Writing adventure games

Adventures in Interactive Fiction Confession: For those of you who are as out-of-the-loop as I was, a text adventure game is just words on a computer screen — no pictures, no graphics, just text and a blinking cursor where the player types what to do next.

Writing adventure games

This was never more the case than when I started to look at how computer games are written and designed to tell a story.

Even in arcade games and breakout clones we expect at least a semblance of plot nowadays and many of us long for more well thought-out characters like Writing adventure games Freeman. Of course, there has always been one genre which has featured story as a major attraction and has used delicate plot exposition and wonderful characters to pull in players for some utterly enthralling game experiences.

I tried to stop myself, but I just had to make Monkey Island the first picture in the article The adventure game was one of the first computer game genres to reach mass success, with Colossal Cave Adventure being widely regarded as the first true adventure game and bringing words like xyzzy into popular use among geeks.

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Ironically though, the adventure game is considered by many to have died off in recent years as gamers start to prefer more fast placed gameplay and get their fix of story-telling through games like Half-Life.

Some developers are refusing to let the genre die though and are continuing to develop games with what I think of as a more traditional feel — games characterised by investigation, NPC interaction, puzzle-solving and a focus on narrative rather than reflex-based challenges, to paraphrase Wikipedia.

Joining me on this latest exploration into how games are written and designed are two such developers, both of whom can trace their roots back into the pixellated history of the industry. Let me introduce them to you.

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First we have Dave Grossman of Telltale Games. Dave is well known for his work at Lucasarts, where he helped write and design titles like Day of The Tentacle and the two games most responsible for my position in life today — The Secret of Monkey Island and The Secret of Monkey Island 2: David Cage designed and wrote Fahrenheit, a game which explored story from multiple perspectives Also joining us is another Dave, though one with a radically different background.

With a history as a composer for various video games, David Cage founded Quantic Dream in and immediately set to work on some of the most imaginative games ever made, including Fahrenheit known in the US as The Indigo Prophecy. Fusing a variety of different genres and perspectives, Fahrenehit was seen by many as a game which bought the adventure game back to life in the modern day.

Quantic Dream is currently working on a new adventure game, called Heavy Rain, which looks like it could graphically lay even Crysis to waste. Both Davids will be taking us on a guided tour of their minds and letting us know just what it takes to write and design an adventure game.

8 thoughts on “GAME WRITING: Adventures in Interactive Fiction”

I for one certainly hope there is.The adventure game was one of the first computer game genres to reach mass success, with Colossal Cave Adventure being widely regarded as the first true adventure game and bringing words like. If you are writing adventures for your group this should be a target market you know well, unless it is your first game of course.

If you are writing to try to make money from your adventure then you will want to try to make it as broadly appealing as you possibly can.

In a game like D&D or Pathfinder that means going as far as considering the adventure from every alignment and seeing that there is something that .

writing adventure games

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writing adventure games

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Creating Adventure Games On Your Computer