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Staff Blog
Troubling adventure forecast: the last Wii storm cloud
What’s that expression about bad things coming in threes? Following the two dangers detailed in my previous blogs, that means there’s still one more ominous storm cloud hanging over the genre. Thank goodness for small mercies, as this last one is probably the least threatening of the three. On the other hand, it’s perhaps the most disappointing.
Myst, Syberia, Ankh, CSI, Runaway, Secret Files, and Sherlock Holmes for DS Good games for the most part, but ones we’ve already seen before, and they’re now outnumbering their original game counterparts. Is this a blip? A phase soon to pass? Maybe. But let’s face it, publishers aren’t renowned for sacrificing the bottom line for the benefit of creative expression. Porting games is undoubtedly cheaper and easier and carries far less risk than investing in new games. Hmmm! It’s not just adventure ports that are a threat, though. There’s also the small matter of adventure game publishers diverting focus to console endeavours of other genres. The buyout of Lighthouse wasn’t the only time the company was in the news last year. They also proudly announced their license to begin making games for Nintendo systems. Not adventures – any games. The Adventure Company had done the same thing not long before that. Probably just a coincidence that those two publishers are the most noticeable examples of meagre upcoming adventure schedules, huh? Now City Interactive, one of the genre’s more prolific current publisher/developers, has just made a similar announcement. The catch with these announcements is that they’re always spun as good and positive things for everyone: “More platforms means more games, more players, more money, more development, more growth, more more more! Yah, baby!” But often it’s not more at all. It’s simply different. What once was in a company’s left pocket is now in its right. What once was on the front burner might now be on the back. Sure, theoretically a company could hit it big in new markets and really expand, but that’s not about to happen with the kind of titles pushed by our “adventure” companies broadening their horizons. No knock on Monster Band or Puppy Trainer intended, but as a shareholder I wouldn’t be counting my millions just yet. What we end up with, then, is the same number of dollars, the same number of resources, the same number of manageable projects before… except now they’re spread out. Where before there may have been the budget to publish six new adventures a year, now there’s budget for three new adventures and three ports. Or one new adventure, two adventure ports, one original non-adventure Wii and two non-adventure DS titles. The numbers are entirely random just to illustrate the point. Whatever the actual distribution, the attention formerly dedicated to new PC adventures is now spreading thin and spreading fast. It should go without saying, but I have absolutely nothing against the DS or Wii. I have one of each and I’ve been a big fan of Nintendo since the very first NES system. I don’t care if adventures come out on PC or Wii or DS or any other platform. This isn’t about preference; it’s simply about numbers. More isn’t always more; more is sometimes less. In this case, more platforms can mean more product on shelves, but fewer actual games and still fewer original adventures. The Nintendo influence may not seem like a big deal. And in isolation, it isn’t. But as with the two problems before it, the issue is that the adventure market is so (relatively) tiny, its corporate participation so limited, that it takes so very little to disrupt its ever-delicate balance. Can the genre withstand the influx of ports over new adventures? Sure, all things being equal. But these days things are anything but equal. On top of a crumbling economy AND North American developers potentially bailing out AND the casual market cutting in with serious competition AND with cheap ports replacing original adventures… pretty soon you have a problem. I realize these last three blogs have painted a bleak picture for the genre, and again I want to emphasize that there’s always room for hope. Often when one door closes, another opens, and so long as there are enterprising developers with a passion for the genre, we’ll continue to get new adventures some way, some time, somehow. But this is the road before us. It’s not one filled with fertile fields but rocky obstacles. It’s a journey we still plan to take right along with you, but let’s at least move forward with eyes wide open. Now, please excuse me, as I need to go play Safecracker on Wii for review.
