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by Robert Washburne

October 13, 2004

The Perfect Adventure Game

Law 1: The Story is Everything.

The story is what defines Adventure gaming. There may be puzzles. There may be action sequences. But it is the story which makes it an adventure game.

The game will only be as good as its story. The puzzles may be good. The graphics and sound may be exquisite. But if the story doesn't grab us then the game won't leave us with a feeling of having done anything special. We might as well have played Solitaire.

Myst screenshot - click to enlargeSo the first judgment must be, “Does this make a good story?” If you were to turn the game into a book, would make a good read? If someone were to play the game and have their experience transcribed, would it still make a good read? Arguably, the two greatest adventure games ever written are Zork and Myst. Both developed huge fan bases around the story and both had books published to extend the story.

The plot should unfold during the game. It is not enough to tell the whole story in the introduction like they did in The Arrival. That takes us back to the old Atari games which had a story on the box, but the game was nothing but a Zap the Zylon knockoff of Space Invaders. The only story that counts is the story that is told as you play the game.

Does the plot keep me hooked so that I will lose an hour's sleep just to read the next chapter? That was the beauty of Myst. You wanted to know what was going on. You needed to get that next page to hear what that person in the book was going to say. And you were willing to play each chapter twice just to get both pages. Just solving puzzles for the sake of puzzles as in Rhem or Jewels of the Oracle might be fun, but there is no hook to that. It isn't special.

URU: Path of the Shell screenshot - click to enlargeDo I really care what is going on? Have I been drawn into the story enough that it has become important? Do I feel needed or am I a useless spectator? In Myst, not only does my future depend on figuring out what is going on, but there are several other people whom I may be able to rescue. You finish with a sense of accomplishment. In Uru: Path of the Shell there is no goal to achieve. You finish the game with a feeling of “That was nice, but what was the purpose?”

Are the characters well developed? Are their personalities unique, well defined and focused? Are they real?

Is the story plausible? Ghosts and space aliens can be accepted as long as the familiar world works in the familiar way. People must act like people and institutions must act like institutions.

And, finally, what is my place in the story? If I am being called upon to do things in a game, then it is me doing it. Role playing will only go so far. If I would refuse to do something in real life, then I probably won't like being forced to do it in a game. Summon a demon? Destroy a major work of art just to see what's behind it? Kill a guard in cold blood just to see what was in the shed? These are the kinds of things people have definite feelings about.

 

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