It broke the pacing in a primarily story-driven genre, and ruined the experience. There was too much going around and clicking on things to see if you could get the plot to progress. In the end, the damning problem with adventure games came down to one thing: the warped logic of the puzzles. Developers agreed and shoveled more dirt atop the grave. The prevailing wisdom among gamers was that adventure games had died out justly, overcome by their inability to adapt to and exploit the new technology of the time. There were occasional releases ( Myst IV: Revelation in 2004 Fahrenheit/Indigo Prophecy in 2005), but these rarely adopted the old side-scrolling, point-and-click formula typical of the genre. Throughout the 2000s, the adventure game was largely considered “dead”.
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Adventure games had to adapt or die, and when those adaptations misfired (as in the case of Phantasmagoria or Full Throttle), the studios either closed their doors or pivoted to the new model.
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In the cacophony of this new, action-oriented approach to gaming, the flaws with adventure games became more and more obvious as gamers became less and less inclined to tolerate their eccentricities. Zork had evolved from a text-based game to full graphical representations in Return to Zork, Myst and The 7th Guest were blowing people out of the water with their richly-realized worlds and environmental puzzles, Sierra was riding high on its various Quest titles, and LucasArts was King.īut 1993 was also the year that saw the release of Doom the first, and the next years would see PC gaming rapidly transition from the slow-paced likes of adventure games and CRPGs to the new world of Quake, Unreal, and a slew of other first-person shooters. Once upon a time, in the middle ages of PC gaming (1993), the Adventure game was riding high.
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THE GREATLY-EXAGGERATED “DEATH” OF ADVENTURE GAMES