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Gabriel Knight

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An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story , driven by exploration and/or puzzle-solving . The genre 's focus on story allows it to draw heavily from other narrative -based media, such as literature and film , encompassing a wide variety of genres. Most adventure games ( text and graphic ) are designed for a single player, since the emphasis on story and character makes multiplayer design difficult. Colossal Cave Adventure is identified by Rick Adams as the first such adventure game, first released in 1976, while other notable adventure game series include Zork , King's Quest , Monkey Island , Syberia , and Myst .

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162-577: Gabriel Knight is a series of point-and-click adventure games released by Sierra On-Line in the 1990s created by Jane Jensen . The titular character is an author and book store owner in New Orleans who is investigating a strange series of murders when he learns he is descended from a long line of Schattenjäger ("Shadow Hunters"). After undergoing a spiritual trial, Gabriel becomes the new Schattenjäger , called on to stop those who use supernatural methods to threaten others. To signify this, he wears

324-457: A Z-machine story file and as various native source ports . Many Infocom titles can be downloaded via the Internet , but only in violation of the copyright. Activision did at one point release the original trilogy for free-of-charge download as a promotion but prohibited redistribution and have since discontinued this. There are currently at least four Infocom sampler and demos available from

486-437: A bestseller from 1983 through 1985. By 1986, the game had sold 380,000 copies, with 680,000 sales for the trilogy overall, comprising one-third of Infocom's two million game sales. Reviewers hailed Zork as the best adventure game to date, with later critics regarding it as one of the greatest games of all time . Historians noted the game as a foundation for the adventure game genre, as well as influencing

648-534: A bytecode able to run on a standardized virtual machine called the Z-machine . As the games were text based and used variants of the same Z-machine interpreter, the interpreter had to be ported to new computer architectures only once per architecture, rather than once per game. Each game file included a sophisticated parser which allowed the user to type complex instructions to the game. Unlike earlier works of interactive fiction which only understood commands of

810-642: A minigame from another video-game genre, which adventure-game purists do not always appreciate. Hybrid action-adventure games blend action and adventure games throughout the game experience, incorporating more physical challenges than pure adventure games and at a faster pace. This definition is hard to apply, however, with some debate among designers about which games classify as action games and which involve enough non-physical challenges to be considered action-adventures. Adventure games are also distinct from role-playing video-games that involve action, team-building , and points management. Adventure games lack

972-469: A quest , or is required to unravel a mystery or situation about which little is known. These types of mysterious stories allow designers to get around what Ernest W. Adams calls the "Problem of Amnesia", where the player controls the protagonist but must start the game without their knowledge and experience. Story-events typically unfold as the player completes new challenges or puzzles, but in order to make such storytelling less mechanical, new elements in

1134-612: 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

1296-472: A 3D graphics game involving vampires. The first two games met with enough critical success that Computer Gaming World declared Jane Jensen "the interactive Anne Rice ". The third game did not reach the same success and wound up being the final game published by Sierra following the decline of the point-and-click adventure video game industry. The first two games each had a published novelization written by game creator and writer Jane Jensen. The original game

1458-573: A built-in InvisiClues hint system. In 2012, Activision released Lost Treasures of Infocom for iOS devices. In-app purchases provide access for 27 of the titles. It also lacks Shogun and The Hitchhiker's Guide to the Galaxy as well as Beyond Zork , Zork Zero and Nord and Bert . Efforts have been made to make the Infocom games source code available for preservation. In 2008, Jason Scott ,

1620-469: A collaboration between Massachusetts Institute of Technology (MIT) faculty and alumni, some of whom had previously worked a text-based adventure game called Zork . Development of Zork began in 1977 at the MIT Laboratory for Computer Science , with an initial team including Tim Anderson , Marc Blank , and Dave Lebling , as well as Bruce Daniels . Inspired by Colossal Cave Adventure ,

1782-459: A deflated inner tube on a cactus to create a slingshot, which requires a player to realize that an inner tube is stretchy. They may need to carry items in their inventory for a long duration before they prove useful, and thus it is normal for adventure games to test a player's memory where a challenge can only be overcome by recalling a piece of information from earlier in the game. There is seldom any time pressure for these puzzles, focusing more on

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1944-477: A fashion in the title realMyst . Other puzzle adventure games are casual adventure games made up of a series of puzzles used to explore and progress the story, exemplified by The Witness , Ghost Trick: Phantom Detective , and the Professor Layton series of games. Narrative adventure games are those that allow for branching narratives, with choices made by the player influencing events throughout

2106-409: 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 (see § Early point-and-click adventures (1983–1995) below), but Enchanted Scepters

2268-431: A huge revenue stream for the company. Whereas most computer games of the era would achieve initial success and then suffer a significant drop-off in sales, Infocom titles continued to sell for years and years. Employee Tim Anderson said of their situation, "It was phenomenal – we had a basement that just printed money." By 1983 Infocom was perhaps the dominant computer-game company; for example, all ten of its games were on

2430-423: A list of on-screen verbs to describe specific actions in the manner of a text adventure, but newer games have used more context-sensitive user interface elements to reduce or eliminate this approach. Often, these games come down to collecting items for the character's inventory, and figuring when is the right time to use that item; the player would need to use clues from the visual elements of the game, descriptions of

2592-407: A lot", while Activision was reportedly interested in using Infocom's parser. While relations were cordial between the two companies at first, Activision's ousting of Levy with new CEO Bruce Davis created problems in the working relationship with Infocom. Davis believed that his company had paid too much for Infocom and initiated a lawsuit against them to recoup some of the cost, along with changing

2754-622: 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. Myst ' s 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

2916-480: 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,

3078-483: A method to make any potential subsequent game production more feasible, but admitted that the complex nature of rights and legal contracts with Activision continues to render such a project unlikely. The stories of Sins of the Fathers and The Beast Within were adapted into novels by Jane Jensen. The first is a straightforward adaptation of the events of the game, an approach which Jane Jensen decided, in retrospect,

3240-505: A new audience to adventure games. Infocom Infocom was an American software company based in Cambridge, Massachusetts , that produced numerous works of interactive fiction . They also produced a business application, a relational database called Cornerstone . Infocom was founded on June 22, 1979, by staff and students of Massachusetts Institute of Technology , and lasted as an independent company until 1986, when it

