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Margarita Lovvorn

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Aug 5, 2024, 10:39:10 AM8/5/24
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Anadventure is an exciting experience or undertaking that is typically bold, sometimes risky.[1] Adventures may be activities with danger such as traveling, exploring, skydiving, mountain climbing, scuba diving, river rafting, or other extreme sports. Adventures are often undertaken to create psychological arousal or in order to achieve a greater goal, such as the pursuit of knowledge that can only be obtained by such activities.

Adventurous experiences create psychological arousal,[2] which can be interpreted as negative (e.g. fear) or positive (e.g. flow). For some people, adventure becomes a major pursuit in and of itself. According to adventurer Andr Malraux, in his Man's Fate (1933), "If a man is not ready to risk his life, where is his dignity?"


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.


Many adventures are based on the idea of a quest: the hero goes off in pursuit of a reward, whether it be a skill, prize, treasure, or perhaps the safety of a person. On the way, the hero must overcome various obstacles to obtain their reward.


In video game culture, 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.[10] 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.[11]


From ancient times, travelers and explorers have written about their adventures.[12] Journals which became best-sellers in their day were written, such as Marco Polo's journal The Travels of Marco Polo or Mark Twain's Roughing It. Others were personal journals, only later published, such as the journals of Meriwether Lewis and William Clark or Captain James Cook's journals. There are also books written by those not directly a part of the adventure in question, such as The Right Stuff by Tom Wolfe or books written by those participating in the adventure but in a format other than that of a journal, such as Conquistadors of the Useless by Lionel Terray. Documentaries often use the theme of adventure as well.


It's not just about the speed of the coaster, or the splash landing at the end of every waterslide. More than anything else, it's about the time you spend together and the memories you'll hold onto forever.


Funnel of Fear, three wave pools, body slides, speed slides and more will thrill you with big splashes and exciting water adventures at WildWater Adventure. Little thrill seekers can explore Half Pint Paradise and Beach Party. WildWater Adventure is the best Michigan waterpark to visit this summer for family fun.


I wrote this back in 1989 while I was designing Monkey Island. It is now the futuristic year of 2004 and we are all driving around in flying cars and wearing sliver jumps suits. A lot has changed for Adventure Games as well, but unfortunately not in the right direction.


Adventure Games are officially dead. I think this article from Old Man Murray (written in 2002) sums it up pretty well. Make sure you read the whole thing, it starts out slow, but his conclusion could not be more true.


Some people will tell you that Adventure Games aren't really dead, they have just morphed into other forms, or that other genres have absorbed Adventure Games. If this is true, they've done a pretty bad job of it.


As I read this some 15 years later, I'm not sure I agree with everything in here anymore. I learned a lot from Monkey Island 1 and 2, plus countless kids Adventure Games at Humongous Entertainment. At some point in the near future, I will do an annotated version of this article, talking about things that have changed, or were just plains wrong. But in the meantime, there is something interesting on TV right now.


Of all the different types of games, the ones I most enjoy playing are adventure/story games. It is no surprise that this is also the genre for which I design. I enjoy games in which the pace is slow and the reward is for thinking and figuring, rather than quick reflexes. The element that brings adventure games to life for me is the stories around which they are woven. When done right, it is a form of storytelling that can be engrossing in a way that only interaction can bring. The key here is "done right", which it seldom is.


One of my pet peeves is the recent trend to call story games "Interactive Movies." They are interactive, but they are not movies. The fact that people want to call them movies just points out how lost we are. What we need to do is to establish a genre for our works that we can call our own. Movies came from stage plays, but the references are long lost and movies have come into their own. The same thing needs to happen to story games.


The desire to call them Interactive Movies comes from a couple of places. The first is Marketing. It is the goal of narrow-minded marketing to place everything into a category so it will be recognizable. These people feel that the closest things to story games are movies. The other source for the name Interactive Movie is what I call "Hollywood Envy." A great number of people in this business secretly (and not so secretly) wish they were making movies, not writing video games. Knock it off! If you really want to make movies, then go to film school and leave the game designing to people who want to make games.


Story games are not movies, but the two forms do share a great deal. It is not fair to completely ignore movies. We can learn a lot from them about telling stories in a visual medium. However, it is important to realize that there are many more differences than similarities. We have to choose what to borrow and what to discover for ourselves.


The single biggest difference is interaction. You can't interact with a movie. You just sit in the theater and watch it. In a story game, the player is given the freedom to explore the story. But the player doesn't always do what the designer intended, and this causes problems. It is hard to create a cohesive plot when you have no idea what part of the story the player will trip over next. This problem calls for a special kind of storytelling, and we have just begun to scratch the surface of this art form.


There is a state of mind called "suspension of disbelief". When you are watching a movie, or reading a good book, your mind falls into this state. It occurs when you are pulled so completely into the story that you no longer realize you are in a movie theater or sitting at your couch, reading. When the story starts to drag, or the plots begins to fall apart, the suspension of disbelief is lost. You soon start looking around the theater, noticing the people in front of you or the green exit sign. One way I judge a movie is by the number of times I realized I was in a theater.


The same is true of story games (as well as almost all other kinds of games). As the story builds, we are pulled into the game and leave the real world behind. As designers, our job is to keep people in this state for as long as possible. Every time the player has to restore a saved game, or pound his head on the desk in frustration, the suspension of disbelief is gone. At this time he is most likely to shut off the computer and go watch TV, at which point we all have lost.


I have created a set of rules of thumb that will minimize the loss of suspension of disbelief. As with any set of rules, there are always exceptions. In my designs, I hope that if these rules cannot be followed, it is for artistic reasons and not because I am too lazy to do it right. In Maniac Mansion, in one place or another, I violated all but one of these rules. Some of them were violated by design, others by sloppiness. If I could redesign Maniac Mansion, all the violations would be removed and I'd have a much better game.


Some people say that following these rules makes the games too easy to play. I disagree. What makes most games tough to play is that the puzzles are arbitrary and unconnected. Most are solved by chance or repetitive sessions of typing "light candle with match", "light paper with match", "light rug with match", until something happens. This is not tough game play, this is masturbation. I played one game that required the player to drop a bubble gum wrapper in a room in order to get a trap door to open (object names have been changed to protect the guilty). What is the reasoning? There is none. It's an advanced puzzle, I was told.


It's OK if the objective changes in mid-game, but at the beginning the player should have a clear vision as to what he or she is trying to accomplish. Nothing is more frustrating than wandering around wondering what you should be doing and if what you have been doing is going to get you anywhere. Situations where not knowing what's going on can be fun and an integral part of the game, but this is rare and difficult to pull off.


Most good adventure games are broken up into many sub-goals. Letting the player know at least the first sub-goal is essential in hooking them. If the main goal is to rescue the prince, and the player is trapped on an island at the beginning of the game, have another character in the story tell them the first step: get off the island. This is just good storytelling. Ben Kenobi pretty much laid out Luke's whole journey in the first twenty minutes of Star Wars. This provided a way for the audience to follow the progress of the main character. For someone not used to the repetitive head-banging of adventure games, this simple clue can mean the difference between finishing the game and giving up after the first hour. It's very easy when designing to become blind to what the player doesn't know about your story.

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