What is an adventure game?
Adventure game
An adventure game is a video game in which the player assumes the role of a protagonist in an interactive story driven by exploration and puzzle-solving. The genre's focus on story allows it to draw heavily from other narrative-based media, literature and film, encompassing a wide variety of literary genres. Many adventure games (text and graphic) are designed for a single player, since this emphasis on story and character makes multi-player design difficult. "Colossal Cave Adventure" is identified as the first such adventure game, first released in 1976, while other notable adventure game series include "Zork", "King's Quest", "The Secret of Monkey Island", and "Myst".
List of video game genres
In the late 1990s the genre suffered a large drop in popularity, mass-market releases became rare, and many proclaimed the adventure game to be dead. More accurately, it has become a niche genre. Adventure games are not entirely uncommon, but they tend to be very low budget in anticipation of modest sales. The genre was somewhat rejuvenated with the release of "The Longest Journey" in 1999, which emphasized stronger story elements and more interaction with different characters. A recent resurgence of adventure games on Nintendo consoles might signify a new interest in the genre. A successful Kickstarter campaign in 2012, run by Doublefine Studios, also spoke to the continued interest in Adventure games. The game produced as a result was mired in controversy and production delays, and to some, signalled the true end of the genre outside of niche markets.
Microsoft Adventure
Microsoft Adventure is a 1979 computer game from Microsoft.
Adventure game
"Colossal Cave Adventure" set concepts and gameplay approaches that would become staples of text adventures and interactive fiction. Following its release on ARPANET, numerous variations of "Colossal Cave Adventure" appeared throughout the late 1970s and early 1980s, with some of these later versions being re-christened "Colossal Adventure" or "Colossal Caves". These variations were enabled by the increase in microcomputing that allowed programmers to work on home computers rather than mainframe systems. The genre gained commercial success with titles designed for home computers. Scott Adams launched Adventure International to publish text adventures including an adaptation of "Colossal Cave Adventure", while a number of MIT students formed Infocom to bring their game "Zork" from mainframe to home computers and was a commercial success.
Amber: Journeys Beyond
The editors of "Macworld" gave "Amber" their 1996 "Best Adventure Game" award. Steven Levy of the magazine wrote, "Strip "Myst" of its fantasy-genre trappings and replace them with a dollop of Stephen King, and you can begin to understand what it feels like to play "Amber: Journeys Beyond"—a gorgeous, absorbing supernatural adventure." He concluded, "At its best, "Amber" fulfills some of the almost-never-realized ambitions of interactive fiction."
Oriental Adventures
Oriental Adventures (abbreviated OA) is the title shared by two hardback rulebooks published for different versions of the "Dungeons & Dragons" ("D&D") fantasy roleplaying game. Each version of "Oriental Adventures" provides rules for adapting its respective version of "D&D" for use in campaign settings based on the Far East, rather than the medieval Europe-setting assumed by most "D&D" books. Both versions of "Oriental Adventures" include example campaign settings.
Adventure board game
Adventure board games often integrate various role-playing game mechanics, such as experience points and character creation into the board game format. The origins of these two types of game are related. In the early 1970s, Dave Arneson introduced his role-playing game, Blackmoor, to a group of players. One of those players, Gary Gygax, collaborated with Arneson to create "Dungeons & Dragons" (1974). Another member of that gaming group, Dave Meggary, translated the experience into the board game, "Dungeon!" (1975), the first adventure board game. In fact, the term "adventure gaming" in the 1970s referred to what later became known as tabletop role-playing games, and only later became associated with board games.
Gamebook
Adventure gamebooks incorporate elements from Choose Your Own Adventure books and role-playing solitaire adventures. The books involve a branching path format in order to move between sections of text, but the reader creates a character as in a role-playing game, and resolves actions using a game-system. Unlike role-playing solitaire adventures, adventure gamebooks include all the rules needed for play in each book. Adventure gamebooks are usually not divided into numbered pages, but rather into numbered sections of text, so that several sections may fit in a single page, or a single section can span several pages.
Just Adventure
Ragnar Tornquist, the creator of the adventure games "The Longest Journey" and "" has stated that the reviews on Just Adventure are "very important to [him]". In 2000, "PC Gamer US" columnist Michael Wolf called Just Adventure "the best site on the Web for the adventure game fan".
Eamon (video game)
Brown encouraged players to modify and add to "Eamon", and published technical information on the game to assist them. "Eamon" is notable for being one of the first adventure games designed to be modular, with expansion packs written by users forming an integral part of the game experience. A master disk called the "Main Hall" is used to manage player characters and to facilitate their transfer between individual adventures. The character retains his or her attributes and statistics from adventure to adventure, as well as up to four weapons.
The game's interface is similar to that of most other text adventures — the game presents the player with descriptions of the character's surroundings, including events, artifacts, monsters and exits, then prompts the player to enter a command. These commands include such things as moving in certain directions (NORTH, EAST, UP, etc.), readying weapons, attacking, getting or dropping items, interacting with characters, casting magical spells or checking inventory.
Adventure game
The 2000s saw the growth of digital distribution and the arrival of smartphones and tablet computers, with touch-screen interfaces well-suited to point-and-click adventure games. The introduction of larger and more powerful touch screen devices like the iPad allowed for more detailed graphics, more precise controls, and a better sense of immersion and interactivity compared to personal computer or console versions. In gaming hardware, the handheld Nintendo DS and subsequent units included a touch-screen, and the Nintendo Wii console with its Wii Remote allowed players to control a cursor through motion control. These new platforms helped decrease the cost of bringing an adventure game to market, providing an avenue to re-release older, less graphically advanced games like "The Secret of Monkey Island", "King's Quest" and "Space Quest" and attracting a new audience to adventure games.