3402-420: A no-returns policy, which allowed them to make money from a single game for a longer period of time. Next, Infocom titles featured strong storytelling and rich descriptions, eschewing the inherent restrictions of graphic displays and allowing users to use their own imaginations for the lavish and exotic locations the games described. Infocom's puzzles were unique in that they were usually tightly integrated into

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3564-454: A novel "verb-object" interface, showing all possible commands the player could use to interact with the game along with the player's inventory, which became a staple of LucasArts' own adventure games and in the genre overall. 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

3726-498: A number of hybrid graphical adventure games, borrowing from two or more of the above classifications. The Zero Escape series wraps several escape-the-room puzzles within the context of a visual novel. The Adventures of Sherlock Holmes series has the player use point-and-click type interfaces to locate clues, and minigame -type mechanics to manipulate those clues to find more relevant information. While most adventure games typically do not include any time-based interactivity by

3888-643: A possible story and setting for a fourth game. In Blood of the Sacred, Blood of the Damned , the player can use the SIDNEY computer interface to search for "gk4" and see an entry on ghosts as a result. Jane Jensen said ghosts would have been the antagonists for a fourth entry to the series. However, no Gabriel Knight 4 game followed and in August 2006, it was confirmed that Jane Jensen's next adventure game project would be

4050-537: A proprietor of a voodoo museum, and Mary Kay Bergman as Gerde Hull, the caretaker at Gabriel's ancestral home Schloss Ritter in Germany. The narrator is Virginia Capers . This game introduces Gabriel Knight, a financially struggling horror novelist who owns a bookstore in New Orleans called St. George's Rare Books . His friend Detective Mosely is investigating series of homicides dubbed "The Voodoo Murders" by

4212-519: 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

4374-452: A response from the game character. These conversations are often designed as a tree structure , with players deciding between each branch of dialog to pursue. However, there are always a finite number of branches to pursue, and some adventure games devolve into selecting each option one-by-one. Conversing with characters can reveal clues about how to solve puzzles, including hints about what that character wants before they will cooperate with

4536-482: A scene, to which players responded by moving a joystick and pressing a button, and each choice prompted the game to play a new scene. The video may be augmented by additional computer graphics; Under a Killing Moon used a combination of full-motion video and 3D graphics . Because these games are limited by what has been pre-rendered or recorded, player interactivity is limited in these titles, and wrong choices or decisions may lead quickly to an ending scene. There are

4698-418: 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 . Myst , released in 1993 by Cyan Worlds ,

4860-527: A text parser. Although Infocom started out with Zork , and although the Zork world was the centerpiece of their product line throughout the Zork and Enchanter series, the company quickly branched out into a wide variety of story lines: fantasy, science-fiction, mystery, horror, historical adventure, children's stories, and others that defied easy categorization. In an attempt to reach out to female customers, Infocom also produced Plundered Hearts , which cast

5022-594: A time for each puzzle, just like the books. Infocom also released a small number of "interactive fiction paperbacks" ( gamebooks ), which were based on the games (such as Zork ) and featured the ability to choose a different path through the story. Similar to the Choose Your Own Adventure series, every couple of pages the book would give the reader the chance to make a choice, such as which direction they wanted to go or how they wanted to respond to another character. The reader would then choose one of

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5184-400: A variety of input types, from text parsers to touch screen interfaces. Graphic adventure games will vary in how they present the avatar. Some games will utilize a first-person or third-person perspective where the camera follows the player's movements, whereas many adventure games use drawn or pre-rendered backgrounds, or a context-sensitive camera that is positioned to show off each location to

5346-559: A video game preservationist contributing towards the Internet Archive , received the so-called "Infocom Drive", a large archive of the entire contents of Infocom's main server made during the last few days before the company was relocated to California; besides source code for all of Infocom's games (including unreleased ones), it also contained the software manuals, design documents and other essential content alongside Infocom's business documentation. Scott later published all of

5508-430: 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

5670-420: A year it had earned $ 53 million, compared to Infocom's $ 6 million. In 1982 Infocom started putting resources into a new division to produce business products. In 1985 they released a database product, Cornerstone , aimed at capturing the then booming database market for small business. Though this application was hailed upon its release for ease of use, it sold only 10,000 copies; not enough to cover

5832-465: Is a step in the right direction for getting the chance to make new Gabriel Knight games in the future. A remake of Gabriel Knight: Sins of the Fathers for Windows, OS X, iOS and Android was released on October 15, 2014. In 2022, Jensen noted that she has previously envisaged a potential fourth game being about witches and set in Scotland . She stated her willingness to proceed with a book version as

5994-403: Is also a popular tool known for adventures such as MOTAS and the escape the room genre entries. 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

6156-414: 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

6318-425: Is controversial, and many developers now either avoid it or take extra steps to foreshadow death. Some early adventure games trapped the players in unwinnable situations without ending the game. Infocom 's text adventure The Hitchhiker's Guide to the Galaxy has been criticized for a scenario where failing to pick up a pile of junk mail at the beginning of the game prevented the player, much later, from completing

6480-450: Is expected to be known and used by the player to overcome the challenges. This sets the puzzles apart from Logic puzzles where all the information needed to solve said problem is presented within the context of the situation, such as combination locks or other machinery that the player must learn to manipulate, though lateral thinking and conceptual reasoning puzzles may include the use of logical thinking. Some puzzles are criticized for

6642-440: Is in the style of a live-action interactive movie, starring Dean Erickson as Gabriel Knight and Joanne Takahashi as Grace Nakimura. Grace is now a playable character for portions of the game. The character Gerde Hull is back as an NPC, portrayed by Andrea Martin. A year after the events of Sins of the Fathers and after undergoing the spiritual trial necessary to become a Schattenjäger , Gabriel has moved to his ancestral home in

