Monday, November 24, 2014

Kelvin and the Infamous Machine on Kickstarter

The Kelvin and the Infamous Machine Kickstarter is a crowdfunding campaign for a comedy adventure game featuring a time machine made from a standup shower.  The humor is inspired by Day of the Tentacle, and they aim to capture the whimsy of the early 1990's LucasArts adventures.  They are currently about half way to their $20,000 USD goal, with 17 days to go.  So, if this sounds like something that interests you, head to the Kelvin and the Infamous Machine Kickstarter, and pick a pledge tier.

Dave Grossman Joins Reactive Studios

IGN is reporting that Dave Grossman, who recently left Telltale and joined the Duke Grabowski team as a co-designer, has joined Reactive Studios as the chief creative officer.

Reactive Studios is known for their episodic interactive radio spy drama Codename: Cygnus, which was funded through a successful kickstarter campaign. It plays like a choose your own adventure style of game, with branching paths depending on techniques chosen to complete mission objectives. The game shows a tally of these techniques, such as bold vs. secretive or stealthy vs. athletic, adjusting them as you make each decision.

It really does seem like a role suited towards Dave Grossman, and I wish him the best of luck at his new position.

Game of Thrones Available for Preorder

Game of Thrones, Telltale's upcoming 6 episode series based on the HBO series which is based on the A Song of Ice and Fire novel series, is now available to pre-order on Steam for the pre-order discount of 10% off the usual $30 USD price.  A teaser trailer has also been released, showing the graphics in action, and can be seen above.  The first episode, Iron From Ice, is scheduled to be released in December.

Publisher Axes Unannounced Double Fine Game, 12 Laid Off

Double Fine's publisher woes haven't improved as of late it seems, as Gamasutra is reporting that one of Double Fine's unannounced projects was unexpectedly cancelled by its publisher, which led to them having to lay off 12 people.

Tim Schafer states that "Broken Age, Massive Chalice, and Grim Fandango Remastered, were unaffected".

Hopefully those affected get back on their feet soon and I wish them the best of luck in the future.

Sunday, November 23, 2014

The Evolution of Adventure Games Part IV: Keypad Control

While Japan's adventures were evolving away from text parsers to menus, adventures in the west were doing something quite similar.

In the early 1980's, Sierra On-line began releasing adventures marketed towards children that were adventures with text narration and static graphics but didn't use a parser.  The first of these was Dragon's Keep in 1982. It was marketed as a hi-res learning game, a children's game extension of their hi-res adventures line.  Rather than having a text parser, there was a menu available which let the player choose which action to take next, in a choose your own adventure style.  This engine would be used in Sierra's other children's adventures, including the first adventure games released under Sierra's contract with Disney, until 1984.  

The western market began to evolve in it's own direction with the release of Sierra's King's Quest in 1984.  This game used the Adventure Game Interpreter (AGI) engine, which shared some components with the Dragon's Keep engine, but had a parser and added a direct controlled protagonist.  This addition meant that the game presentation was switched to a first person perspective to a third person perspective.  Third person perspective adventures remain the most popular style of adventures today.

George Lucas founded the Lucasfilm Computer Division in 1979.  Computer games continued to grow in popularity, so in 1982 he began hiring people to join the games group within the computer division, which became Lucasfilm Games and then later LucasArts.  Their first adventure game was Labyrinth, based on the film of the same name. It began completely in text, but then as you entered the labyrinth, the game switched to graphics. It had a direct controlled protaganist and it didn't have a text parser. Instead it had two menus, one with a list of verbs, and another with people and objects to interact with.  This verb object interface would later be refined in their later games created with the Script Utility for Maniac Mansion.

These types of adventures went out of popularity by the end of the 1980's, but as with all forms of entertainment, there are still a small group of people who still make games in these styles. The menu based text adventure gameplay is used in some mobile ports of text adventure engines. There is also a group of fans that still make games using tools that have reverse engineered Sierra's AGI engine so that they can create games using that engine themselves.

Back to Part IIIOn To Part V

Saturday, November 22, 2014

The Evolution of Adventure Games Part III: Visual Novels

Adventure games were popular in the early days of the computer industry in North America and Europe, but they didn't immediately catch on in Japan.  There were a few produced in that region, but the early releases didn't catch on with the gaming public.

ASCII released the first text adventures produced in Japan, Omotesando Adventure in 1982 and Minami Aoyama Adventure, in 1983. These adventure games had limited popularity, and ASCII wouldn't produce another entry in the adventure game genre for several years.  However, when the adventure game genre evolved into the visual novel and became popular with Japanese gaming fans, ASCII continued producing adventure games in this format into the 2000's. ASCII as a separate entity ceased to exist in 2008 when they were absorbed by Media Works, forming ASCII Media Works.  ASCII Media Works has continued to produce visual novels, and still does so today.