Adventure Gamers
Every year, Adventure Gamers hosts the Aggie Awards, which award adventure games for their merits in several categories from concept, art direction, and story, to the adventure game of the year. These awards are held in high regard by the companies who receive them, as they are featured on official covers of those games.
Adventure game
Following the demise of the adventure genre in the early 2000s, a number of events have occurred that have led to a revitalization of the adventure game genre as commercially viable: the introduction of new computing and gaming hardware and software delivery formats, and the use of crowdfunding as a means of achieving funding.
Adventure education
Adventure centered experiences can include a wide variety of activities, due to the different ways people experience adventure. Outdoor sports, challenge courses, races, and even indoor activities can be used in adventure education. Adventure education is related to adventure programming, adventure therapy, and outdoor education. It is an active process rather than a passive process of learning that requires active engagement from the learners as well as the instructors. Often adventure education is linked to an incorporation of all five senses within the experiences which can heighten the opportunities for learning and retaining information. The learning experiences within adventure education programs are structured for a potential increase in human performance and capacity. Sometimes the adventure lies more in the journey than the destination. The venture lies in the struggle, not in the prize.
Planet Explorers
Adventure mode was added to "Planet Explorers" in Alpha version 0.61. In this mode, the game creates a random procedural map that contains random quests and events. However, the players can select the type of planet and climate. It allows the players to wander freely in an open world, buy templates, resources and equipment.
Adventure game
Adventure games are also distinct from role-playing video games that involve action, team-building, and points management. Adventure games lack the numeric rules or relationships seen in role-playing games, and seldom have an internal economy. These games lack any skill system, combat, or "an opponent to be defeated through strategy and tactics." However, some hybrid games exist here, where role-playing games with strong narrative and puzzle elements are considered RPG-adventures. Finally, adventure games are classified separately from puzzle video games. Although an adventure game may involve puzzle-solving, adventure games typically involve a player-controlled avatar in an interactive story.
Colossal Cave Adventure
"Adventure" has the player's character explore a mysterious cave that is rumored to be filled with treasure and gold. To explore the cave, the player types in one- or two-word commands to move their character through the cave, interact with objects in the cave, pick up items to put into their inventory, and other actions. The program acts as a narrator, describing to the player what each location in the cave has, the results of certain actions, or if it did not understand the player's commands, asking for the player to retype their actions.
The Sims 3: World Adventures
The main gameplay of "World Adventures" revolves around the ability to go on various quests known as adventures. An adventure consists of various goals linked together in a story line. Typical goals include exploring various tombs, finding valuables and socializing with other sims. When exploring tombs, sims must navigate various obstacles to unlock different rooms. Initially, the entire tomb is hidden in a fog-of-war that disappears as the sim enters each room. Tombs hold several puzzle solving elements such as traps, dive holes and floor switches.
Adventure game
Walking simulators are narrative games that generally eschew any type of gameplay outside of movement and environmental interaction that allow players to experience their story through exploration and discovery. The term "walking simulator" has sometimes been used pejoratively, but since has been come to be an accepted manner to call such games. Walking simulators feature few or even no puzzles at all, and win/lose conditions may not exist. They allow players to roam around the game environment and discover objects like books, audio logs, or other clues that develop the story, rather than through dialog and cutscenes. Examples of walking simulators include "Gone Home", "Dear Esther", "Firewatch", "Proteus", "Jazzpunk", "The Stanley Parable", "Thirty Flights of Loving, and What Remains of Edith Finch".
Adventure Path
While campaigns exist for many role-playing game systems, the specific term Adventure Path discussed here applies to published adventures for the "Dungeons & Dragons" and "Pathfinder" fantasy roleplaying games. Adventure Paths in opposition to normal campaigns usually have an own setting and rule set apart from the basic rules and settings.
Castle Adventure
"Castle Adventure" is a dungeon crawl with little backstory. The second screen of the game displays, “You are trapped in a deserted castle and you must escape. It is rumored that the castle is full of treasures. Can you find them all?”
Action-adventure game
The action-adventure video game genre includes video games that combine core elements from the action and adventure genres.
Adventure
Outdoor adventurous activities are typically undertaken for the purposes of recreation or excitement: examples are adventure racing and adventure tourism. Adventurous activities can also lead to gains in knowledge, such as those undertaken by explorers and pioneers – the British adventurer Jason Lewis, for example, uses adventures to draw global sustainability lessons from living within finite environmental constraints on expeditions to share with schoolchildren. Adventure education intentionally uses challenging experiences for learning.
Adventure game
Initial adventure games developed in the 1970s and early 1980s were text-based, using text parsers to translate the player's input into commands. As personal computers became more powerful with the ability to show 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. Further computer advancements 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.
Adventure game
There are a number of hybrid graphical adventure games, borrowing from two or more of the above classifications. For example, the "Ace Attorney" series of games, while presenting itself as a visual novel, includes elements of point-and-click adventure games. The "Zero Escape" series wraps several escape-the-room puzzles within the context of a visual novel. The "Adventures of Sherlock Holmes" series has the player use point-and-click type interfaces to locate clues, and minigame-type mechanics to manipulate those clues to find more relevant information.
While most adventure games typically do not include any time-based interactivity by the player, action-adventure games are a hybrid of action games with adventure games that often require to the player to react quickly to events as they occur on screen. The action-adventure genre is broad, spanning many different subgenres, but typically these games utilize strong storytelling and puzzle-solving mechanics of adventure games among the action-oriented gameplay concepts. The foremost title in this genre was "Adventure", a graphic home console game developed based on the text-based "Colossal Cave Adventure", while the first "The Legend of Zelda" brought the action-adventure concept to a broader audience.