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6804-835: Is reactive to the player. Most Telltale Games titles, such as The Walking Dead , are narrative games. Other examples include Sega AM2 's Shenmue series, Konami 's Shadow of Memories , Quantic Dream 's Fahrenheit , Heavy Rain and Beyond: Two Souls , Dontnod Entertainment 's Life Is Strange series, Supermassive Games ' Until Dawn , and Night in the Woods . Walking simulators, or environmental narrative games, are narrative games that generally eschew any type of gameplay outside of movement and environmental interaction that allow players to experience their story through exploration and discovery. Walking simulators feature few or even no puzzles at all, and win/lose conditions may not exist. The simulators allow players to roam around

6966-544: Is related to the Ritter family, making him the latest in a line of Schattenjägers ("Shadow Hunters") who are meant to fight those who use supernatural methods to threaten innocent lives. The 20th anniversary remake edition featured Jason Victor as Gabriel Knight, Cissy Jones as Grace Nakimura, Ned Clarke as Detective Mosely, and Amy Kelly as the Narrator. The second game (also known as Gabriel Knight 2: The Beast Within )

7128-591: The Apple Macintosh , IBM PC , and Commodore Amiga . Berez stated that "there is no noticeable correlation between graphics machines and our penetration. There is a high correlation between the price of the machine and our sales ... people who are putting more money into their machines tend to buy more of our software". Since their games were text-based, patrons of bookstores were drawn to the Infocom games as they were already interested in reading. Unlike most computer software, Infocom titles were distributed under

7290-631: The DEC Rainbow or the Texas Instruments Professional Computer . This is one of the key reasons for the continued success of old titles such as Zork." Dornbrook estimated that year that of the 1.8 million home computers in America, one half million homes had Infocom games ("all, if you count the pirated games"). Computer companies sent prototypes of new systems to encourage Infocom to port Z-machine to them;

7452-536: The MUD and massively multiplayer online role-playing game genres. Lebling and Blank each authored several more games, and additional game writers (or "Implementers") were hired, notably including Steve Meretzky . Other popular and inventive titles included a number of sequels and spinoff games in the Zork series, The Hitchhiker's Guide to the Galaxy by Douglas Adams , and A Mind Forever Voyaging . In its first few years of operation, text adventures proved to be

7614-670: The Schattenjäger and now experiencing visions and dreams of her own. Gabriel develops an unusual friendship with Baron Friedrich Von Glower, who leads an exclusive hunting club in Munich and believes Knight is a kindred spirit. This game uses 3D rendered graphics and features the return of Tim Curry to the role of Gabriel Knight. Grace is once again a playable character, now voiced by Charity James. Detective Franklin Mosely returns to Gabriel's life, now voiced by David Thomas. Years after

7776-453: The Softsel top 40 list of best-selling computer games for the week of December 12, 1983, with Zork in first place and two others in the top ten. In late 1984, management declined an offer by publisher Simon & Schuster to acquire Infocom for $ 28 million, far more than the board of directors's valuation of $ 10–12 million. In 1993, Computer Gaming World described this era as

7938-651: 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

8100-645: The "Cambridge Camelot , where the Great Underground Empire was formed". Infocom games were popular, InfoWorld said, in part because "in offices all over America (more than anyone realizes) executives and managers are playing games on their computers". An estimated 25% had a computer game "hidden somewhere in their drawers", Inc. reported, and they preferred Infocom adventures to arcade games. The company stated that year that 75% of players were over 25 years old and that 80% were men; more women played its games than other companies', especially

8262-412: The "Infocom" name. The brand name was registered by Oliver Klaeffling of Germany in 2007, then was abandoned the following year. The Infocom trademark was then held by Pete Hottelet's Omni Consumer Products , who registered the name around the same time as Klaeffling in 2007. As of March 2017, the trademark is owned by infocom.xyz, according to Bob Bates. With the exception of The Hitchhiker's Guide to

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8424-402: The 1970s text computer game Colossal Cave Adventure , often referred to simply as Adventure , which pioneered a style of gameplay which many developers imitated and which became a genre in its own right. The video game genre is therefore defined by its gameplay, unlike the literary genre , which is defined by the subject it addresses: the activity of adventure. Essential elements of

8586-436: The Fathers , running the bookstore while doing research for Gabriel. The two are friends who often bicker. In the sequel games, Grace and Gabriel develop a closer relationship and act more as partners when investigating the supernatural. The second game teases their romantic feelings for each other, while the third game has them directly confront their feelings. The two sequel games make Grace a lead character alongside Gabriel and

8748-529: The Galaxy and Shogun , the copyrights to the Infocom games are believed to be still held by Activision. Dungeon , the mainframe precursor to the commercial Zork trilogy, is believed to be free for non-commercial use. but prohibited for commercial use. It was this copy that the popular Fortran mainframe version was based on. The C version was based on the Fortran version. and is available from The Interactive Fiction Archive as original FORTRAN source code ,

8910-501: The IBM PC platform by that time, so portability was no longer a significant differentiator. Infocom had sunk much of the money from games sales into Cornerstone ; this, in addition to a slump in computer game sales, left the company in a very precarious financial position. By the time Infocom removed the copy-protection and reduced the price to less than $ 100, it was too late, and the market had moved on to other database solutions. By 1982

9072-600: The IF Archive as Z-machine story files which require a Z-machine interpreter to play. Interpreters are available for most computer platforms, the most widely used being the Frotz , Zip , and Nitfol interpreters. Five games ( Zork I , Planetfall , The Hitchhiker's Guide to the Galaxy , Wishbringer and Leather Goddesses of Phobos ) were re-released in Solid Gold format. The Solid Gold versions of those games include

9234-863: The Rapture , and What Remains of Edith Finch . A visual novel ( ビジュアルノベル , bijuaru noberu ) is a hybrid of text and graphical adventure games, typically featuring text-based story and interactivity aided by static or sprite -based visuals. They resemble mixed-media novels or tableau vivant stage plays. Most visual novels typically feature dialogue trees , branching storylines , and multiple endings . The format has its primary origins in Japanese and other Asian video game markets, typically for personal computers and more recently on handheld consoles or mobile devices. The format did not gain much traction in Western markets, but started gaining more success since