Casual invasion: Concealing hidden dangers
Note: This article's subtitle has been changed from "Killing a genre softy" to avoid any potential confusion. The original phrase was purely facetious, and was never meant to be taken literally. The threat is real, but any adventure fan knows the genre will never die! And certainly not if Adventure Gamers has anything to say about it. I’m sure we’ve all heard the argument that “Doom killed the adventure genre.” And true enough, id Software’s phenomenally successful 1993 shooter literally blew the doors wide open for 3D action games. It didn’t kill adventures, though. It mercilessly shot the genre with a BFG, wrestled the mainstream gaming crown from its pacifistic head, and even kicked it a little when it was down, but Doom didn’t kill it. You know what might? I-Spy. Okay, I promised in my last blog that I wouldn’t speak of the death of the genre (but hey, it worked better with the Doom imagery), and Scholastic’s children’s games are barely known in wider circles, let alone a threat to topple the once-mighty adventure. But the I-Spy games were a precursor to a very real and imminent threat, and in the second of three attempts to depress the hell out of everyone (no, not really, but it may have that effect), the subject is none other than: casual games. Casual games aren’t new, of course. They’ve been around practically forever, and come in all shapes and sizes and gameplay types. Until recently, there’s been enough separation between “us” and “them” that it hasn’t been much of an issue. But in recent years the “hidden object” games have exploded in popularity, and as evidenced by the start of our recent feature focus, they’ve now become impossible to ignore. There are two central concerns where these seek-and-find games are concerned, and each has the potential to impact adventures significantly. The first is that adventures are becoming more and more like casual games, and the second is that the casual games market itself is quickly forming a shadow that looms over the entire genre. Let’s begin with the issue of adventures becoming more casual. For the sake of convenience, we’ll include episodic gaming in this topic, even though there’s nothing inherently casual about shorter, episodic games. The fact that those released (most notably from Telltale so far) have trended along these lines, however, indicates a correlation if not causation. (And I promise that’s the last time I’ll sound all science-y). Let’s face it, today’s adventures are getting easier. Not insultingly easy, but easier than the olden days of weeks-to-solve puzzles, help hotlines, and mail-order guide books. With walkthroughs at everyone’s fingertips and the pace of life getting more and more hectic, fewer and fewer people are willing to devote the same kind of time and energy to complex puzzles, and developers are accommodating us. Simpler puzzles and in-game hint systems abound, and the days of Myst are over. Some say good riddance, some lament, but few would argue the point. But now games are going even further. By their very nature, adventures are still perhaps the most demanding, least rewarding games on the market. Who likes wandering around for half an hour not knowing what to do, or slaving over one puzzle just to run smack dab into the next obstacle? Well, we do, but only to an extent, and that “extent” has begun to slide. Seeing this trend early, adventure giant Jane Jensen was among the first to embrace it, co-founding Oberon Games and creating the Inspector Parker series and BeTrapped!. Revolution’s Steve Ince went the casual route with his first solo effort as well, albeit in the more action-oriented Mr. Smoozles Goes Nutso. For a long time, however, the “trend” seemed stuck in neutral. But the trickle-down effect has finally begun. While not replacing their regular adventure counterparts (merely adding to them at this point), both the CSI and Nancy Drew series have now launched distinctly casual installments. And it doesn’t stop there. From the new indie series Casebook to the upcoming Three Cards to Midnight by still another genre legend (the creators of Tex Murphy), it’s clear that this is now indeed a trend, not a fluke. It’s even working the other way, as more adventure elements are being added to casual games, like in the recent Mystery Case Files: Return to Ravenhearst. No point hiding our heads in the sand and hoping the trend passes. Trends do pass, but we’re only at the beginning of this one, and even when it finally subsides, I suspect the genre won’t ever be the same. Not dead… but not the same. Having said that, we’d be lucky if that was the only challenge posed to the genre by casual games. The other one is even more ominous: namely, that the casual games market will severely erode the adventure game market in its own right. We’ve been lulled into a false sense of security in recent years by the genre’s increased prosperity, all the while oblivious to the ground swell of popularity of the genre’s nearest competitor. For those who haven’t played them, hidden object games are basically “adventure lite” experiences. They’ve got a story framework, they’ve got puzzles, they’ve got pretty pictures. They rarely give you any freedom or exploration, but instead offer the one thing that adventures so desperately lack: a constant sense of challenge and fulfillment. Ten minutes of an adventure means practically nothing. Ten minutes of seek-and-find games means twenty small victories. Sure they’re largely ongoing “pixel hunts”, but it’s this