The obscurity of adventure games in Japan was fated to be changed after Yuji Horii created The Portopia Serial Murder Case, which was released by Enix in 1983.  It was a hit, especially the 1985 Famicom version which had a point and click menu based interface (which was similar to a three part episodic adventure series released from 1983 to 1984 by T&E Soft titled Legend of Star Arthur). It's success inspired other developers to create similar games. Enix continued to release adventure games and as the genre evolved to visual novels, they continued releasing them. In 2003, Enix merged with Square to become Square Enix.  Square Enix continues to develop visual novels today.

While we're on the subject of Square, it should be mentioned that they also created influential early adventure games. Their first game was a text adventure with static graphics, The Death Trap.  It was released in 1984, before Square was founded as a legal entity.  The 1985 sequel, Will: The Death Trap II, was one of the first animated computer games.  As the genre evolved to visual novels, they continued releasing them. As stated above, in 2003, Square became Square Enix, and continues to release visual novels to this day.

The success of The Portopia Serial Murder Case led to the creation of games which would become known as visual novels.  Although they both started from the same style of text adventures, adventure games evolved differently in Japan as opposed to the adventure games in the west.

Whereas adventures in the west focused on puzzles, in Japan, adventures evolved based on the narrative of text adventures, sharing the choose your own adventure aspect of these games, where the narrative is laid out to the player, and the player interacts with the game to keep the narrative flowing. These types of games became known as visual novels. One of the first influential developers of this new visual novel style of adventure was Hideo Kojima at Konami.  Inspired by The Portopia Serial Murder Case, he created Snatcher, which was released in 1988.  Konami continued releasing visual novels, including Hideo Kojima's own Policenauts in 1994.  They still continue to release visual novels today.

Visual novels are still popular in Japan, and their popularity has increased in the west as well.  One of the companies responsible for the increase of western localizations for visual novels is Capcom.  Although they have been developing visual novels since 1986, it was the Ace Attorney series that was responsible for this spike in western popularity.  The series began in 2001, but when the Nintendo DS remakes were released in 2006, they received an official English translation.  The games proved to be more popular in the west than expected, which led to more official translations.

The amount of translations of visual novels into English has dropped in recent years, but they still continue to be a driving force in Japan, still claiming the majority of sales in the home computer market.  After the 1990's Western adventure games wouldn't share in that popularity, but they also evolved from their text adventure roots to the adventures that are still developed today, although in a much different style than their Japanese counterparts.

Back to Part IIOn To Part IV

Friday, November 21, 2014

The Evolution of Adventure Games Part II: Static Graphics

By the end of the 1970's, adventure games had started to become more than just text, and were displaying static graphics. The first game to do this was Mystery House, developed by the husband and wife team of Roberta and Ken Williams.  Roberta designed the game and drew the simple line graphics required by the program at the time and Ken programmed it and converted the images.  The two founded On-line Systems in 1979 and shipped the game out of their house, originally in a simple bag with a floppy disk containing the game and a sheet of paper describing it. The game was a success, eventually selling 10,000 copies, which was a bonafide hit in the early days of the home computer market.

This led to the formation of the Hi-Res Adventure line, which would continue the concept of Mystery House, with gradually improving graphics, until 1983.  The Williams' On-line Systems would become Sierra On-line and later Sierra Entertainment, becoming one of the leading developers and publishers of computer games until the studio was closed by then-owners Vivendi Universal in 1999.

As I had eluded to in the first part of this article, this style of game was also adapted by other adventure game developers.  Adventure International began the Scott Adams Graphic Adventures line in 1982, re-releasing the original adventures with graphics.  The games published by the studio would continue to be released in both formats, with the text only games released in the Scott Adams Classic Adventures line, until the studio closed in 1985.  All of the Scott Adams Classic Adventures can now be freely downloaded from the Scott Adams Grand Adventures website.

This style of game would also be adapted by the other driving force in text adventures, Infocom. They first started adding graphics capability to their z-code scripting langage in 1987, with the release of Beyond Zork. It was comprised of text, displayed inside a border, and a simple onscreen map displayed unobtrusively in the upper right hand corner of the screen. The company would go the full route of static images in 1988, and would continue releasing games in this style until the studio was closed by Activision in 1989.

This style of adventure game would go out of favor by the end of the 1980's, as games without a parser had begun to gain dominance and adventures had begun to shift towards third person graphic adventure games where the game's protagonist could be controlled by the player. However, as with text adventures, this style of game hasn't been completely abandoned.  There are a still a handful of developers still releasing text adventures with static graphics, both for free and commercially.

Back to Part IOn to Part III