9396-509: The Ritter Talisman, a protective medallion. Not having supernatural abilities himself, Gabriel mainly opposes his enemies with cunning and insight after investigation and research. In the first game, he is assisted by Grace Nakimura. In the two sequels, the two act as partners against evil, with Grace being a playable character. The original 1993 game Gabriel Knight: Sins of the Fathers met with success and popularity, due in part to

9558-552: The Science Fiction collection); in 1991, they published The Lost Treasures of Infocom , followed in 1992 by The Lost Treasures of Infocom II . These compilations featured nearly every game produced by Infocom before 1988. ( Leather Goddesses of Phobos was not included in either bundle, but could be ordered via a coupon included with Lost Treasures II .) The compilations lacked the "feelies" that came with each game, but in some cases included photographs of them. In 1996,

9720-523: 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

9882-449: The action, often the contents of a room if the player has moved within the virtual world. The user reads this information, decides what to do, and enters another short series of words. Examples include "go west", "take flashlight", or "give the letter to the woman then ask her for a book". Infocom games were written using a programming language called ZIL (Zork Implementation Language), itself derived directly from MDL , that compiled into

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10044-530: The action-oriented gameplay concepts. The foremost title in this genre was Adventure , a graphic home console game developed based on the text-based Colossal Cave Adventure , while the first The Legend of Zelda brought the action-adventure concept to a broader audience. 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

10206-436: The adventure, he has a vision of Von Glower from The Beast Within and hears the man voice his own doubts and selfish desires, saying Gabriel should return to his life where he had no responsibility and didn't need to endanger himself hunting evil. In the end, Gabriel dismisses the vision and continues his investigations. After the release of Blood of the Sacred, Blood of the Damned , Jane Jensen stated she had started planning

10368-693: The best effect. Text-and-graphics adventure games (also called illustrated or graphical text adventures) combine interactive fiction-style text descriptions with graphic illustrations of locations. These games sometimes use a text parser, as in the Magnetic Scrolls games; a point-and-click interface, such as the MacVenture games; or a combination of both (e.g., Tass Times in Tonetown ; Enchanted Scepters and other World Builder games). Point-and-click adventure games are those where

10530-596: The boy Charlie is kidnapped and Gabriel follows the kidnappers to the mysterious French village of Rennes-le-Château . Gabriel's arrival coincides with that of a visiting tour group supposedly hunting for a legendary local treasure that may be linked to the Roman Catholic Church , the Knights Templar , or the Holy Grail . Gabriel and Grace investigate the case alongside Mosely, who arrived with

10692-478: 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

10854-419: The company on June 13, 1986, for $ 7.5 million. The merger was pushed by Activision's CEO Jim Levy , who was a fan of Infocom games and felt their two companies were in similar situations. Berez stated that although the two companies' headquarters and product lines would remain separate, "One of the effects of the merger will be for both of us to broaden our horizons". He said that "We're looking at graphics

11016-503: 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

11178-517: The database consultants that small businesses typically hired to create and maintain their DB applications. Reviewers were also consistently disappointed that Infocom—noted for the natural language syntax of their games—did not include a natural language query ability, which had been the most anticipated feature for this database application. In a final disappointment, Cornerstone was available only for IBM PCs ; while Cornerstone had been programmed with its own virtual machine for maximum portability, it

11340-403: The developers as they created the game, playtesting additions and submitting bug reports. Infocom was officially founded as a software company on June 22, 1979, with founding members Tim Anderson, Joel Berez, Marc Blank, Mike Broos, Scott Cutler, Stu Galley, Dave Lebling, J. C. R. Licklider , Chris Reeve, and Al Vezza . By the end of the year, the core Zork game was complete, and Berez

11502-637: The developers aspired to improve on the formula with a more robust text parser and more logical puzzles. They did not announce their game while it was in development, but a lack of security on the MIT systems meant that anyone who could access the PDP-10 computer over the ARPANET could see what programs were being run. As a result, a small community of people discovered the new "Zork" adventure game and spread word of it under that name. This community interacted with

11664-405: The development expenses. The program failed for a number of reasons. Although it was packaged in a slick hard plastic carrying case and was a very good database for personal and home use, it was originally priced at USD $ 495 per copy and used copy-protected disks. Another serious miscalculation was that the program did not include any kind of scripting language , so it was not promoted by any of

11826-506: The difficulty of adding graphics to the Z-machine, and Infocom instead began a series of advertisements mocking graphical games as "graffiti" compared to the human imagination. The marketing campaign was very successful, and Infocom's success led to other companies like Broderbund and Electronic Arts also releasing their own text games. After Cornerstone' s failure, Infocom laid off half of its 100 employees, and Activision acquired

11988-406: 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

12150-466: The events of the second game, Gabriel has published another successful book called The Brutal Beast , based on his experiences in the previous game. He now considers himself a full-time Schattenjäger and Grace is his full partner, having created a computerized Schattenjäger archive called SYDNEY. The two are asked by the exiled Prince James of Albany to protect his newborn son from a centuries-old family threat that may involve vampires . That same night,

12312-432: The events of the third game. The story was later adapted into a comic book. The short story depicts Gabriel pursuing a cloaked figure in the woods said to be a seeleesser, "an eater of souls". During the case, Gabriel reflects on recent events and Grace's departure, as well as the fact that he has fulfilled three major "quests" already and is now 36-years-old, bringing him to wonder if he has reached his peak already. During

12474-400: The experience. Comedy is a common theme, and games often script comedic responses when players attempt actions or combinations that are "ridiculous or impossible". Since adventure games are driven by storytelling, character development usually follows literary conventions of personal and emotional growth, rather than new powers or abilities that affect gameplay. The player often embarks upon

12636-417: The extra content provided with the boxed game. And because of the cleverness and uniqueness of the feelies, users rarely felt like they were an intrusion or inconvenience, as was the case with most of the other copy-protection schemes of the time. Feelies also provided the player with a physical aspect to the gameplay of their text adventures, giving another dimension of strategy to what would other-wise just be

12798-406: 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 : In some genres,

12960-464: The first bundles were followed by Classic Text Adventure Masterpieces of Infocom , a single CD-ROM which contained the works of both collections. This release, however, was missing The Hitchhiker's Guide to the Galaxy and Shogun because the licenses from Douglas Adams' and James Clavell 's estates had expired. Under Kotick's leadership, Activision also developed Return to Zork , published under its Infocom label. Eventually, Activision abandoned

