![]() Roberta can’t help but wonder if what happened to adventure games was their fault. “Back when we were originally in the business, probably 80% of the bestsellers were adventure games, and now it’s like a quarter-of-a-percent,” Ken said. ![]() Because of games like Doom, Duke Nukem 3D, Super Mario 64, and more, adventure games became less relevant. If they had stayed, Ken tells Digital Trends that Sierra might have started marketing and selling its game engine, but that’s not what happened. Ken and Roberta Williams’ retirement changed the course of the video game industry. They’ll do so with Colossal Cave, a 3D remake of the text-based adventure game that inspired the creation of Sierra On-Line. Everything Roberta thought would happen did, but Ken and Roberta Williams made it clear in an interview with Digital Trends that they’re now back to settle unfished business. Ken and Roberta have been quiet in their retirement, with their work fading into gaming history as developers like Amy Hennig, Neil Druckmann, and Sam Barlow innovated what a video game narrative could be. Roberta and Ken Williams would sell Sierra On-Line, with the rights to their classics eventually ending up at Activision Blizzard. Not that it would ever go away, but I could see it fading a little bit more into the background at the time. I could see a little bit of the writing on the wall that adventure games were going to stop being so interesting and popular, and that quick action was going to become more popular. “I could see how excited they were by playing a game that was so different than what gaming had been up to this point. A lot of programmers and artists at Sierra at that time were all playing Duke Nukem,” Roberta recalled to Digital Trends in an interview. “I remember Duke Nukem was big when I was working on King’s Quest VIII. Japanese adventure-games tend to be distinct, having a slower pace and revolving more around dialogue, whereas Western adventure-games typically emphasize more interactive worlds and complex puzzle solving, owing to them each having unique development histories.The culprit behind this revelation? Duke Nukem 3D. Asian countries have also found markets for adventure games for portable and mobile gaming devices. Within Asian markets, adventure games continue to be popular in the form of visual novels, which make up nearly 70% of PC games released in Japan. Since then, a resurgence in the genre has occurred, spurred on by the success of independent video-game development, particularly from crowdfunding efforts, from the wide availability of digital distribution enabling episodic approaches, and from the proliferation of new gaming platforms, including portable consoles and mobile devices. Further computer advances led to adventure games with more immersive graphics using real-time or pre-rendered three-dimensional scenes or full-motion video taken from the first- or third-person perspective.įor markets in the Western hemisphere, the genre's popularity peaked during the late 1980s to mid-1990s when many considered it to be among the most technically advanced genres, but it had become a niche genre in the early 2000s due to the popularity of first-person shooters, and it became difficult for developers to find publishers to support adventure-game ventures. As personal computers became more powerful with better graphics, the graphic adventure-game format became popular, initially by augmenting player's text commands with graphics, but soon moving towards point-and-click interfaces. ![]() ![]() Adventure games were initially developed in the 1970s and early 1980s as text-based interactive stories, using text parsers to translate the player's commands into actions. ![]()
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