Text adventures (1976–1989) 's original version of
Colossal Cave Adventure The origins of text adventure games are difficult to trace as records of computing around the 1970s were not as well documented. Text-based games had existed prior to 1976 that featured elements of exploring maps or solving puzzles, such as
Hunt the Wumpus (1973), but lacked a narrative element, a feature essential for adventure games.
Colossal Cave Adventure (1976), written by
William Crowther and
Don Woods, is widely considered to be the first game in the adventure genre, and a significant influence on the genre's early development, as well as influencing core games in other genres such as
Adventure (1980) for the
action-adventure video game and
Rogue (1980) for
roguelikes. Crowther was an employee at
Bolt, Beranek and Newman, a Boston company involved with
ARPANET routers, in the mid-1970s. As an avid
caver and
role-playing game enthusiast, he wrote a text adventure based on his own knowledge of the
Mammoth Cave system in
Kentucky. The program, which he named
Adventure, was written on the company's
PDP-10 and used 300 kilobytes of memory. The program was disseminated through ARPANET, which led to Woods, working at the
Stanford Artificial Intelligence Laboratory at
Stanford at the time, to modify and expand the game, eventually becoming
Colossal Cave Adventure.
Colossal Cave Adventure set concepts and gameplay approaches that became staples of text adventures and interactive fiction. Following its release on ARPANET, numerous variations of
Colossal Cave Adventure appeared throughout the late 1970s and early 1980s, with some of these later versions being re-christened
Colossal Adventure or
Colossal Caves. These variations were enabled by the increase in
microcomputing that allowed programmers to work on home computers rather than mainframe systems. The genre gained commercial success with titles designed for home computers.
Scott Adams launched
Adventure International to publish text adventures including an adaptation of
Colossal Cave Adventure, while a number of
MIT students formed
Infocom to bring their game
Zork from mainframe to home computers and was a commercial success. Infocom later released
Deadline in 1982, which had a more complex text parser, and more NPCs acting independently of the player. Also innovative was its use of "
feelies", which were physical documents unique to the game itself which aided the player in solving the mystery, which also resulted in the higher cost of the game at the time of its release relative to other text adventures. These feelies would soon become standard within the text adventure genre and would also be used as an early form of
copy protection. Other well-known text adventure companies included
Level 9 Computing,
Magnetic Scrolls and
Melbourne House. When
personal computers gained the ability to display graphics, the text adventure genre began to wane, and by 1990 there were few if any commercial releases, though in the UK publisher Zenobi released many games that could be purchased via mail order during the first half of the 90s. Non-commercial text adventure games have been developed for many years within the genre of
interactive fiction. Games are also being developed using the older term 'text adventure' with Adventuron, alongside some published titles for older 8-bit and 16-bit machines.
Graphical development (1980–1990) '' for the
Apple II was the first adventure game to use graphics in the early
home computer era. The first known graphical adventure game was
Mystery House (1980), by
Sierra On-Line, then at the time known as On-Line Systems. Designed by the company's co-founder
Roberta Williams and programmed with the help of her husband
Ken, the game featured static
vector graphics atop a simple command line interface, building on the text adventure model. Roberta was directly inspired by
Colossal Cave Adventure as well as the text adventure games that followed from it. Sierra continued to produce similar games under the title
Hi-Res Adventure. Vector graphics gave way to
bitmap graphics which also enabled simple animations to show the player-character moving in response to typed commands. Here, Sierra's ''
King's Quest (1984), though not the first game of its type, is recognized as a commercially successful graphical adventure game, enabling Sierra to expand on more titles. Other examples of early games include Sherwood Forest
(1982), The Hobbit
(1982), The Return of Heracles'' (which faithfully portrayed
Greek mythology) by
Stuart Smith (1983),
Dale Johnson's
Masquerade (1983), Antonio Antiochia's
Transylvania (1982, re-released in 1984), and
Adventure Construction Set (1985), one of the early hits of
Electronic Arts. As computers gained the ability to use pointing devices and
point-and-click interfaces, graphical adventure games moved away from including the text interface and simply provided appropriate commands the player could interact with on-screen. The first known game with such an interface was
Enchanted Scepters (1984) from
Silicon Beach Software, which combined a graphics window with interactive clickable
hotspots and occasional animations, drop-down menus for the player to select actions from, and a text window with a text parser and a log describing the results of the player's actions.
Planet Mephius, released in 1983, had a keyboard-driven point-and click interface Graphical adventure games were considered to have spurred the gaming market for personal computers from 1985 through the next decade, as they were able to offer narratives and storytelling that could not readily be told by the state of graphical hardware at the time.
Expansion (1990–2000) Graphical adventure games continued to improve with advances in graphic systems for home computers, providing more detailed and colorful scenes and characters. With the adoption of
CD-ROM in the early 1990s, it became possible to include higher quality graphics, video, and audio in adventure games. This saw the addition of
voice acting to adventure games. Similar to the first
sound films, games that featured such voice-overs were called "Talkies" by all the major adventure game companies, including LucasArts, and
Sierra. Use of the term continues to this day, for example by
GOG.com on its page about
Revolution Software's
Broken Sword: The Sleeping Dragon. Mark J.P. Wolf, professor at
CUW, in his
Encyclopedia of Video Games: The 1990s also saw the rise of
Interactive movies,
The Beast Within: A Gabriel Knight Mystery, and the gradual adoption of three-dimensional graphics in adventure games, the critically acclaimed
Grim Fandango, Lucasarts' first 3D adventure.