13122-445: 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. 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

13284-401: The first- or third-person perspective. Currently, a large number of adventure games are available as a combination of different genres with adventure elements. For markets in the Western hemisphere, the genre's popularity peaked during the late 1980s to mid-1990s when many considered it to be among the most technically advanced genres, but it had become a niche genre in the early 2000s due to

13446-473: The floppy version of the game only included subtitles, the CD-ROM version featured a cast of voice actors. Tim Curry plays Gabriel Knight, Mark Hamill plays his old friend Detective Franklin Mosely, Leah Remini plays his assistant and friend Grace Nakimura, and Leilani Jones as Malia Gedde. Other characters include Efrem Zimbalist, Jr. as Wolfgang Ritter, Gabriel's great-uncle, Michael Dorn as Dr. John,

13608-582: The form 'verb noun', Infocom's parser could understand a wider variety of sentences. For instance one might type "open the large door, then go west", or "go to festeron". With the Z-machine, Infocom was able to release most of their games for most popular home computers simultaneously: Apple II , Atari 8-bit computers , IBM PC compatibles , Amstrad CPC / PCW (one disc worked on both machines), Commodore 64 , Commodore Plus/4 , Commodore 128 , Kaypro CP/M , TI-99/4A , Macintosh , Atari ST , Amiga , TRS-80 , and TRS-80 Color Computer . Infocom began as

13770-546: The form of visual novels , which make up nearly 70% of PC games released in Japan. Asian countries have also found markets for adventure games for portable and mobile gaming devices. Japanese adventure-games tend to be distinct, having a slower pace and revolving more around dialogue, whereas Western adventure-games typically emphasize more interactive worlds and complex puzzle solving, owing to them each having unique development histories. The term "adventure game" originated from

13932-654: 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

14094-567: The game environment and discover objects like books, audio logs, or other clues that develop the story, and may be augmented with dialogue with non-playable characters and cutscenes. These games allow for exploration of the game's world without any time limits or other forced constraints, an option usually not offered in more action-oriented games. The term "walking simulator" had sometimes been used pejoratively as such games feature almost no traditional gameplay elements and only involved walking around. The term has become more accepted as games within

14256-414: 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

14418-458: The game, Schafer and his team at Double Fine made this puzzle's solution more obvious. More recent adventure games try to avoid pixel hunts by highlighting the item, or by snapping the player's cursor to the item. Many puzzles in these games involve gathering and using items from their inventory. Players must apply lateral thinking techniques where they apply real-world extrinsic knowledge about objects in unexpected ways. For example, by putting

14580-420: The game, so the player usually knows that only objects that can be picked up are important. Because it can be difficult for a player to know if they missed an important item , they will often scour every scene for items. For games that utilize a point and click interface, players will sometimes engage in a systematic search known as a "pixel hunt", trying to locate the small area on the graphic representation of

14742-418: The game. Adventure games contain a variety of puzzles , including decoding messages, finding and using items , opening locked doors, or finding and exploring new locations. Solving a puzzle will unlock access to new areas in the game world, and reveal more of the game story. Conceptual Reasoning and Lateral Thinking Puzzles form the majority of the gameplay, where extrinsic knowledge gained in real life

14904-425: The game. The adventure games developed by LucasArts purposely avoided creating a dead-end situation for the player due to the negative reactions to such situations, despite this, some fans of the genre enjoy dead ends and player death situations, resulting in divergent philosophies in adventure games and how to handle player risk-reward. Text adventures convey the game's story through passages of text, revealed to

15066-561: The game. At one point the game mentions the " Implementers " who were responsible for creating the land of Zork. If the player tries to summon the Implementers, the game produces a vision of Dave Lebling and Marc Blank at their computers, surprised at this "bug" in the game and working feverishly to fix it. Third, the inclusion of "feelies"—imaginative props and extras tied to the game's theme—provided copy protection against copyright infringement . Some games were unsolvable without

15228-472: The game. While these choices do not usually alter the overall direction and major plot elements of the game's story, they help personalize the story to the player's desire through the ability to choose these determinants – exceptions include Detroit: Become Human , where players' choices can bring to multiple completely different endings and characters' death. These games favor narrative storytelling over traditional gameplay, with gameplay present to help immerse

15390-466: The gamer in the role of the heroine of a swashbuckling adventure on the high seas, and which required the heroine to use more feminine tactics to win the game, since hacking-and-slashing was not a very ladylike way to behave. Infocom also came out with Leather Goddesses of Phobos in 1986, which featured "tame", "suggestive", and "lewd" playing modes. It included among its "feelies" a "scratch-and-sniff" card with six odors that corresponded to cues given to

15552-416: The games. The answers to the puzzles were printed in invisible ink that only became visible when rubbed with a special marker that was provided with each book. Usually, two or more answers were given for each question that a gamer might have. The first answer would provide a subtle hint, the second a less subtle hint, and so forth until the last one gave an explicit walkthrough . Gamers could thus reveal only

15714-490: The genre gained critical praise in the 2010s; other names have been proposed, like "environmental narrative games" or "interactive narratives", which emphasizes the importance of the narration and the fact the plot is told by interaction with ambient elements. Examples of walking simulators include Gone Home , Dear Esther , Firewatch , The Vanishing of Ethan Carter , Proteus , Jazzpunk , The Stanley Parable , Thirty Flights of Loving , Everybody's Gone to

15876-406: The genre include storytelling, exploration, and puzzle-solving. Marek Bronstring, former head of content at Sega , has characterised adventure games as puzzles embedded in a narrative framework; such games may involve narrative content that a player unlocks piece by piece over time. While the puzzles that players encounter through the story can be arbitrary, those that do not pull the player out of

16038-511: 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

16200-503: The given answers and turn to the appropriate page. These books, however, never did sell particularly well, and quickly disappeared from the bookshelves. Despite their success with computer games, Vezza and other company founders hoped to produce successful business programs like Lotus Development , also founded by people from MIT and located in the same building as Infocom. Lotus released its first product, 1-2-3 , in January 1983; within

