Computer Adventure Games Analysis Term Paper

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Introduction

An adventure game is a category of computer entertainment software or video game, featured by examination, examination, solving of different puzzles, communication with game characters, and a concentration on narrative rather than reflex-grounded challenges. It is necessary to note that this expression is in no way related to adventure movies, and adventure literature, and is not analytic of theme or issue matter. (Adventure Game, 2008)

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History

The adventure games became quite admired during the late 1980s and early 1990s, and most gamers and developers regarded them to be among the most technically higher kinds. While few developers go on producing adventure games, some are still being liberated, and the adventure game genre has had some components that carry over into other genres. The expression “adventure game” is applied with the same notion in North America, Europe, and Japan, and is viewed as a pure genre in all regions. (Deubel, 2006)

King’s Quest “broke” the genre (1984)

King’s Quest is an adventure game sequence made by the company Sierra Entertainment.

The popularity of this game is stipulated by the fact that the world of King’s Quest is complicated and immersive. It includes lots of various kingdoms and paranormal empires. Technically, the series founded the use of animatronics and pseudo-3D surroundings in adventure games, so that the main character could, for instance, walk behind objects. (King’s Quest, 2008)

Maniac Mansion, SCUMM engine (point & click) (1987)

Maniac Mansion is a game initially discharged in 1987 by Lucasfilm Games.. It was the game for which the SCUMM (“Script Creation Utility for Maniac Mansion”) engine was elaborated. (Maniac Mansion, 2008)

Myst popularized the genre to casual gamers (1993)

The Myst permission consists of a sequence of video games and novels, midpoint on the plot of Atrus and his family, who are successors of the fallen D’ni empire – a subterranean city whose nation could connect to other worlds by writing an explanatory book about that world. In 1993, after the release of the first game, people were also attracted by the fact that the game was created after the novel, and the plot had been animated on the screen. (Mackereth, 2000)

The decline of the popularity in 1990th

For much of the 1980s, adventure games were one of the most admired genres of computer games created. However, their promotion share radically refused in the mid-1990s; action games took a superior sector of the market, mainly first-person shooters such as Doom and Half-Life which increasingly started attributing strong, story-arranged solo games. This slouch in reputation led many publishers and developers to see the adventure genre as economically impracticable in contrast. (Smith, Lachlan, 2003)

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Online-based games (1997)

The appearance of online games started the new era of adventures, as gamers could not only challenge the Artificial Intelligence of the bosses, but from now on they had the great opportunity to play with real people. Online games can enable players to cooperate and compete with each other on a grand scale, and sometimes to interact meaningfully with people around the world. They include a variety of gameplay types, representing many video game genres.

Telltale games revitalizes the genre (2004)

The company was founded by a group of previous LucasArts workers who had been working on Sam & Max Freelance Police, a series to the 1993 game Sam & Max Hit the Road, previous to its termination on March 3, 2004. The company’s chief executive is Dan Connors who leads the company next to cofounder and CTO Kevin Bruner. The Telltale Games team has a large joint practice of working on distinguished adventure games, some of which comprise Grim Fandango, Monkey Island, and Sam & Max. (Adventure Game, 2008)

Well Known Representatives of the Genre

King’s Quest

The main personalities in the sequence are King Graham, initially a knight of Daventry who won the throne of the realm through chasing and solving puzzles, and his family. Because of this and the accent on RPG and action components in Mask of Eternity, lots of fans reject to regard this game as a true sequel. Mask of Eternity also did not bear a number in the English-speaking version, as did all the number of other games from the sequel, but most had been translated for more than 10 languages.

The secret of Monkey Island

The game initiates Guybrush Threepwood, a young man who wishes to become a pirate. At the start of the game, he finds himself on a Caribbean island.

Guybrush meets the Pirate Leaders who set him three examinations to prove himself as a pirate: beat the island’s swordmaster in death sword fighting, pilfer a statue from the Governor’s house, and discover buried gold. During the plot, he meets some interesting characters, comprising swords master Carla, Meathook (a guy with hooks on his hands), a hostage named Otis, and, most considerably, the gorgeous Governor Elaine Marley.

Myst

The game permits the player to move along fictional worlds by clicking on preferred images. On the technological side, a 360-degree panorama system was innovated, permitting the gamer to look around easily, with video clips flawlessly incorporated.

Phaser-type: type commands to the game

This original way of puzzle-solving was stipulated by the technical opportunities, of computer technologies. As the WYSIWYG appeared much later, all the commands, including commands for the games had to be typed.

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Point & Click

As has been stated above, Maniac Mansion became the first game, using the P&C system. It has become the revolutionary conception, as it took less time for making the necessary action, and gamers could focus on the game and plot more.

Keyboard & Mouse

The latest and widely used method of playing became the combination of the two previously described methods. The fact is, all the actions may be done only with a mouse, but to accelerate the process, the gamer may use keyboard shortcuts and hotkeys. Sometimes the amount of the commands and functions is too numerous, and all of them can not be appointed for the mouse.

The Impacts of Video Games

Single playing and anti-socialism

It is claimed, that people, who play games alone lose the ability to communicate and live in society. But it has been also claimed, that all the facts of anti-socialism are the consequences of improper nature training and education.

Puzzle-solving

Solving quests and puzzles enhance logic and train an abstract way of thinking. This significant fact in no way should be concealed. It is necessary to mention here, that all the adventure games include some puzzles in the plot, and the difficulty of these puzzles varies and increases from level to level. Solutions to puzzles may necessitate recognizing prototypes and making a particular arrangement. People with a high inductive reasoning ability may be better at resolving these puzzles than others. Puzzles grounded on the procedure of investigation and discovery to accomplish may be resolved quicker by those with good deduction skills.

Plot and storytelling

Good storytelling keeps the gamer thrilled and interested in the faster completing of the game. As sooner as it is completed, the sooner one would get back to normal life. The games may be useful for children also. Children who have difficulties with attention, self-regard, and boundaries are often assisted by the gaming practice, and video games are now being applied to treatment for these types of children. Children that regard themselves as breakdowns also get assistance from playing video games, as they offer the player a common sense of chipping in and exhilaration in basic life-like locations. Video games in addition “empower” some children who have a complicated time in societal circumstances. For instance, a child who is an outsider may gain a social position as he is a video game devotee.

Frustratingly Difficult

The game with easy tasks and a simple plot will never be completed. It is an axiom. But the difficulty should be regulated, and do not exceed the reasonable extent, as the failure may cause depression, and more serious consequences with devoted gamers, or just one, who went up crazy with games

References

(2008). In Wikipedia, the free encyclopedia. Web.

Deubel, P. (2006). Game on! Now Educators Can Translate Their Students’ Love of Video Games into the Use of a Valuable, Multifaceted Learning Tool. T H E Journal (Technological Horizons In Education), 33(6), 30.

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(2008). In Wikipedia, the free encyclopedia. Web.

Mackereth, M., & Anderson, J. (2000). Computers, Video Games, and Literacy: What Do Girls Think?. Australian Journal of Language and Literacy, 23(3), 184.

(2008). In Wikipedia, the free encyclopedia. Web.

(Video Game) (2008). In Wikipedia, the free encyclopedia. Web.

Smith, S. L., Lachlan, K., & Tamborini, R. (2003). Popular Video Games: Quantifying the Presentation of Violence and Its Context. Journal of Broadcasting & Electronic Media, 47(1), 58.

(2008). In Wikipedia, the free encyclopedia. Web.

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