Adventure game
The command selection menu input system, where the player chooses from a menu list of commands either through keyboard shortcuts or scrolling down the menu, was introduced in 1983, and would largely replace the verb-noun parser input method over the years. The earliest known title to use the command selection menu system was the Japanese adventure game "Spy 007" (スパイ00.7), published in April 1983, and it was followed soon after by several other Japanese adventure games in 1983. These included the "eroge" title "Joshiryo Panic", authored by Tadashi Makimura and published by Enix for the FM-7 in June and slightly earlier for the FM-8; "Atami Onsen Adventure" (熱海温泉アドベンチャー), released by Basic System (ベーシックシステム) in July for the FM-7 and slightly earlier for the PC-8001; "Planet Mephius", released in July; and "Tri-Dantal" (トリダンタル), authored by Y. Takeshita and published by Pax Softnica for the FM-7 in August. The game that popularized the command selection system was the 1984 adventure game "" ("Okhotsk ni Kiyu: Hokkaido Chain Murders"), designed by Yuji Horii (his second mystery adventure game after "Portopia") and published by ASCII for the PC-8801 and PC-9801. Its replacement of the traditional verb-noun text parser interface with the command selection menu system would lead to the latter becoming a staple of adventure games as well as role-playing games (through Horii's 1986 hit "Dragon Quest" in the latter case).
Adventure game
Since adventure games are driven by storytelling, character development usually follows literary conventions of personal and emotional growth, rather than new powers or abilities that affect gameplay. The player often embarks upon a quest, or is required to unravel a mystery or situation about which little is known. These types of mysterious stories allow designers to get around what Ernest W. Adams calls the "Problem of Amnesia", where the player controls the protagonist but must start the game without their knowledge and experience. Story-events typically unfold as the player completes new challenges or puzzles, but in order to make such storytelling less mechanical, new elements in the story may also be triggered by player movement.
Adventure game
Traditional adventure games became difficult to propose as new commercial titles. Gilbert wrote in 2005, "From first-hand experience, I can tell you that if you even utter the words 'adventure game' in a meeting with a publisher you can just pack up your spiffy concept art and leave. You'd get a better reaction by announcing that you have the plague." In 2012 Schaefer said "If I were to go to a publisher right now and pitch an adventure game, they'd laugh in my face." Though most commercial adventure game publication had stopped in the United States by the early 2000s, the genre was still popular in Europe. Games such as "The Longest Journey" by Funcom as well as "Amerzone" and "Syberia", both conceived by Benoît Sokal and developed by Microïds, with rich classical elements of the genre still garnered high critical acclaims.
Adventure (Atari 2600)
As the first action-adventure video game and first console fantasy game, "Adventure" established its namesake genre on video game consoles. In addition to being the first graphical adventure game on the Atari 2600 console, it is the first video game to contain a widely known Easter egg, and the first to allow a player to use multiple, portable, on-screen items while exploring an open-ended environment, making it one of the first examples, even as small and primitive as it is, of an open world game. The game has been voted the best Atari 2600 game in numerous polls, and has been noted as a significant step in the advancement of home video games. "GamePro" ranked it as the 28th most important video game of all time in 2007. In 2010, "1UP.com" listed it as one of the most important games ever made in its "The Essential 50" feature. "Entertainment Weekly" named "Adventure" as one of the top 10 games for the Atari 2600.
List of video game genres
The earliest adventure games were text adventures, also known as interactive fiction. Games such as the popular "Zork" series of the late 1970s and early 1980s allowed the player to use a keyboard to enter commands such as "get rope" or "go west" while the computer describes what is happening. A great deal of programming went into parsing the player's text input.
Adventure
Adventure books may have the theme of the hero or main character going to face the wilderness or Mother Nature. Examples include books such as Hatchet or My Side of the Mountain. These books are less about "questing", such as in mythology or other adventure novels, but more about surviving on their own, living off the land, gaining new experiences, and becoming closer to the natural world.
Yoomurjak's Ring
As an adventure game, the player’s first challenge is to figure out what to do next. Most of the clues are given in the dialogs and narrations, some in documents.
Game Drive
A "game drive" is usually part of a safari, a trip or a journey. It can be carried out with own cars like in national parks or game reserves, or it can be a guided tour in specially for that purpose adapted off-road vehicles lead by a professional safari guide. Those 4 × 4 game viewing vehicles are designed to allow a safer trip for tourists. On farms and lodges however, a game drive is an adventure that entails viewing wildlife in an off road car, always accompanied by safari guides or the farmer himself. They will explain animal's behavior and interpret the bush.
Adventure (role-playing games)
Generally an adventure will have an overall goal to be accomplished by a party of player characters, and guidelines about the prerequisites for success. It then subdivides the plot into a set of scenes that the players could encounter during the course of play, and provide descriptions of the locations, details on creatures and other characters that could be encountered, and information concerning potential obstacles and hazards. The adventure will often contain one or more maps that the gamemaster can use to locate points of interest and manage movement.
Amazon: Guardians of Eden
Amazon is a movie adventure game about a 1957 expedition into the heart of the Amazon basin: "a desperate, crazed message sends [the player] on a perilous search through a land where legends come to life, danger hides behind every corner, and incredible treasures wait to be discovered."
Bookworm Adventures
"Adventure" mode is the main mode of the game. In the Adventure mode, the player solves the mystery of the Great Library, fighting the opponents in order. The Adventure mode contains three books. After the player completes the Adventure mode, they cannot replay the Adventure mode and must create a new player to restart.
Adventure film
Adventure films are a genre of film that typically use their action scenes to display and explore exotic locations in an energetic way.