16362-469: 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

16524-493: 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

16686-430: The hints that they needed to have to play the game. To prevent the mere questions (printed in normal ink) from giving away too much information about the game, a certain number of misleading fake questions were included in every InvisiClues book. Answers to these questions would start by giving misleading or impossible to carry out answers, before the final answer revealed that the question was a fake (and usually admonishing

16848-440: 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

17010-403: The interactive medium and may eschew complex puzzles associated with typical adventure games. Readers or players of IF may still need to determine how to interact appropriately with the narrative to progress and thus create a new type of challenge. Graphic adventures are adventure games that use graphics to convey the environment to the player. Games under the graphic adventure banner may have

17172-672: The key from the desk". Notable examples of advanced text adventures include most games developed by Infocom , including Zork and The Hitchhiker's Guide to the Galaxy . With the onset of graphic adventures, the text adventure fell to the wayside, though the medium remains popular as a means of writing interactive fiction (IF) particularly with the introduction of the Inform natural language platform for writing IF. Interactive fiction can still provide puzzle-based challenges like adventure games, but many modern IF works also explore alternative methods of narrative storytelling techniques unique to

17334-577: The lack of new products in 1988 and technical issues with its DOS products, caused Activision to close Infocom in 1989, after which some of the remaining Infocom designers such as Steve Meretzky moved to the company Legend Entertainment , founded by Bob Bates and Mike Verdu , to continue creating games in the Infocom tradition. Activision itself was struggling in the marketplace following Davis' promotion to CEO. Activision had rebranded itself as Mediagenic and tried to produce business productivity software, but became significantly in debt. In 1991, Mediagenic

17496-421: The late 2000s. Some adventure games have been presented as interactive movies; these are games where most of the graphics are either fully pre-rendered or use full motion video from live actors on a set, stored on a media that allows fast random access such as laserdisc or CD-ROM . The arcade versions of Dragon's Lair and Space Ace are canonical examples of such works. The game's software presented

17658-400: The location on screen that the developers defined, which may not be obvious or only consist of a few on-screen pixels. A notable example comes from the original Full Throttle by LucasArts , where one puzzle requires instructing the character to kick a wall at a small spot, which Tim Schafer , the game's lead designer, had admitted years later was a brute force measure; in the remastering of

17820-473: The market was moving to graphic adventures. Infocom was interested in producing them, that year proposing to Penguin Software that Antonio Antiochia, author of its Transylvania , provide artwork. Within Infocom the game designers tended to oppose graphics, while marketing and business employees supported using them for the company to remain competitive. The partnership negotiations failed, in part because of

17982-709: The mysteries. Most players enjoyed reading books; in 1987 president Joel Berez stated, "[Infocom's] audience tends to be composed of heavy readers. We sell to the minority that does read". A 1996 article in Next Generation said Infocom's "games were noted for having more depth than any other adventure games, before or since." Three components proved key to Infocom's success: marketing strategy, rich storytelling and feelies . Whereas most game developers sold their games mainly in software stores, Infocom also distributed their games via bookstores. Infocom's products appealed more to those with expensive computers, such as

18144-443: The narrative are considered examples of good design. Combat and action challenges are limited or absent in adventure games; this distinguishes them from action games . In the book Andrew Rollings and Ernest Adams on Game Design , the authors state that: "this [reduced emphasis on combat] doesn't mean that there is no conflict in adventure games ... only that combat is not the primary activity." Some adventure games will include

18306-601: The numeric rules or relationships seen in role-playing games (RPGs), and seldom have an internal economy. These games lack any skill-system, combat, or "an opponent to be defeated through strategy and tactics". However, some hybrid games do exist and are referred to as either Adventure games or Roleplaying games by the respective communities. Finally, adventure games are classified separately from puzzle video games . While puzzle video games revolve entirely around solving puzzles, adventure games revolve more around exploration and story, with puzzles typically scattered throughout

18468-483: The obscurity of their solutions, for example, the combination of a clothes line , clamp , and deflated rubber duck used to gather a key stuck between the subway tracks in The Longest Journey , which exists outside of the game's narrative and serves only as an obstacle to the player. Others have been criticized for requiring players to blindly guess, either by clicking on the right pixel, or by guessing

18630-505: The player alternates between controlling each of them during different parts of the game. Each game calls on the player to acquire information through investigation of surroundings and interrogation of non-player characters (NPCs). Players must also solve puzzles and complete tasks through the use of items they acquire, information they obtain, devices they activate, or provoking action in NPCs. The game's story generally proceeds linearly , with

18792-516: The player during the game. Originally, hints for the game were provided as a "pay-per-hint" service created by Mike Dornbrook , called the Zork Users Group (ZUG). Dornbrook also started Infocom's customer newsletter, called The New Zork Times , to discuss game hints and preview and showcase new products. The pay-per-hint service eventually led to the development of InvisiClues : books with hints, maps, clues, and solutions for puzzles in

18954-426: The player in response to typed instructions. Early text adventures, Colossal Cave Adventure or 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". Later text adventures, and modern interactive fiction, use natural language processing to enable more complex player commands like "take

19116-458: The player into the game's story: gameplay may include working through conversation trees, solving puzzles, or the use of quick time events to aid in action sequences to keep the player involved in the story. Though narrative games are similar to interactive movies and visual novels in that they present pre-scripted scenes, the advancement of computing power can render pre-scripted scenes in real-time, thus providing for more depth of gameplay that

19278-399: The player that revealing random clues from the book would spoil their enjoyment of the game). The InvisiClues books were regularly ranked in near the top of best seller lists for computer books. In the Solid Gold line of re-releases, InvisiClues were integrated into the game. By typing "HINT" twice the player would open up a screen of possible topics where they could then reveal one hint at

19440-508: The player to figure out how to escape a room using the limited resources within it and through the solving of logic puzzles. Other variants include games that require the player to manipulate a complex object to achieve a certain end in the fashion of a puzzle box . These games are often delivered in Adobe Flash format and are also popular on mobile devices. The genre is notable for inspiring real-world escape room challenges. Examples of

