Sub-genres
Text adventure
Text adventures, also known as Interactive Fiction, convey the game's story through passages of text, revealed to the player in response to typed instructions. Early text adventures, such as Adventure,"Hugo's House of Horrors" and Scott Adams' games, used a simple verb-noun parser to interpret these instructions, allowing the player to interact with objects at a basic level, for example by typing "get key" or "open door". Later text adventures, and modern interactive fiction, can interpret far more complex sentences.
Graphic adventure
Graphic adventures are adventure games that use graphics to convey the environment to the player. Games under the graphic adventure banner may have a variety of input types, from text parsers to touch screen interfaces.
Point-and-click adventures are a common type of graphic adventure in which the player uses a pointer, typically a mouse, to interact with the environment and solve puzzles. This input method remains popular in the genre, and is well-suited to interaction with the environment, as opposed to direct control schemes which emphasize character control.
Puzzle adventure
Puzzle adventures are adventure games that put a strong emphasis on puzzle solving, at the expense of elements such as item gathering, item use, character interaction, or plot. Instead, they typically emphasize exploration and deciphering the proper use of complex mechanisms, often resembling Rube Goldberg machines.
The plot of these games can be obscure, and may be conveyed only through interaction with the puzzles. Many puzzle adventures are played from a first person perspective with the player "moving" between still pre-rendered 3D images, sometimes combined with short animations or video. Examples of the genre include Schizm, Atlantis: The Lost Tales, Riddle of the Sphinx,Zack & Wiki: Quest for Barbaros' Treasure, and Myst, which pioneered this game style.
One kind of puzzle adventure is the Escape the room sub-genre, consisting of short games where the sole object is to find a way to escape from a room. These games are typically implemented in a graphic point-and-click style, which (owing to their popularity on the Internet) are often delivered in Adobe Flash format. Examples of the sub-genre include Submachine-series, Mystery of time and space and Crimson room.
Visual novel
An image of a
visual novel: Visual novels are commonly characterized with dialog boxes and
sprites denoting the speaker.
A visual novel (ビジュアルノベル bijuaru noberu?) is an adventure game featuring mostly static graphics, usually with anime-style art. As the name might suggest, they resemble mixed-media novels or tableau vivant stage plays. Visual novels are especially prevalent in Japan, where they make up nearly 70% of PC games released.[7] They are rarely produced for video game consoles, but the more popular games are sometimes ported to systems such as the Dreamcast or the PlayStation 2. The market for visual novels outside of East Asia, however, is limited.
Visual novels overlap with Japanese adventure games in many ways, including a menu-based interface for all navigation and interaction, reminiscent of ICOM games. Japanese adventure games very seldom feature on-screen avatars or inventory based puzzles in general, and visual novels have an even further diminished emphasis on puzzles, or indeed gameplay. Instead these titles are driven by narrative, focusing almost exclusively on character interaction, in a structure similar to a Choose Your Own Adventure story.
Visual novels frequently feature romantic storylines in which the main character may end up with one of several possible mates. This premise is similar to dating sims, but they are distinct from them in that they lack stats-based sim elements in which the player builds up his character, instead relying on simple choices of dialog, actions, or navigation.
Visual novels have been a staple of PC software sales in Japan and other East Asian countries for over a decade, so much so that popular titles are open ported to consoles, and some even have famous manga and anime series based upon them; such titles include Kanon (1999), Air (2000) and Clannad (2004) by Key; Rumbling Hearts(2001) and School Days (2005) by Age; Higurashi no Naku Koro ni (2002) by 07th Expansion; and Fate/stay night (2004) by Type-Moon.
Visual novels are sometimes called "dating sims" in the West, because many visual novels track statistics that the player must build in order to advance the plot. This is also because many visual novels permit a variety of endings, allowing more dynamic reactions to the player's actions than a typical linear adventure plot. The cultural differences between Western and Japanese adventure games are closely related to those in role-playing games, such as the storyline being more linear and tightly-scripted in the latter.
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