History of video games
In the arcade and on home consoles, fast-paced action and real-time gameplay were the norm in genres like racing and target shooting. On the mainframe, however, such games were generally not possible due both to the lack of adequate displays (many computer terminals continued to rely on teletypes rather than monitors well into the 1970s and even most CRT terminals could only render character-based graphics) and insufficient processing power and memory to update game elements in real time. While 1970s mainframes were more powerful than arcade and console hardware of the period, the need to parcel out computing resources to dozens of simultaneous users via time-sharing significantly hampered their abilities. Thus, programmers of mainframe games focused on strategy and puzzle-solving mechanics over pure action. Notable games of the period include the tactical combat game "Star Trek" (1971) by Mike Mayfield, the hide-and-seek game "Hunt the Wumpus" (1972) by Gregory Yob, and the strategic war game "Empire" (1977) by Walter Bright. Perhaps the most significant game of the period was "Colossal Cave Adventure" (or simply "Adventure"), created in 1976 by Will Crowther by combining his passion for caving with concepts from the newly released tabletop role-playing game (RPG) "Dungeons and Dragons" (D&D). Expanded by Don Woods in 1977 with an emphasis on the high fantasy of J.R.R. Tolkien, "Adventure" established a new genre based around exploration and inventory-based puzzle solving that made the transition to personal computers in the late 1970s.
List of video game genres
Adventure games were some of the earliest games created, beginning with the text adventure "Colossal Cave Adventure" in the 1970s. That game was originally titled simply "Adventure," and is the namesake of the genre. Over time, graphics have been introduced to the genre and the interface has evolved.
Adventure game
Puzzle adventure games are adventure games that put a strong emphasis on logic puzzles. They typically emphasize self-contained puzzle challenges with logic puzzle toys or games. Completing each puzzle opens more of the game's world to explore, additional puzzles to solve, and can expand on the game's story. There are often few to none non-playable characters in such games, and lack the type of inventory puzzles that typical point-and-click adventure games have. Puzzle adventure games were popularized by "Myst" and "The 7th Guest". These both used mixed media consisting of pre-rendered images and movie clips, but since then, puzzle adventure games have taken advantage of modern game engines to present the games in full 3D settings, such as "The Talos Principle". "Myst" itself has been recreated in such a fashion in the title "realMyst". Other puzzle adventure games are casual adventure games made up series of puzzles used to explore and progress the story, exemplified by "The Witness" and the "Professor Layton" series of games.
Adventure game
On the other hand, many graphical adventure games cannot run on modern operating systems. Early adventure games were developed for home computers that are not in use today. Emulators and virtual machines are available for modern computers that allow these old games to be played on the latest operating systems, though players must have access to the game's assets themselves to legally play them. One open-source software project called ScummVM provides a free engine for the LucasArts adventure games, the SCUMM-derived engine for Humongous Entertainment adventure games, early Sierra titles, Revolution Software 2D adventures, Coktel Vision adventure games and a few more assorted 2D adventures. ResidualVM is a sister project to ScummVM, aimed to emulate 3D-based adventure games such as "Grim Fandango" and "Myst III: Exile". Another called VDMSound can emulate the old sound-cards which many of the games require.
Just Adventure
Just Adventure is a computer game website dedicated to the genre of adventure games. Founded in 1997, it publishes reviews and previews of adventure games, as well as opinion articles and interviews with game designers. The site was founded by Francis "Randy" Sluganski, who died on November 6, 2012 after a ten-year struggle with cancer.
Adventure playground
An adventure playground is a specific type of playground for children. Adventure playgrounds can take many forms, ranging from "natural playgrounds" to "junk playgrounds", and are typically defined by an ethos of unrestricted play, the presence of playworkers (or "wardens"), and the absence of adult-manufactured or rigid play-structures. Adventure playgrounds are frequently defined in contrast to playing fields, contemporary-design playgrounds made by adult architects, and traditional-equipment play areas containing adult-made rigid play-structures like swings, slides, seesaws, and climbing bars.
Addventure
An addventure, also known as a collaborative gamebook, is a type of online interactive fiction that combines aspects of round-robin stories and Choose Your Own Adventure-style tales. Like a round-robin story, an addventure is a form of collaborative fiction in which many authors contribute to a story, each writing discrete segments. However, like a gamebook, the resulting narrative is non-linear, allowing authors to branch out in different directions after each segment of the story. The result is a continually growing work of hypertext fiction.
Adventure fiction
Adventure fiction is fiction that usually presents danger, or gives the reader a sense of excitement.
Adventure game
Narrative adventure games are those that generally favor narrative storytelling over gameplay, with gameplay present to help immerse the player into the game's story. Though narrative games are similar to interactive movies and visual novels in that they present pre-scripted scenes, the advancement of computing power can render pre-scripted scenes in real-time, thus providing for more depth of gameplay that is reactive to the player. Gameplay in narrative games may include working through conversation trees, solving puzzles, or more recently, the use of quick time events to aid in action sequences to keep the player involved in the story. Frequently, these games allow for branching narratives; with choices made by the player influencing events throughout the game. While these choices do not usually alter the overall direction and major plot elements of the game's story, they help personalize the story to the player's desire through the ability to choose these determinants. Most Telltale Games titles, such as "The Walking Dead", are narrative games. Other examples include Sega AM2's "Shenmue" series, Konami's "Shadow of Memories", Quantic Dream's "Fahrenheit", "Heavy Rain" and "", Dontnod Entertainment's "Life is Strange" series, and "Night in the Woods".
Role-playing video game
RPGs rival adventure games in terms of their rich storylines, in contrast to genres that do not rely upon storytelling such as sports games or puzzle games. Both genres also feature highly detailed characters, and a great deal of exploration. However, adventure games usually have a well-defined character, whereas while RPGs may do so, many allow the player to design their characters. Adventure games usually focus on one character, whereas RPGs often feature an entire party. RPGs also feature a combat system, which adventure games usually lack. Whereas both adventure games and RPGs may focus on the personal or psychological growth of characters, RPGs tend to emphasize a complex eternal economy where characters are defined by increasing numerical attributes.
