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In the late 70's and early 80's, video gaming was nothing more than twitch based reflex gaming. Games of the time were almost all comprised of a single screen of action involving a limited degree of interaction and control choices. The home console market fared no better, with the dominant machines also having very minimal control schemes.
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Whereas most early games utilized violence and combat in order for the player to achieve a higher score, Colossal Cave rewarded its players for taking the time to explore and interact with its world. Interaction was done via a text parser where the user would type in simple sentences to request that actions be performed. As a result the player was encouraged to think creatively and logically in order to solve puzzles. Since it was entirely text based, the perspective shifted from third person to first person making the player's experience much more immersive.
Colossal Cave was based on the Mammoth Cave in Kentucky. Utilizing a real landscape allowed for a more believable setting. (Will had spent time mapping the caves prior to the game's construction. As such, the layout of the game was directly based on his mapping of the actual cave.) Coupling that with the ability to construct sentences to interact with the game resulted in a game that felt like an actualized universe, at the same time allowing for the player to make decisions and interact with the world in a way that felt natural.
Word of the game spread and before long college campuses were abuzz with young programmers altering the game, adding new elements and improving it all around. Imitation is the most sincere form of flattery and soon a team of MIT students set about to creating their own text adventure. This game ultimately became Zork and as a result of its creation Infocom was born.
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Mystery House was a success and the re-christened Sierra On-Line began to create more games based off a similar concept: First person adventures with primitive graphics and interesting narratives. Ultimately they caught the eye of IBM, who was looking to introduce a new computer to the market, the PC Jr. The Jr. was to be a family friendly computer with a colorful display capable of rendering (for its time) detailed graphics. IBM approached Sierra to design a game to showpiece this hardware. The end result was King's Quest.
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Moving the game play to the third person revolutionized the industry, and almost immediately adventure games began to make the shift. Sierra themselves managed to parlay the success of King's Quest into their own personal goldmine. King's Quest opened the door for other artists at Sierra and soon there were other series such as Space Quest, Police Quest and Quest for Glory, amongst many others.
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Realizing the importance of future technologies, Sierra continued to be a leading force, pushing development in video (bringing games into VGA), sound (they were the first company to support sound cards) and ultimately one of the first companies to attempt to have an online presence (The ImagiNation Network).
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Unbowed by Sierra's dominance of the adventure game industry, LucasArts started their own adventure division beginning with a game called Maniac Mansion. Designed by Ron Gilbert, Maniac Mansion was created with the use of a utility called SCUMM, Script Creation Utility for Maniac Mansion. SCUMM allowed the player to interact with the world without the need for a keyboard. All interaction was done via mouse and a selection of predefined actions (look, take, talk, etc.)
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Once 3-D technology became commonplace on computers, the adventure genre found itself stagnating and ultimately unable to keep up with the progress of hardware. No more were flat, 2-D environments sufficient for storytelling. Players now wanted large virtual spaces, and the old standards of "find item X and use it on item Y" began to feel stale. As a result the genre as a whole all but disappeared rather quickly.
Adventure games themselves can still be found today, though they are much fewer in number than they used to be. Many modern adventure games follow the template of Myst and its sequels to present the game through the player's eyes. The third person adventure, while not entirely dead has become quite rare.
Much like Hollywood needed the early directors to push the boundary of what film could do and how best to utilize the technology afforded them, so too did the pioneers of adventure gaming further their art, helping to bring player and game together, proving that gaming could appeal to players beyond the standard violence and twitch games so ubiquitous at the time.
Technorati: bonez, e, video games, narrative, adventure game, computer, will crowther, colossal cave adventure, adventure, PDP-10, IBM, PC Jr, text parser, sex cow, Ken Williams, Roberta Williams, Sierra, Sierra On-Line, Mammoth Cave, kentucky, MIT, Zork, Infocom, Mystery House, King's Quest, Daventry, Sir Graham, King Graham, Space Quest, Quest for Glory, Police Quest, Leisure Suit Larry, LucasArts, sex in video games, vga, sound cards, The ImagiNation Network, Maniac Mansion, Ron Gilbert, SCUMM, Day of the Tentacle, Sam and Max Hit the Road, Monkey Island, Curse of Monkey Island, CD-ROM, Myst, Beyond Good and Evil
5 comments:
E - This is fabulous and amazing and comprehensive. Thanks so much. It needs to be Dugg and Mixxed.
Next installment - tell me where Atari fit in. My ex-husband was their CFO, this was around 1983. :-)
I could tell you gobs about where Atari fit in. They were extremely important. Was he CFO during the big crash? Was he responsible for ordering the E.T. cartridges to be buried?
Bravo E - I have loved the products for years but never knew the complete history, the sharing of your knowledge is appreciated, especially the vulgar link.
PS - Stinkor moved in with your sunburned sibling today.
heh heh heh. Not so anonymous, are ya? :P
Great post E. You know I like this kind of stuff!
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