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Posted 04 November 2012 - 11:50 PM
Posted 05 November 2012 - 12:03 AM
Posted 05 November 2012 - 07:34 AM
Adventure games focus heavily on a storyline, usually placing the player in the role of main character. Game-play usually involves collecting items, puzzle solving and choosing dialogue options. Although this often shares some amount of overlap with the RPG genre, the major difference is that an adventure game will usually contain minimal (if any) combat. Older adventure games were text-based, whilst the most popular examples of the genre tend to be of the "point & click" graphical style popularised by Sierra's games. Visual Novels and Interactive Fiction are strongly related to this genre.
Originally games that were literally played in a video arcade, traditionally taking the form of coin-operated machines. Popular examples include pin-ball machines and fighting games such as Tekken, Mortal Kombat, et al. or scrolling shooter or "beat 'em up" games. Modern incarnations aren't necessarily games that are literally played on a cabinet machine, but often share many of the characteristics of those games. There's often little or no storyline which is not the main focus, and game-play is designed for repeated plays which were originally intended to encourage the player to continue feeding coins into the machine. Objectives are commonly to achieve high-scores, simply finish the game, or to beat a second player.
Usually war games -- either real-time or turn-based -- in which the player gathers resources and controls the construction and placement of multiple units in order to achieve a combat victory against one or more AI or human opponents. The player controls multiple units rather than a single character, and meaningful decisions often include timing of commands and placement of units and structures. There are many table-top of board-game varieties of this genre, but turn-based or real-time strategy video-games are also popular. This genre has traditionally been poorly suited to consoles, with the majority of notable examples benefiting from the input devices and display provided on the platform.
Wikipedia says that a simulation is "the imitation of the operation of a real-world process or system over time", and apart from the fact that sim-games do not always cover real-world processes or systems I don't think I can provide a better definition.
- Jason Astle-Adams.
Posted 05 November 2012 - 01:49 PM
The only part of jbadams' post I have a (small) problem with.
Although this often shares some amount of overlap with the RPG genre, the major difference is that an adventure game will usually contain minimal (if any) combat.
Posted 05 November 2012 - 04:21 PM
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
Posted 05 November 2012 - 06:00 PM
I'd say the defining features of a rogue-like are random map generation, often accompanied with either procedurally generated items, or simply items with slightly randomised attributes, and the focus of these games is always exploration and discovery. These are almost exclusively turn-based games (although I think it might be possible to retain the feel in a real-time game), and unlike many other genres it's also usual for these games to feature perma-death.
While I'll agree that a lack of (or minimal) combat isn't necessarily a defining feature of the genre -- and therefore you could possibly have an adventure game featuring both combat and puzzle-solving equally -- I would say that the inclusion of puzzle-solving certainly is a defining characteristic, and a game without puzzles probably isn't an adventure game; it might instead be a role-playing game, a visual novel, or interactive fiction. I can't think of a single adventure game that doesn't heavily feature puzzles, and whilst I agree in principle that they could possibly include more combat I can't think of a single prominent example where combat is a major focus; many games don't include it at all, beyond perhaps the occasional puzzle that results in the death or injury of an opponent.
I'd say that the fact that adventures prefer riddles over combat is more of a symptom than a defining characteristic for them.
- Jason Astle-Adams.