Adventure (role-playing games)
An adventure is either a published or otherwise written collection of plot, character, and location details used by a gamemaster to manage the plot or story in a role-playing game. Each adventure is based upon a particular gaming genre and is normally designed for use with a specific game or gaming system. However, skilled gamemasters can often convert an adventure to different game systems, and many adventures are designed with such conversions in mind.
Adventure (Dungeons &amp; Dragons)
In the "Dungeons & Dragons" role-playing game, an adventure or module is a pre-packaged book or box set that helps the Dungeon Master manage the plot or story of a game. The term "adventure" is currently used by the game's publisher Wizards of the Coast.
Interactive fiction
Around 1975, Will Crowther, a programmer and an amateur caver, wrote the first text adventure game, "Adventure" (originally called "ADVENT" because a filename could only be six characters long in the operating system he was using, and later named "Colossal Cave Adventure"). Having just gone through a divorce, he was looking for a way to connect with his two young children. Over the course of a few weekends, he wrote a text based cave exploration game that featured a sort of guide/narrator who talked in full sentences and who understood simple two word commands that came close to natural English. Adventure was programmed in Fortran for the PDP-10. Crowther's original version was an accurate simulation of part of the real Colossal Cave, but also included fantasy elements (such as axe-wielding dwarves and a magic bridge).
Adventure (role-playing games)
Most adventure RPgs use a single world to elaborate the story. Since the evolution of 3d graphics, games such as the Zelda series used one world to conjure a whole map. Similar games such as Shenmue have the same storyboard element, of one navigatable world. Action RPgs will circumnavigate the environment through newly created levels, like a novel. They will most frequently interact with characters as well. The main difference between adventure RPgs and Action Rpgs is this single quality whilst retaining the interface for item selection. Action Rpgs are more closely related to item collecting whilst Adventure RPgs are created via one world environments. The combat interface via one world or multiple worlds are also very similar. For instance newly released games such as Witcher 2 are considered action RPgs whilst games such as the Zelda series are considered to be adventure RPGs, yet most genres in mainstream media retain the title of being action-adventure rpgs.
High adventure
High adventure is a type of outdoor experience. It typically is meant to include activities like backpacking, hiking, kayaking or canoeing. It may also include mountaineering, rock climbing, mountain biking, orienteering, hang gliding, paragliding and hot air ballooning.
Minecraft
Adventure mode was added to "Minecraft" in version 1.3; it was designed specifically so that players could experience user-crafted custom maps and adventures. Gameplay is similar to survival mode but introduces various player restrictions, which can be applied to the game world by the creator of the map. This forces players to obtain the required items and experience adventures in the way that the map maker intended. Another addition designed for custom maps is the command block; this block allows map makers to expand interactions with players through scripted server commands.
Adventure board game
An adventure board game is a board game in which a player plays as a unique individual character that improves through gameplay. This improvement is commonly reflected in terms of increasing character attributes, but also in receiving new abilities or equipment.
Adventure
Many video games are adventure games.
Action game
Action-adventure games mix elements of both action and adventure genres, examples include The Legend of Zelda, Assassin's Creed and Grand Theft Auto series.
Adventure
There are many sports classified as adventure sports, due to their inherent danger and excitement. Some of these include mountain climbing, skydiving, or other extreme sports.
Adventure park
An adventure park is a place which can contain a wide variety of elements, such as rope climbing exercises, obstacle courses and zip-lines. They are usually intended for recreation.
Adventure (1982 video game)
The game is a text adventure, being an attempted reconstruction of the original "Adventure" computer game, although it is not very faithful to the original mainframe version.
In this version of the game, the player must rescue a princess from the Magic Caverns. There are over a hundred different locations and many problems must be solved in order to achieve this goal. The game supports one or two word commands and the most useful commands are available via function key shortcuts e.g. INVENTORY, CHECK SCORE etc..
Adventure Quest (LARP)
Adventure Quest is an experiential education tool whereby the children, teens, and families play the heroes of a mythic quest. Solving mental, physical, social, and ethical challenges, the game's storyline is modified by a "Quest Leader," who devises many of the challenges and plays the parts of non-player characters (NPCs). Written "Quests" are used as templates for the storyline, but as is the case with many RPGs, the storyline is modified by the Quest Leader based upon the decisions of the players (called "Questers"). The game is played with foam swords and props in an outdoor environment. The mechanics of the game stress teamwork, conflict resolution, and learning.
Adventure (role-playing games)
A common component of the adventure are the often colorfully written blocks of descriptive text that are read out loud by the gamemaster to the players. These blocks ("flavor text") provide atmosphere for the game, and can provide clues about what the players are about to face. Significant attention is spent describing important locations or plot stages, such as the player's introduction to the setting.
Adventure (Dungeons &amp; Dragons)
In early editions of the game these publications were commonly referred to as "modules", which stems from the term "dungeon module", used to refer to the earliest adventures published by TSR, with other variations on the module name appearing on latter adventures. The term "module" continued to be popular among players of the original "Dungeons & Dragons" and "Advanced Dungeons & Dragons" even after newer publications were labeled "adventure". Adventures that appear as a part of a larger accessory are often referred to as scenarios.
Adventureland (video game)
Adventureland is the first text adventure game for microcomputers, released by Scott Adams in 1978. It was very successful and led Adams to form Adventure International, which went on to publish thirteen similar games in the "Adventure" series, each in different settings.
Adventure (Atari 2600)
Adventure is a video game for the Atari 2600 video game console, released in late –. In the game, the player controls a square avatar whose quest is to explore an open-ended environment to find a magical chalice and return it to the golden castle. The game world is populated by roaming enemies: three dragons that can eat the avatar and a bat that randomly steals and hides items around the game world. "Adventure" introduced a number of innovative game elements to console games, including a playing area that spanned several different screens and enemies that continued to move even when not displayed on the screen.
