Adventure Games
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Adventure Games
An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story, driven by exploration and/or puzzle-solving. The genre's focus on story allows it to draw heavily from other narrative-based media, such as literature and film, encompassing a wide variety of genres. Most adventure games (text and graphic) are designed for a single player, since the emphasis on story and character makes multiplayer design difficult. '' Colossal Cave Adventure'' is identified by Rick Adams as the first such adventure game, first released in 1976, while other notable adventure game series include ''Zork'', ''King's Quest'', '' Monkey Island'', '' Syberia'', and ''Myst''. 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. As personal computers became more powerful with better graphics, the graphic adventure-game format became pop ...
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Video Game Genre
A video game genre is an informal classification of a video game based on how it is played rather than Computer graphics, visual or narrative elements. This is independent of setting (fiction), setting, unlike works of fiction that are expressed through other media, such as films or books. For example, a shooter game is still a shooter game, regardless of where or when it takes place. A specific game's genre is open to subjective interpretation. An individual game may belong to several genres at once. History Early attempts at categorizing video games were primarily for organizing catalogs and books. A 1981 catalog for the Atari 2600, Atari Video Computer System uses 8 headings: Skill Gallery, Space Station, Classics Corner, Adventure Territory, Race Track, Sports Arena, Combat Zone, and Learning Center. ("Classics", in this case, refers to chess and checkers.) In Tom Hirschfeld's 1981 book ''How to Master the Video Games'', he divides the games into broad categories in the table ...
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Niche Market
A niche market is the subset of the market on which a product is appealed to a small group of consumers. The market niche defines the product features aimed at satisfying specific market needs, as well as the price range, production quality and the demographics that it is intended to target. It is also a small market segment. Sometimes, a product or service can be entirely designed to satisfy a niche market. Not every product can be defined by its market niche. The niche market is highly specialized, and aiming to survive among the competition from numerous super companies. Even established companies create products for different niches; Hewlett-Packard has all-in-one machines for printing, scanning and faxing targeted for the home office niche, while at the same time having separate machines with one of these functions for big businesses. In practice, product vendors and trade businesses are commonly referred to as ''mainstream providers'' or ''narrow demographics niche market pr ...
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Text Adventure Game
Interactive fiction (IF) is software simulating environments in which players use text Command (computing), commands to control Player character, characters and influence the environment. Works in this form can be understood as literary narratives, either in the form of Interactive narratives or Interactive narrations. These works can also be understood as a form of video game, either in the form of an adventure game or role-playing video game, role-playing game. In common usage, the term refers to text adventures, a type of adventure game where the entire interface can be "Text mode, text-only", however, graphical text adventure games, where the text is accompanied by graphics (still images, animations or video) still fall under the text adventure category if the main way to interact with the game is by typing text. Some users of the term distinguish between interactive fiction, known as "Puzzle-free", that focuses on narrative, and "text adventures" that focus on puzzles. Due ...
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Hero
A hero (feminine: heroine) is a real person or fictional character who, in the face of danger, combats adversity through feats of ingenuity, courage, or Physical strength, strength. The original hero type of classical epics did such things for the sake of glory (honor), glory and honor. post-classical history, Post-classical and modern history, modern heroes, on the other hand, perform great deeds or selfless acts for the common good instead of the classical goal of wealth, pride, and fame. The antonym of ''hero'' is ''villain''. Other terms associated with the concept of ''hero'' may include ''good guy'' or ''wikt:white hat, white hat''. In Classics, classical literature, the hero is the main or revered character in Epic poetry, heroic epic poetry celebrated through ancient legends of a people, often striving for military conquest and living by a continually flawed personal honor code. The definition of a hero has changed throughout time. Webster's Dictionary, Merriam We ...
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Player Character
A player character (also known as a playable character or PC) is a fictional Character (arts), character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not controlled by a player are called non-player characters (NPCs). The actions of non-player characters are typically handled by the game itself in video games, or according to rules followed by a gamemaster refereeing tabletop role-playing games. The player character functions as a fictional, alternate body for the player controlling the character. Video games typically have one player character for each person playing the game. Some games, such as multiplayer online battle arena, hero shooter, and fighting games, offer a group of player characters for the player to choose from, allowing the player to control one of them at a time. Where more than one player character is available, the characters may have distinctive Attribute (rol ...
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Narrative
A narrative, story, or tale is any account of a series of related events or experiences, whether non-fictional (memoir, biography, news report, documentary, travel literature, travelogue, etc.) or fictional (fairy tale, fable, legend, thriller (genre), thriller, novel, etc.). Narratives can be presented through a sequence of written or spoken words, through still or moving images, or through any combination of these. The word derives from the Latin verb ''narrare'' ("to tell"), which is derived from the adjective ''gnarus'' ("knowing or skilled"). Historically preceding the noun, the adjective "narrative" means "characterized by or relating to a story or storytelling". Narrative is expressed in all mediums of human creativity, art, and entertainment, including public speaking, speech, literature, theatre, dance, music and song, comics, journalism, animation, video (including film and television), video games, radio program, radio, game, structured and play (activity), unstructu ...