19602-450: The player typically controls their character through a point and click interface using a computer mouse or similar pointing device, though additional control schemes may also be available. The player clicks to move their character around, interact with non-player characters, often initiating conversation trees with them, examine objects in the game's settings or with their character's item inventory. Many older point-and-click games include

19764-432: The player unable to continue into the next "day" or "chapter" or "time block" of the narrative until they have solved the required puzzles and obtained the proper information. Solving puzzles and gathering information results in the collection of points. Gabriel Knight: Sins of the Fathers and Gabriel Knight 3: Blood of the Sacred, Blood of the Damned both included short graphic novels that contained back-story, much in

19926-403: The player with a secondary goal, and serve as an indicator of progression. While high scores are now less common, external reward systems, such as Xbox Live 's Achievements, perform a similar role. The primary failure condition in adventure games, inherited from more action-oriented games, is player death. Without the clearly identified enemies of other genres, its inclusion in adventure games

20088-428: The player's ability to reason than on quick-thinking. Adventure games are single-player experiences that are largely story-driven. More than any other genre, adventure games depend upon their story and setting to create a compelling single-player experience. They are typically set in an immersive environment , often a fantasy world , and try to vary the setting from chapter to chapter to add novelty and interest to

20250-546: The player, some do include time-based and action game mechanics. The Telltale Games licensed episodic adventure games , and some interactive movies, such as Dragon's Lair , include quick time events. Action-adventure games are a hybrid of action games with adventure games that often require to the player to react quickly to events as they occur on screen The action-adventure genre is broad, spanning many different subgenres, but typically these games utilize strong storytelling and puzzle-solving mechanics of adventure games among

20412-651: 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), Yuji Horii 's The Portopia Serial Murder Case (1983), 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

20574-418: The player. Other conversations will have far-reaching consequences, deciding to disclose a valuable secret that has been entrusted to the player. The primary goal in adventure games is the completion of the assigned quest. Early adventure games often had high scores and some, including Zork and some of its sequels, assigned the player a rank, a text description based on their score. High scores provide

20736-432: The point where 20 years later a reboot was released due to a grassroots fan movement. 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

20898-598: The popularity of first-person shooters , and it became difficult for developers to find publishers to support adventure-game ventures. Since then, a resurgence in the genre has occurred, spurred on by the success of independent video-game development , particularly from crowdfunding efforts, from the wide availability of digital distribution enabling episodic approaches, and from the proliferation of new gaming platforms, including portable consoles and mobile devices. Within Asian markets, adventure games continue to be popular in

21060-404: The press. Compelled by strange nightmares and thinking the murders may give him good material for a book, Gabriel begins his own investigation, aided by his assistant Grace Nakimura. This leads him to meet mysterious New Orleans socialite Malia Gedde, as well as learn much about the history of voodoo. During the investigation, Gabriel realizes genuine supernatural practices are involved and learns he

21222-666: 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

21384-404: The revival of Gray Matter . The rights to Gabriel Knight are currently held by Activision , which acquired them after merging with former rights holder Vivendi Universal in 2008. Jane Jensen has pitched new Gabriel Knight games to both Vivendi and Activision. In April 2012, Jensen launched Pinkerton Road Studio and said in interviews that she hopes producing a new game with Pinkerton Road

21546-561: The rich assets afforded by the CD format could be integrated more intricately into the gameplay, for example, "talkie" revised editions of popular adventure games with digitized voices, like King's Quest V (1992) or Indiana Jones and the Fate of Atlantis (1993), in which the queries or other conversations selected by the player were fully acted out. The 1990s also saw the rise of Interactive movies , The Beast Within: A Gabriel Knight Mystery , and

21708-402: The right verb in games that use a text interface. Games that require players to navigate mazes have also become less popular, although the earliest text-adventure games usually required players to draw a map if they wanted to navigate the abstract space. Many adventure games make use of an inventory management screen as a distinct gameplay mode. Players are only able to pick up some objects in

21870-461: The series was composed by Robert Holmes, Jensen's husband. All three games in the series focus on the adventures of Gabriel Knight, a financially struggling author and bookstore owner in New Orleans who discovers his true family name is Ritter and he is destined to follow the family legacy of being a Schattenjäger (German for "Shadow Hunter"). Grace Nakimura is a major supporting character in Sins of

22032-639: The small village of Rittersberg in Bavaria , Germany to write his new novel and connect with his family lineage. His new book The Voodoo Murders , a fiction murder mystery based on the events of the first game, is now a best-seller. The people of Rittersberg, the seat of the Schattenjägers , ask for Gabriel's help when there is talk of a werewolf attack in Munich . Gabriel investigates and Grace comes to Germany to help him, determined to fight evil alongside

22194-424: The state of graphical hardware at the time. 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

22356-403: The story may also be triggered by player movement. Adventure games have strong storylines with significant dialog, and sometimes make effective use of recorded dialog or narration from voice actors. This genre of game is known for representing dialog as a conversation tree . Players are able to engage a non-player character by choosing a line of pre-written dialog from a menu, which triggers

22518-431: The story. This sub-genre is most famously used by the now-defunct Telltale Games with their series such as Minecraft: Story Mode and their adaptation of The Walking Dead . Escape room games are a further specialization of point-and-click adventure games; these games are typically short and confined to a small space to explore, with almost no interaction with non-player characters. Most games of this type require

22680-416: The storyline, and rarely did gamers feel like they were being made to jump through one arbitrary hoop after another, as was the case in many of the competitors' games. The puzzles were generally logical but also required close attention to the clues and hints given in the story, causing many gamers to keep copious notes as they went along. Sometimes, though, Infocom threw in puzzles just for the humor of it—if

22842-493: The subgenre include MOTAS ( Mysteries of Time and Space ), The Crimson Room , and The Room . Puzzle adventure games are adventure games that put a strong emphasis on logic puzzles. They typically emphasize self-contained puzzle challenges with logic puzzle toys or games. Completing each puzzle opens more of the game's world to explore, additional puzzles to solve, and can expand on the game's story. There are often few to no non-playable characters in such games, and lack