continual feedback loop that makes the casual games so much more appealing than adventures for many people. And guess what? They’re cheap. The adventure genre was basically kept afloat by DreamCatcher in the last dark period by offering adventures at “budget” prices. And budget games always do well, almost regardless of quality. Now most adventures have edged back up into regular game price ranges, and suddenly a purchase is not so automatic. The economy’s in the tank, and everyone’s looking for value, and you can’t afford to be wrong with that extra $10-20 dollars. The new “budget” value, then, is casual games. More rewarding AND cheaper begins to look better and better. Publishers and developers love them, too. As Jensen noted in a recent interview, ”casual games have a short timeline and lite budget. So things happen very fast. You have a month to do the design, in another month you’re seeing weekly builds and in 5 months you’re shipping. A big adventure game takes a lot longer all the way around.” What does that mean for the consumer? It means the market is being flooded with them, and those that like both hidden object games and adventures now have to choose. And if there are twice as many new casual games released at half the cost of an adventure... well, you do the math. Can the two co-exist? Yes, but not comfortably. There will always, ALWAYS be room for full-fledged adventures. Snacks are great, but people will inevitably crave full-course meals from time to time. Still, the two share the same general demographic market, and whenever competition exists, something has to give. Will already-reluctant publishers still be as willing to invest in new adventures as they become increasingly speculative? If there are any positives stemming from the influx of casual games, it’s in their ability to popularize digital distribution and draw attention to adventure games that didn’t exist before. The existing adventure community has always been slow to embrace change, and the acceptance of downloadable games is no exception. But because casual games are typically offered only by download, they’ve helped force the issue. Whether that ever translates into more adventures routinely downloaded remains to be seen, but at the very least popular casual game portals like Big Fish Games are now offering adventures as well. It’s small consolation, but it’s a start. Love them or hate them, then, casual games are here to stay, and the genre will need to find its way through this new reality. No, I-Spy won’t kill adventures, but in keeping with the spirit of its name, take a good long look at the gaming landscape now, because it may not look that way much longer. Next week (or thereabouts), stay tuned for part three of this “reasons to make you investigate new hobbies” series. (Just kidding. I hope.)
Whither the publishers? (or "Publishers wither")
I mentioned in my new year's post that I saw three very ominous trends forming in 2008 that could seriously jeopardize the future of the genre. Not "kill" it... let's for once abandon the overused rhetoric about ever being dead. But you don't need to be dead to be suffering. Badly. And without some unforeseen boons in the coming months, that could very well be what we're facing. Of course, the troubling economic climate has many predicting doom and gloom on all fronts, but since the gaming industry is supposedly one of the few that's recession-proof, or at least recession-resistant, such financial uncertainty shouldn't be crippling in and of itself. In conjunction with other trends, however, the outlook becomes pretty bleak.
New Year's 2009: Out with the old, in with the less old
Happy new year, adventuredom! I trust everyone has had an enjoyable (and safe) holiday season, preferably with a new game or two in hand.
Christmas Quest trilogy re-re(?)-release!
Remember what it was like to be a kid at Christmas? Waking up so early that your parents would kill you if you roused them at that hour… fervently hoping that Santa had come and deposited your special wish under the brightly decorated tree… anxiously willing the clock to move, tick-by-unfreakingbelievablyslow-tick… finally, unable to contain your excitement any longer, bounding down the stairs to bask in the glow of another holiday bonanza… Christmas Quest 2: The Yuletide Flows In Our sequel takes place a whopping ONE SECOND after the end of the first. That’s right, we were episodic before it was cool! Just call us Adventure Trendsetters. In this second game, our lovable but dorky protagonist is all set to finally play the best adventure game ever(!) when – get this – something goes wrong! Who’d have guessed that happening in an adventure? Nevertheless, an unnatural disaster threatens to wash away Christmas for good, though fortunately a straggler elf is left behind to help repair the damage… or at least razz your attempts to do so yourself. Christmas Quest 3: Santa’s Little Help Desk The third and final adventure begins a whole MINUTE after the conclusion of the second (what happens in that time, we’ll never tell!). This time around, Christmas as we know it has been saved, but the same can’t be said for our young dork’s aging PC. In order to play the you-know-what, some radical repairs are in order with a little help (cough) from tech support and a whole lot of inter-dimensional elf magic. (What, isn’t that how everyone does it?) And when all is said and done, maybe – just maybe – you’ll discover the best adventure game ever(!) for yourself.
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