Adventure travel
Adventure tourists may have the motivation to achieve mental states characterized as rush or flow, resulting from stepping outside their comfort zone. This may be from experiencing culture shock or by performing acts requiring significant effort and involve some degree of risk, real or perceived, or physical danger. This may include activities such as mountaineering, trekking, bungee jumping, mountain biking, cycling, canoeing, scuba diving, rafting, kayaking, zip-lining, paragliding, hiking, exploring, sandboarding, caving and rock climbing. Some obscure forms of adventure travel include disaster and ghetto tourism. Other rising forms of adventure travel include social and jungle tourism.
Adventure (board game)
"Adventure" is a game of man to man brawling in the future, which uses the same mechanics as "Swashbuckler".
Adventure!
Adventure! is a pulp action role-playing game originally printed by White Wolf Game Studio, the third and last book in the Trinity Universe line of games. The game, printed in black and white on pulp-like sepia paper to resemble a period piece, was conceived as a one-book game line, and was never supported by official supplements. Despite having a vocal fanbase, the Trinity Universe line was discontinued shortly after the game's publication; a d20 system version was released in 2004. In 2002, "Adventure!" won the Origins Award for "Best Role-Playing Game of 2001". Onyx Path Publishing has recently acquired the rights to the Trinity Universe and has announced its intention to release a new edition of "Adventure!"
Adventure game
Many adventure games make use of an inventory management screen as a distinct gameplay mode. Players are only able to pick up some objects in the game, so the player usually knows that only objects that can be picked up are important. Because it can be difficult for a player to know if they missed an important item, they will often scour every scene for items. For games that utilize a point and click device, players will sometimes engage in a systematic search known as a "pixel hunt", trying to locate the small area on the graphic representation of the location on screen that the developers defined, which may not be obvious or only consist of a few on-screen pixels. A notable example comes from the original "Full Throttle" by LucasArts, where one puzzle requires instructing the character to kick a wall at a small spot, which Tim Schafer, the game's lead designer, had admitted years later was a brute force measure; in the remastering of the game, Schafer and his team at Double Fine made this puzzle's solution more obvious. More recent adventure games try to avoid pixel hunts by highlighting the item, or by snapping the player's cursor to the item.
List of video game genres
An early attempt at analysis of the action and adventure genres appeared in a Game Developers Conference 2000 paper 'Mostly Armless: Grabbing the 3D World'. This critiqued a variety of adventure and action games to categorize gameplay and interaction for adventure, action, and hybrid genres. It provided a graph of the genres along the axes of 'immediacy' vs 'complexity', with an 'ideal-zone' for gameplay that covered and linked adventure and action games. It detailed various interaction styles present in these genres and extrapolated to future user interface and gameplay possibilities for these and other genres. Some of these have since been adopted by persistent worlds. For example, Second Life uses some of the gameplay investment and interface elements described in section 4 of the paper.
Adventure game
One of the most popular emulators, DOSBox, is designed to emulate an IBM PC compatible computer running DOS, the native operating system of most older adventure games. Many companies, like Sierra Entertainment, have included DOSBox in their rereleases of older titles.
Adventure game
Meanwhile, another avenue for adventure game rebirth came from the discovery of the influence of crowdfunding. Tim Schafer had founded Double Fine Productions after leaving LucasArts in 2000. He had tried to find funding support for an adventure game, but publishers refused to consider his proposals for fear of the genre being unpopular. In 2012, Schafer turned to Kickstarter to raise $400,000 to develop an adventure game; the month-long campaign ended with over $3.4 million raised, making it, at the time, one of the largest Kickstarter projects, enabling Double Fine to expand the scope of their project and completing the game as "Broken Age", released over two parts in 2014 and 2015. The success led many other developers to consider the crowd funding approach, including those in the adventure game genre who saw the Double Fine Kickstarter as a sign that players wanted adventure games. Many sequels, remakes, and spiritual successors to classic adventure games emerged on Kickstarter, leading to a significant increase in traditional adventure game development during this time. Some of these include:
Survival game
Survival games are considered an extension of a common video game theme where the player-character is stranded or separated from others, and must work alone to survive and complete a goal. Survival games focus on the survival parts of these games, while encouraging exploration of an open world. They are primarily action games, though some gameplay elements present in the action-adventure genre—such as resource management and item crafting—are commonly found in survival games, and are central elements in titles like "Survival Kids". At the start of a typical survival game, the player is usually placed alone in the game's world with few resources. It is not uncommon for players to spend the majority or entirety of the game without encountering a friendly non-player character; since NPCs are typically hostile to the player, emphasis is placed on avoidance, rather than confrontation. In some games, however, combat is unavoidable and provides the player with valuable resources (e.g., food, weapons, and armor).
Adventure game
Interactive movie games are considered a subgenre of adventure games. This subgenre has origins in Japanese interactive movie arcade games, predating "Colossal Cave Adventure".
Adventure (disambiguation)
An adventure is an undertaking into the unknown, often having a connotation of danger and excitement.
Adventure education
Merriam-Webster defines adventure as "an undertaking usually involving danger and unknown risks". Danger is defined as "exposure or liability to injury, pain, harm, or loss." Danger involves two factors which are perils – the origins of injury or the causes of loss, and hazards – the conditions that emphasize the chance of injury or loss. Risk is defined as "potential loss or injury". Risk can be described as "real risk" or "perceived risk" such as bungee jumping; it seems as though there is a high level of risk, but with proper equipment it can be relatively safe. Danger, then is the exposure, or magnitude, of the harm a person may encounter; risk is the probability of that harm. These two variables are filtered through a person's perceptions, which may or may not be accurate.