Alone in the Dark, released in 1992, and which is now referred to as a "survival horror" game, was originally considered among other graphic adventure games by critics of the time, and significantly influenced the development of then new genre, being looked at now as a separating point. Its development was considered a break-through in technology, utilizing the first fixed-camera perspective in a 3D game, and now recognized as the first 3D survival horror game, going on to influence games such as
Fatal Frame,
Resident Evil, and
Silent Hill, with its influence seen within other titles such as
Clock Tower and
Rule of Rose. '' used high-quality
3D rendered graphics to deliver images that were unparalleled at the time of its release.
Myst, released in 1993 by
Cyan Worlds, is considered one of the genre's more influential titles.
Myst included pre-rendered 3D graphics, video, and audio.
Myst was an atypical game for the time, with no clear goals, little personal or object interaction, and a greater emphasis on exploration, and on scientific and mechanical puzzles. Part of the game's success was because it did not appear to be aimed at an adolescent male audience, but instead a mainstream adult audience.
Myst held the record for computer game sales for seven years—it sold over six million copies on all platforms, a feat not surpassed until the release of
The Sims in 2000. In addition,
Myst is considered to be the "killer app" that drove mainstream adoption of CD-ROM drives, as the game was one of the first to be distributed solely on CD-ROM, forgoing the option of floppy disks.
Mysts successful use of mixed-media led to its own sequels, and other puzzle-based adventure games, using mixed-media such as
The 7th Guest. With many companies attempting to capitalize on the success of
Myst, a glut of similar games followed its release, which contributed towards the start of the decline of the adventure game market in 2000. Nevertheless, the American market research firm NPD FunWorld reported that adventure games were the best-selling genre of the 1990s, followed by
strategy video games. Writer
Mark H. Walker attributed this dominance in part to
Myst. The 1990s also saw the release of many adventure games from countries that had experienced dormant or fledgling video gaming industries up until that point. These games were generally inspired by their Western counterparts and a few years behind in terms of technological and graphical advancements. In particular the fall of the Soviet Union saw countries such as Poland and Czechoslovakia release a string of popular adventure games including
Tajemnica Statuetki (1993) and
The Secret of Monkey Island parody
Tajemství Oslího ostrova (1994), while in Russia a whole subgenre informally entitled "Russian quest" emerged following the success of
Red Comrades Save the Galaxy (1998) and its sequels: those games often featured characters from
Russian jokes,
lowbrow humor, poor production values and "all the worst things brought by the national gaming industry". Israel had next to a non-existent video gaming industry, nevertheless
Piposh (1999) became extremely popular, to the point where 20 years later a reboot named
Piposh was released due to a grassroots fan movement.
Decline (2000–2010) Whereas once adventure games were one of the most popular genres for computer games, by the mid-1990s the market share started to drastically decline. The forementioned saturation of
Myst-like games on the market led to little innovation in the field and a drop in consumer confidence in the genre.
Computer Gaming World reported that a "respected designer" felt it was impossible to design new and more difficult adventure puzzles as fans demanded, because Scott Adams had already created them all in his early games. Another factor that led to the decline of the adventure game market was the advent of
first-person shooters, such as
Doom and
Half-Life. These games, taking further advantage of computer advancement, were able to offer strong, story-driven games within an action setting. This slump in popularity led many publishers and developers to see adventure games as financially unfeasible in comparison. Notably, Sierra was sold to
CUC International in 1998, and while still a separate studio, attempted to recreate an adventure game using 3D graphics, ''
King's Quest: Mask of Eternity, as well as Gabriel Knight 3
, both of which fared poorly; the studio was subsequently closed in 1999. Similarly, LucasArts released Grim Fandango
in 1998 to many positive reviews but poor sales; it released one more adventure game, Escape from Monkey Island
in 2000, but subsequently stopped development of Sam & Max: Freelance Police'' and had no further plans for adventure games. Many of those developers for LucasArts, including Grossman and Schafer, left the company during this time. Sierra developer Lori Ann Cole stated in 2003 her belief that the high cost of development hurt adventure games: "They are just too art intensive, and art is expensive to produce and to show. Some of the best of the Adventure Games were criticized they were just too short. Action-adventure or adventure role-playing games can get away with re-using a lot of the art, and stretching the game play." Traditional adventure games became difficult to propose as new commercial titles. Gilbert wrote in 2005, "From first-hand experience, I can tell you that if you even utter the words 'adventure game' in a meeting with a publisher you can just pack up your spiffy concept art and leave. You'd get a better reaction by announcing that you have the plague." In 2012 Schafer said "If I were to go to a publisher right now and pitch an adventure game, they'd laugh in my face." Though most commercial adventure game publication had stopped in the United States by the early 2000s, the genre was still alive in Europe. Games such as
The Longest Journey by
Funcom as well as
Amerzone and
Syberia, both conceived by
Benoît Sokal and developed by
Microïds, with rich classical elements of the genre still garnered high critical acclaims. Even in these cases, developers often had to distance themselves from the genre in some way. The Longest Journey was instead termed a "modern adventure" for publishing and marketing. Series marketed to female gamers, however, like the
Nancy Drew Mystery Adventure Series prospered with over two dozen entries put out over the decade and 2.1 million copies of games in the franchise sold by 2006, enjoying great commercial and critical success while the genre was otherwise viewed as in decline. Similar to the fate of interactive fiction, conventional graphical adventure games have continued to thrive in the amateur scene. This has been most prolific with the tool
Adventure Game Studio (AGS). Some notable
AGS games include those by
Ben Croshaw (namely the
Chzo Mythos),
Ben Jordan: Paranormal Investigator,
Time Gentlemen, Please!,
Soviet Unterzoegersdorf,
Metal Dead, and
AGD Interactive's Sierra adventure remakes.
