you will....
(no subject)
Date: 2006-07-19 05:35 pm (UTC)(no subject)
Date: 2006-07-19 05:36 pm (UTC)There was a building, full of stuff, that was roughly octagonal. You had to "find things", and one of the things you had to find was a panel on the wall - which was rendered so poorly and badly that, even with the hint, I had trouble seeing it properly.
(no subject)
Date: 2006-07-19 05:38 pm (UTC)(no subject)
Date: 2006-07-19 05:40 pm (UTC)(no subject)
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Date: 2006-07-19 05:47 pm (UTC)(no subject)
Date: 2006-07-19 07:56 pm (UTC)To endure, a game has to be hard, but has to also entertain you while being hard. Adventure games had started to get smart about this around the end of the commercial text-game era; you'd get some pretty entertaining text if you tried stupid things, or smart things that didn't quite work. There was stuff built into the game that kept you interested even when you were failing. Even before easily-accessible walkthroughs, people didn't want to fair forever, but were willing to tolerate it for a while if the game entertained them while they were doing it.
Adventure games don't work like that now. You can't make a text-only game a commercial success, and graphical games have only rarely hit a good spot where they're hard enough to keep you engaged but not frustrating enough to make you go to a walkthrough. It's too tempting to make the user interface give you hints, and when most puzzles devolve into "click on this object with every object in your inventory"... well, it doesn't engage one. Myst had clever puzzles that kept you interested even when you weren't winning. Its imitators didn't (always).
There's also the concept of fashions; the game industry is as prey to them as anyone else. You'll get a trendsetting game that does well, and then a dozen copies of it, and then a hundred second-generation copies of it. How many Dooms, Diablos, and Half-lives are there out there? People aren't devoting their time to making good, clever adventure games, because one hasn't succeeded recently, because a good, clever one hasn't been made, etc.
Most likely, someone will eventually come up with an idea for a engaging new adventure game, and there'll be another wave of interest, and then it'll die out again. I think this is a normal thing.
(no subject)
Date: 2006-07-20 03:14 am (UTC)(no subject)
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Date: 2006-07-21 01:57 am (UTC)