23004-474: 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

23166-509: 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

23328-689: The title Gabriel Knight Mysteries: Limited Edition , which contains: Point-and-click adventure game Adventure games were initially developed in the 1970s and early 1980s as text-based interactive stories, using text parsers to translate the player's commands into actions. As personal computers became more powerful with better graphics, the graphic adventure-game format became popular, initially by augmenting player's text commands with graphics, but soon moving towards point-and-click interfaces. Further computer advances led to adventure games with more immersive graphics using real-time or pre-rendered three-dimensional scenes or full-motion video taken from

23490-410: The tour group. After finding and rescuing the child, Gabriel discovers the origin of the first Schattenjäger . At the end of the game, Grace leaves Gabriel's side to find her own path. To celebrate the release of Gabriel Knight: Sins of the Fathers - 20th Anniversary Edition , Jane Jensen released a short prose story online. The story Temptation: A Gabriel Knight Interlude is set six months following

23652-509: The tradition of Infocom 's " feelies ". The Sins of the Fathers graphic novel follows the story of Günter Ritter, an ancestor of Gabriel Knight, who has left his ancestral home for the American continent in the 17th century. The Blood of the Sacred, Blood of the Damned graphic novel acts as a prologue to the game, explaining how Gabriel began the case. The first game in the series is a point and click adventure done in third-person style, with comic book style art used for story cut scenes. While

23814-434: The type of inventory puzzles that typical point-and-click adventure games have. Puzzle adventure games were popularized by Myst and The 7th Guest . These both used mixed media consisting of pre-rendered images and movie clips, but since then, puzzle adventure games have taken advantage of modern game engines to present the games in full 3D settings, such as The Talos Principle . Myst itself has been recreated in such

23976-461: The user never ran into these, they could still finish the game. But discovering these early Easter Eggs was satisfying for some fans of the games. For example, one popular Easter egg was in the Enchanter game, which involves collecting magic spells to use in accomplishing the quest. One of these is a summoning spell, which the player needs to use to summon certain characters at different parts of

24138-549: The various items, and dialogue from other characters to figure this out. Later games developed by Sierra On-Line , including the King's Quest games, and nearly all of the LucasArts adventure games , are point-and-click-based games. Point-and-click adventure games can also be the medium in which interactive, cinematic video games comprise. They feature cutscenes interspersed by short snippets of interactive gameplay that tie in with

24300-601: The virtual machine supported more than 20 different systems, including orphaned computers for which Infocom games were among the only commercial products. The company produced the only third-party games available for the Macintosh at launch, and Berlyn promised that all 13 of its games would be available for the Atari ST within one month of its release. The virtual machine significantly slowed Cornerstone ' s execution speed, however. Businesses were moving en masse to

24462-399: The voice cast including actors Tim Curry , Leah Remini , Virginia Capers , Mark Hamill , Michael Dorn , and Efrem Zimbalist Jr. The game was followed by two sequel games that each used a different style of game design: The Beast Within: A Gabriel Knight Mystery (1995), an interactive movie featuring werewolves, and Gabriel Knight 3: Blood of the Sacred, Blood of the Damned (1999),

24624-422: The way Infocom was run. For example: By 1988, rumors spread of disputes between Activision and Infocom. Infocom employees reportedly believed that Activision gave poorer-quality games to Infocom, such as Tom Snyder Productions ' unsuccessful Infocomics . Activision moved Infocom development to California in 1989, and the company was now just a publishing label . Rising costs and falling profits, exacerbated by

24786-468: 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

24948-577: 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

25110-472: Was bought by Activision . Activision shut down the Infocom division in 1989, although they released some titles in the 1990s under the Infocom Zork brand. Activision abandoned the Infocom trademark in 2002. Infocom games are text adventures where users direct the action by entering short strings of words to give commands when prompted. Generally the program will respond by describing the results of

25272-694: Was elected the company's president. The studio began seeking a professional publisher with store and distributor connections. After Microsoft passed on the project due to competition with their own Microsoft Adventure (1979), Infocom negotiated a publishing agreement with Personal Software , one of the first professional software publishing companies. However, Infocom grew wary of the publisher's lack of advertising for Zork I , and lack of enthusiasm for additional episodes and games. The developer decided to self-publish their games from that moment forward, buying out Personal Software's remaining inventory of Zork games. Following its 1980 release, Zork I became

25434-504: Was not ported to any of the other platforms that Infocom supported for their games, so that feature had become essentially irrelevant. And because Cornerstone used this virtual machine for its processing, it suffered from slow, lackluster performance. Infocom's games' sales benefited significantly from the portability offered by running on top of a virtual machine. InfoWorld wrote in 1984 that "the company always sells games for computers you don't normally think of as game machines, such as

25596-413: Was not the most successful way of introducing Gabriel Knight to a literary audience. For the second novel she "threw the whole idea of the game away and started again from scratch". Both books are out of print as of 2010. As part of her 2012 Kickstarter campaign to fund a new adventure game, Jensen offered both Gabriel Knight novels as ebooks to backers who pledge $ 50 or more. In 1998, Sierra released

25758-422: Was purchased by Bobby Kotick , who put into measures immediately to try to turn the company around, which included returning to its Activision name, and putting to use its past IP properties. This included the Infocom games; Kotick recognized the value of the branding of Zork and other titles. Activision began to sell bundles of the Infocom games that year, packaged as themed collections (usually by genre, such as

25920-548: Was re-released in 2014 as Gabriel Knight: Sins of the Father (20th Anniversary Edition) . This version had remastered graphics, sound, and new voice recordings. To celebrate its release, Jane Jensen posted a Gabriel Knight short story online, one set six months after the third game. The Gabriel Knight characters and games were created by writer Jane Jensen , who also worked on King's Quest VI: Heir Today, Gone Tomorrow with veteran game designer Roberta Williams . The music in

26082-640: 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

26244-412: Was the first true point-and-click game in the sense that the cursor was controlled through the computer mouse. In 1985, ICOM Simulations released Déjà Vu , the first of its MacVenture series, which utilized a more complete point-and-click interface, including the ability to drag objects around on the current scene, and was a commercial success. LucasArts ' Maniac Mansion , released in 1987, used

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