The Manhole
The Manhole is an adventure video game in which the player opens a manhole and reveals a gigantic beanstalk, leading to fantastic worlds.
Adventure racing
Adventure racing (also called expedition racing) is typically a multi-disciplinary team sport involving navigation over an unmarked wilderness course with races extending anywhere from two hours up to two weeks in length. (What Is Adventure Racing Video) Some races offer solo competition as well. The principal disciplines in adventure racing include trekking, mountain biking, and paddling although races can incorporate a multitude of other disciplines including climbing, abseiling, horse riding, skiing and white water rafting. Teams generally vary in gender mix and in size from two to five competitors, however the premier format is considered to be mixed gender teams of four racers. There is typically no suspension of the clock during races, irrespective of length; elapsed competition time runs concurrently with real time, and competitors must choose if or when to rest.
Interactive fiction
Adventure International was founded by Scott Adams (not to be confused with the creator of Dilbert). In 1978, Adams wrote "Adventureland", which was loosely patterned after (the original) "Colossal Cave Adventure". He took out a small ad in a computer magazine in order to promote and sell "Adventureland", thus creating the first commercial adventure game. In 1979 he founded Adventure International, the first commercial publisher of interactive fiction. That same year, "Dog Star Adventure" was published in source code form in "SoftSide", spawning legions of similar games in BASIC.
Adventure Games
Adventure Games was an American game company that produced role-playing games and game supplements.
Action-adventure game
An action-adventure game can be defined as a game with a mix of elements from an action game and an adventure game, especially crucial elements like puzzles. Action-adventures require many of the same physical skills as action games, but also offer a storyline, numerous characters, an inventory system, dialogue, and other features of adventure games. They are faster-paced than pure adventure games, because they include both physical and conceptual challenges. Action-adventure games normally include a combination of complex story elements, which are displayed for players using audio and video. The story is heavily reliant upon the player character's movement, which triggers story events and thus affects the flow of the game. Some examples of action-adventure games include "The Legend of Zelda", "God of War", and "Tomb Raider" series.
Outline of video games
Action-adventure game – a video game genre that combines elements of both the adventure game and the action game genres.
Frontier Adventure Sports &amp; Training
Adventure Racing can be defined as a non-stop, multi-day, multi-discipline, team event. In many ways it can be likened to an expedition with a stopwatch. The goal of the competition is to be the first team to get all members across the finish line together. Adventure Racing requires teamwork, perseverance, and strong navigation and wilderness survival skills. The most common disciplines involved in an adventure race are mountain biking, hiking, paddling and rappelling. There are many different lengths and formats of events, ranging from off-road triathlons, to month-long expeditions. The course should take competitors through remote wilderness where they must travel without outside assistance. Each team must use strategy to determine the best route, equipment, food and pace to maintain to win.
Adventure (role-playing games)
"Dungeon crawl"-style adventures for combat-intensive games such as "Dungeons & Dragons" may allow or require large amounts of combat and little or no interaction with other characters outside of combat; storytelling games such as the "World of Darkness" games may focus on character interaction and provide little opportunity for combat. So-called linear adventures will restrict the actions of the players to a significant degree, requiring them to resolve each part of the plot in turn. Non-linear adventures are more flexible about the order of player activities, and allow the players a greater opportunity to "write" their own adventure.
Victorian Adventure
"Victorian Adventure" is a historical mystery/adventure system set in 19th-century England, during the height of the British Empire. The character and skill rules are simple, with the background and social systems covering such things as social class and status, spiritualism, etc. The object is to get ahead and make more money. The game includes a Diary of Events for the entire Victorian era, plus wage and price lists, and three scenarios. The 2nd edition greatly expands the rules and adds two new scenarios.
PC game
The first generation of computer games were often text adventures or interactive fiction, in which the player communicated with the computer by entering commands through a keyboard. An early text-adventure, "Adventure", was developed for the PDP-11 minicomputer by Will Crowther in 1976, and expanded by Don Woods in 1977. By the 1980s, personal computers had become powerful enough to run games like "Adventure", but by this time, graphics were beginning to become an important factor in games. Later games combined textual commands with basic graphics, as seen in the SSI Gold Box games such as "Pool of Radiance", or "Bard's Tale" for example.
Sonic Adventure
Prior to the release of "Sonic Adventure", most 3D platform games focused on exploration and collecting items; "Sonic Adventure" changed this with its linear gameplay. According to "GamesRadar", it was one of the first sixth-generation console games and changed the industry "forever", despite its glitches. "Joystiq" wrote that both "Adventure" and the original "Sonic the Hedgehog" had innovated through effective linear level design and by feeling "good to play". In 2009, "GamePro" listed "Sonic Adventure" as the seventh-best platform game of all time, saying it had not aged well in certain aspects but its core gameplay remained among the best of the "Sonic" series. Several journalists ranked the game among the series' best, but "Kotaku" argued the addition of voice acting and greater focus on plot changed Sonic into "a flat, lifeless husk of a character, who spits out slogans and generally has only one personality mode, the radical attitude dude, the sad recycled image of vague '90s cultural concept".
Adventure game
Many puzzles in these games involve gathering and using items from their inventory. Players must apply lateral thinking techniques where they apply real-world extrinsic knowledge about objects in unexpected ways. For example, by putting a deflated inner tube on a cactus to create a slingshot, which requires a player to realize that an inner tube is stretchy. They may need to carry items in their inventory for a long duration before they prove useful, and thus it is normal for adventure games to test a player's memory where a challenge can only be overcome by recalling a piece of information from earlier in the game. There is seldom any time pressure for these puzzles, focusing more on the player's ability to reason than on quick-thinking.
