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feature: AdventureX 2011
When I first stumbled across a rumour of an Adventure Gaming Expo in the UK, I dismissively put it in the back of my mind until freeware developer Infamous Adventures announced that they would be making an appearance to showcase their latest game. Intrigued, I clicked my way to the AdventureX site and found that the event was due to take place on the weekend of December 17-18 at Didcot Parkway. I chose to go on Sunday, facing the usual endless delays of getting around London’s decrepit weekend train/tube network, a lengthy coach tour to Oxford, followed by another train that (finally) arrived at my destination. By that time it was around 2pm, so I’d potentially missed out on half the action by that stage, but lucky for me things were only just getting started. The remake updates both the graphics and engine, successfully implementing a point-and-click interface that immeasurably improves the game’s playability. There’s also been a host of minor changes which ever-so-slightly modify the design without significantly deviating from the original version of the game. There are still plenty of chances to die, but this time around you are a bit more in control rather than fighting the parser and the keyboard to perform critical actions. Visually the game looks incredibly polished, and it’s now accompanied by an equally impressive soundtrack. I was pleased to get an early glimpse of it before it went public, but now that it’s been released, we’ll have more on the game in our next freeware round-up. Chris Jones No, sorry, not the Tex Murphy guy. This is the other Chris Jones, but certainly no less important. For anyone who hasn’t been paying attention, Jones is the creator of the one and only Adventure Game Studio, the freeware and now open source software package that has been the foundation of numerous adventure titles. So while many may not know his name, Chris has had considerable influence on all those who have used and benefited from his work. A programmer and developer from the UK, he just wanted to make his own adventure games and one day set out to build an engine for just such a purpose. After doing so, he released his software on the internet and lo and behold, an entire development community sprang up around him! Apart from a demo he created for AGS, Chris hasn’t actually completed his own adventure game as yet, as after a few attempts he realised this wasn’t his greatest strength and instead concentrated on making AGS itself better. Chris himself is a fairly low key individual, calm and relatively humble, more of a fan than someone you’d expect from someone who’s accomplished so much. This impressed me, as I was anticipating a more showy individual, agonisingly proud of his achievements, but instead here was someone relaxed, open, easy to talk to and perhaps even a little nervous about getting up in front of the crowd and being filmed. When he took to the stage, Chris offered some general insight into the history of AGS, which is now more than ten years old, and some ideas as to where it might be heading. Currently AGS is no longer under development and officially no longer being worked on by Chris. Instead it’s been officially released as open source software, so it’s now available to all to be enhanced and altered, should another developer decide to take up this challenge. There’s also some discussion of the possibility of a port to the iPhone/iPad/Android platforms. Whether this is completed by Chris or an outside party remains to be seen, but there’s general acknowledgement that it may be a good option for commercial developers, or for anyone wishing to port their titles to touch screen portable devices. It makes sense: adventure games seem like a perfect fit on mobile platforms, offering direct interactivity and reducing the need for higher-resolution graphics. Not that the latter is being ignored. Chris also put out a call to any interested developers to drive improvements, incorporating more features such as higher resolutions and removing some of the limitations AGS currently imposes. One of the questions I posed to Chris was whether he might commercialise AGS if it became available on mobile platforms, to which he responded with a no, stating that AGS will remain a free open source platform for all. It’s an honourable position, especially considering how many other tools involve a small cost or percentage for using them in commercial titles. It almost seems a shame that Jones will never benefit financially at all from his creation, but perhaps he relishes more the knowledge of what his efforts have done in bolstering the adventure gaming community. Without AGS, a large selection of indie games that we have available today just wouldn’t exist (or be nearly as good), and that’s something we can all be grateful for.
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