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A Reader Has the Last Word on the Debate Between Stuart Yoder and Mr. Bill

From: Sarinee Achavanuntakul [e-mail address deleted]
Sent: Sunday, March 28, 1999 6:54 AM
To: randy@justadventure.com
Subject: A (somewhat long) comment on Mr. Yoder & Mr. Bill's takes on the decline of traditional adventures

Dear Randy,

I've been an avid reader of your site (great site, by the way), and a longtime adventure game fan (starting back when I booted, what else, Zork on my dad's mainframe). While I agree with many of Stuart Yoder's and Bill's comments recently posted on JA+, my opinion on the subject is also quite different--below is my take:

Mr. Bill makes a good point, a point which is held by I think the majority of gamers, when he contends that there are less quality adventure games nowadays because it is "cheaper" to make 3D action games. I think he says the right thing for the wrong reason, because while it is true that a 3D action game is cheaper to make, merely having "3D" in the game does not make a great game, as we can see from the dismal sales of most 3D shooters on the market. It certainly doesn't matter how cheap it is to produce games--if the publisher can't sell it, they lose money. So higher profit margins for 3D games only account for half the reason. Likewise, Mr. Yoder's assertion that it is we, the gamers, who cause the dearth of adventure games is, again, only half the story.

So what do I think the real reason is? I think the reason is the combination of the two, combined with bad luck. Following is a string of events which I think form a vicious circle for adventure games: (note that when I say "adventure" game I mean traditional point-and-click or parser-based adventure games):

1) Due to dismal financial performance (owing largely to releasing too many low-budget, low-quality games that severely underestimate the gaming public's intelligence), many adventure game companies (e.g. Sierra) were taken over by large companies who do not have expertise in the field.

2) These companies, understandably, are interested first of all to immediately cut costs to bring the ailing companies they bought "back in the black." That is the quickest way to generate returns on their investment (and justify the buy decision to their shareholders). This entails layoffs, and production of low-cost, low-production-time games in order to generate revenues quickly. Since quality adventure games are not low-cost, low-production-time games, they unfortunately are excluded from the production decision. Perhaps the growth in (teenage?) gamers who enjoy action games (here's where Stuart's comments come in) also make 3D action games seem like a "safe" (i.e. low risk) genre to cater to.

3) Recent advances in 3D technology also makes producing a "spectacular" 3D action game cheaper and easier than before. It also makes it easier for designers to "mask" the game's deficiencies (and we're not even talking about plot here--just gameplay) behind pretty graphics that are guaranteed to deceive a newbie into thinking that this is a good game.

4) An explosive growth in home computer users also mean that now the majority of users are "newbies" in adventure games--people who've bought a computer only very recently. So when they walk into a computer store and see dozens of 3D action games and few adventure games (a situation resulting from the above reasons), they definitely will think that that's all the choices they have. These people, unfortunately, have never played Infocom games or even recent classics like Riddle of Master Lu, and so they will never demand these "traditional" games from the publishers, since they won't know what they are.

5) So, the publishers produce less and less adventure games, which means that many creative, talented adventure game designers are out of work--they may have great original ideas, but no publisher is willing to buy them.

6) Then, what adventure games are left are those designed by "inferior" designers--they also tend to be low-cost and low-production-time games (since quality adventure games require both cost and time). These adventures, of course, pale beside great games in other genres like Half-Life, Sid Meier's Alpha Centauri, and Thief (which are the results of talented, creative game designers' ideas brought to fruition with lots of cash). This reinforces the public's negative perception that adventure games are automatically inferior to other games. Needless to say, they will therefore tend to steer clear from the genre.

7) This means that what "quality" adventures games produced tend to get ignored on store shelves. Poor sales of even such classics as Sanitarium further convinces game companies to stop producing adventure games, small companies get squeezed out, and the vicious circle started all over again in 1).

Anyway, I hope this contributes however marginally to this interesting discussion. Lastly, I'd like to add that there is a small but growing community of Interactive Fiction (aka text adventure) gamers who still enjoy to play (and write) Infocom-style adventure games. The best of these games IMHO rival the best Infocom has ever produced, with more robust and intelligent parser besides. You and your reviewers should check it out. Come visit the newsgroup at rec.games.int-fiction, or use the following excellent "start" pages for Interactive Fiction:

http://www.igs.net/~tril/if/
http://interactfiction.miningco.com/mbody.htm?terms=interactive+fiction&COB=home

See for yourself that Infocom's legacy is very much alive and well :)

Yours,

Sarinee Achavanuntakul