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Exploration
Exploration is the process of exploring, an activity which has some Expectation (epistemic), expectation of Discovery (observation), discovery. Organised exploration is largely a human activity, but exploratory activity is common to most organisms capable of directed Animal locomotion, locomotion and the ability to learn, and has been described in, amongst others, social insects foraging behaviour, where feedback from returning individuals affects the activity of other members of the group. Types Geographical Geographical exploration, sometimes considered the default meaning for the more general term exploration, is the practice of discovering lands and regions of the planet Earth remote or relatively inaccessible from the origin of the explorer. The surface of the Earth not covered by water has been relatively comprehensively explored, as access is generally relatively straightforward, but underwater and subterranean areas are far less known, and even at the surface, much is ...
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Problem Solving
Problem solving is the process of achieving a goal by overcoming obstacles, a frequent part of most activities. Problems in need of solutions range from simple personal tasks (e.g. how to turn on an appliance) to complex issues in business and technical fields. The former is an example of simple problem solving (SPS) addressing one issue, whereas the latter is complex problem solving (CPS) with multiple interrelated obstacles. Another classification of problem-solving tasks is into well-defined problems with specific obstacles and goals, and ill-defined problems in which the current situation is troublesome but it is not clear what kind of resolution to aim for. Similarly, one may distinguish formal or fact-based problems requiring G factor (psychometrics), psychometric intelligence, versus socio-emotional problems which depend on the changeable emotions of individuals or groups, such as Emotional intelligence, tactful behavior, fashion, or gift choices. Solutions require suff ...
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Puzzle Solving
A puzzle is a game, problem, or toy that tests a person's ingenuity or knowledge. In a puzzle, the solver is expected to put pieces together ( or take them apart) in a logical way, in order to find the solution of the puzzle. There are different genres of puzzles, such as crossword puzzles, word-search puzzles, number puzzles, relational puzzles, and logic puzzles. The academic study of puzzles is called enigmatology. Puzzles are often created to be a form of entertainment but they can also arise from serious mathematical or logical problems. In such cases, their solution may be a significant contribution to mathematical research. Etymology The ''Oxford English Dictionary'' dates the word ''puzzle'' (as a verb) to the 16th century. Its earliest use documented in the ''OED'' was in a book titled ''The Voyage of Robert Dudley...to the West Indies, 1594–95, narrated by Capt. Wyatt, by himself, and by Abram Kendall, master'' (published circa 1595). The word later came to be us ...
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PC Games
''PC Games'' is a monthly-released PC gaming magazine published by the Computec Media GmbH in Germany. History ''PC Games'' was founded in 1992 and included a 3½-in floppy disk, which was changed to a CD-ROM in 1995. By 1999 it became the leading computer gaming magazine in Germany at this time. From October 1992 to March 1998, the founders Oliver Menne and Thomas Borovskis were editors-in-chief. They were replaced by Thomas Borovskis from April 1998 to February 2000. From March 2000 to June 2001, the magazine was led by Florian Stangl and Petra Fröhlich. From March 2004 on, Petra Fröhlich was the sole editor-in-chief. Fröhlich left this post in December 2014 and was replaced by Wolfgang Fischer. Content The magazine has about 116 pages (extended edition), and also usually includes a DVD (earlier a CD) with drivers, demos, Video game modding, mods and Map (video game), maps. The DVD also often includes a full retail version of a chosen game. The magazine contains t ...
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Visual Novel
A visual novel (VN) is a form of digital interactive fiction. Visual novels are often associated with the medium of video games, but are not always labeled as such themselves. They combine a textual narrative with static or animated illustrations and a varying degree of interactivity. The format is more likely referred to as a visual novel game. Visual novels originated in and are especially prevalent in Japan, where they made up nearly 70% of the PC game titles released in 2006. In Japanese, a distinction is often made between visual novels (NVL, from "novel"), which consist primarily of narration and have very few interactive elements, and adventure games (AVG or ADV, from "adventure"), which incorporate problem-solving and other types of gameplay. This distinction is normally lost outside Japan, as both visual novels and ADV-style adventure games are commonly referred to as "visual novels" by international fans. Visual novels are rarely produced exclusively for dedicated ...
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Digital Distribution In Video Games
In the video game industry, digital distribution is the process of delivering video game content as digital information, without the exchange or purchase of new physical media such as ROM cartridges, magnetic storage, optical discs and flash memory cards. This process has existed since the early 1980s, but it was only with network advancements in bandwidth capabilities in the early 2000s that digital distribution became more prominent as a method of selling games. Currently, the process is dominated by online distribution over broadband Internet. To facilitate the sale of games, various video game publishers and console manufacturers have created their own platforms for digital distribution. These platforms provide centralized services to purchase and download digital content for either specific video game consoles or personal computers. Some platforms may also serve as digital rights management systems, limiting the use of purchased items to one account. Digital distribution ...
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