Adventure game
Within the 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. The Asian markets have also found markets for adventure games for portable and mobile gaming devices. Japanese adventure games tend to be distinct from Western adventure games and have their own separate development history.
Adventure game
A is a hybrid of text and graphical adventure games, typically featuring text-based story and interactivity aided by static or sprite-based visuals. They resemble mixed-media novels or tableau vivant stage plays. Most visual novels typically feature dialog trees, branching storylines, and multiple endings. The format has its primary origins in Japanese and other Asian video game markets, typically for personal computers and more recently on handheld consoles or mobile devices. The format did not gain much traction in Western markets, but started gaining more success since the late 2000s. A common type of visual novel are dating sims, which has the player attempt to improve a relationship with one or more other characters, such as "Hatoful Boyfriend".
Deadfall Adventures
"Deadfall Adventures" is a first person action-adventure video game. The protagonist is a treasure hunter. The game takes place during the World War II era. The player fights Nazi soldiers and supernatural enemies through various environments like Egypt, the Arctic, and Maya ruins. The player has a compass that helps him to find hidden treasures which are optional but help in boosting health and stamina. The player also has to avoid and overcome traps and solve puzzles which guard the traps. The player can use Allan Quartermain's notebook which helps them to solve puzzles and overcome traps. Traps can also be used to impale enemies. The player also carries a flashlight which helps them to traverse dark areas and fend off supernatural enemies like mummies which can only be harmed after the player focuses their flashlight to soften them up. The player can use various weapons like revolver and shotgun and can also use a knife for melee combat.
Dungeons &amp; Dragons
A typical "Dungeons & Dragons" game consists of an "adventure", which is roughly equivalent to a single story. The DM can either design an original adventure, or follow one of the many pre-made adventures (also known as "modules") that have been published throughout the history of "Dungeons & Dragons". Published adventures typically include a background story, illustrations, maps and goals for PCs to achieve. Some include location descriptions and handouts. Although a small adventure entitled "Temple of the Frog" was included in the "Blackmoor" rules supplement in 1975, the first stand-alone "D&D" module published by TSR was 1978's "Steading of the Hill Giant Chief", written by Gygax.
Wilderness: A Survival Adventure
Wilderness: A Survival Adventure is a survival game, with gameplay revolving around surviving in a harsh landscape.
Expedition to Undermountain
"Expedition to Undermountain" presents an adventure campaign designed to cover a number of levels of play. Undermountain, as it is presented here, is a huge adventuring area for any "D&D" campaign, containing nine main levels and more than twenty sublevels, connecting to more extensive dungeons and caverns, and ultimately to the Underdark. The book treats Undermountain as an unexplored underground region, and provides plots, power groups, and lore to enable a Dungeon Master to detail any corner of Undermountain to create a long-term adventure setting. Encounters are presented in the book, which are designed to take a party of player characters from 1st level to 10th level.
History of massively multiplayer online games
"Adventure", created in 1975 by Will Crowther on a DEC PDP-10 computer, was the first widely played adventure game. The game was significantly expanded in 1976 by Don Woods. "Adventure" contained many D&D features and references, including a computer controlled dungeon master.
Adventure
An adventure is an exciting experience that is typically a bold, sometimes risky, undertaking. Adventures may be activities with some potential for physical danger such as traveling, exploring, skydiving, mountain climbing, scuba diving, river rafting or participating in extreme sports.
Platform game
Platform games, or platformers, are a video game genre and subgenre of action game. In a platformer the player controlled character must jump and climb between suspended platforms while avoiding obstacles. Environments often feature uneven terrain of varying height that must be traversed. The player often has some control over the height and distance of jumps to avoid letting their character fall to their death or miss necessary jumps. The most common unifying element of games of this genre is the jump button, but now there are other alternatives like swiping a touchscreen. Other acrobatic maneuvers may factor into the gameplay as well, such as swinging from objects such as vines or grappling hooks, as in "Ristar" or "Bionic Commando", or bouncing from springboards or trampolines, as in "Alpha Waves". These mechanics, even in the context of other genres, are commonly called "platforming", a verbification of "platform". Games where jumping is automated completely, such as 3D games in "The Legend of Zelda" series, fall outside of the genre.
Colossal Cave Adventure
"Colossal Cave Adventure" is the first known work of interactive fiction and, as the first text adventure game, is considered the precursor for the adventure game genre. "Colossal Cave Adventure" also contributed towards the role playing and roguelike genres.
Adventure game
Adventure games contain a variety of puzzles, decoding messages, finding and using items, opening locked doors, or finding and exploring new locations. Solving a puzzle will unlock access to new areas in the game world, and reveal more of the game story. Logic puzzles, where mechanical devices are designed with abstract interfaces to test a player's deductive reasoning skills, are common.
Mythos (card game)
The main objective of the game is to collect points by completing "adventures". Adventures are cards that include keywords derived from different card names and types. Once the required cards are in the player's story deck or on the table, the player can play the adventure and receive its points. When a player reaches the number of adventure points previously agreed upon (usually 20), the game ends after the current round and the winner is determined.
List of video game genres
One of the first action-adventure games was the Atari 2600 game "Adventure" (1980). It was directly inspired by the original text adventure, "Colossal Cave Adventure". In the process of adapting a text game to a console with only a joystick for control, designer Warren Robinett created an action-adventure game by incorporating action arcade game elements.
Club Penguin Island
Adventures, also known as quests, and prefixed with ep. (short for episode) are activities in Club Penguin Island that players may partake in, and are received by talking to specific quest characters. Adventures involve players traveling around the island, completing tasks, and solving problems. Completing adventures yields coins and XP, and often various other rewards as well, such as a unique item or blueprints. Members are able to take part in every adventure. However, non-members are limited to taking part in one adventure from each character.