Adobe Flash is also a popular tool known for adventures such as
MOTAS and the
escape the room genre entries.
New platforms and rebirth (2005–onward) Following the demise of the adventure genre in the early 2000s, a number of events have occurred that have led to a revitalization of the adventure game genre as commercially viable: the introduction of new computing and gaming hardware and software delivery formats, and the use of crowdfunding as a means of achieving funding. The 2000s saw the growth of
digital distribution and the arrival of
smartphones and
tablet computers, with touch-screen interfaces well-suited to point-and-click adventure games. The introduction of larger and more powerful touch screen devices like the
iPad allowed for more detailed graphics, more precise controls, and a better sense of immersion and interactivity compared to personal computer or console versions. In gaming hardware, the handheld
Nintendo DS and subsequent units included a touch-screen, and the
Nintendo Wii console with its
Wii Remote allowed players to control a cursor through
motion control. These new platforms helped decrease the cost of bringing an adventure game to market, providing an avenue to re-release older, less graphically advanced games like
The Secret of Monkey Island, ''King's Quest
and Space Quest'' and attracting a new audience to adventure games. Further, the improvements in digital distribution led to the concept of
episodic adventure games, delivering between three and five "chapters" of a full game over a course of several months via online storefronts,
Steam,
Xbox Live Marketplace,
PlayStation Store, and
Nintendo eShop. Modeled off the idea of televisions episodes, episodic adventure games break the story into several parts, giving players a chance to digest and discuss the current story with others before the next episode is available, and further can enhance the narrative by creating cliffhangers or other dramatic elements to be resolved in later episodes. The first major successful episodic adventure games were those of
Telltale Games, a developer founded by former LucasArts employees following the cancellation of
Sam & Max: Freelance Police. Telltale found critical success in
The Walking Dead series released in 2012, which won numerous game of the year awards, and eschewed traditional adventure game elements and puzzles for a strong story and character-driven game, forcing the player to make on-the-spot decisions that became determinants and affected not only elements in the current episode but future episodes and sequels. The game also eschewed the typical dialog tree with a more natural language progression, which created a more believable experience. Its success was considered a revitalization of the genre, and led Telltale to produce more licensed games driven by story rather than puzzles. However, Telltale Games suffered from mismanagement and excessive rapid growth from trying to release too many games at the same time, and in mid-2018, had undergone a majority studio closure, laying off most of its staff and selling off most of its assets. By the end of 2018, LCG Entertainment had acquired many of the former Telltale assets and relaunched a new
Telltale Games to continue its adventure game history. Other former Telltale Games works such as
The Walking Dead fell back to their original IP holders, such as
Skybound Entertainment in the case of
The Walking Dead, who took over for publishing the games. Meanwhile, another avenue for adventure game rebirth came from the discovery of the influence of
crowdfunding. Tim Schafer had founded
Double Fine Productions after leaving LucasArts in 2000. He had tried to find funding support for an adventure game, but publishers refused to consider his proposals for fear of the genre being unpopular. In 2012, Schafer turned to
Kickstarter to raise $400,000 to develop an adventure game; the month-long campaign ended with over $3.4 million raised, making it, at the time, one of the largest Kickstarter projects, enabling Double Fine to expand the scope of their project and completing the game as
Broken Age, released over two parts in 2014 and 2015. The success led many other developers to consider the crowd funding approach, including those in the adventure game genre who saw the Double Fine Kickstarter as a sign that players wanted adventure games. Many sequels, remakes, and spiritual successors to classic adventure games emerged on Kickstarter, leading to a significant increase in traditional adventure game development during this time. Some of these include: •
Armikrog • ''
Broken Sword: The Serpent's Curse'' •
Dreamfall Chapters •
Gabriel Knight •
Leisure Suit Larry: Reloaded •
Moebius: Empire Rising •
Obduction •
Sam and Max Save the World •
SpaceVenture •
Tesla Effect: A Tex Murphy Adventure •
Thimbleweed Park However, far fewer adventure games are released in Western countries annually than other genres. == History of Japanese adventure games ==