How to write... an Adventure game

Posted on Tuesday, Oct 09 2007 @ 07:00 CEST by Thomas De Maesschalck
Bit Tech just published a feature titled: How to write... an Adventure game. They sat down with Dave Grossman, writer and lead designer on the Sam and Max series and formerly of Lucasarts, and David Cage, founder of Quantic Dream - the developer behind Fahrenheit (known as The Indigo Prophecy in the US), to discuss the process of developing and writing an adventure game.

"The Adventure genre is, it has long been proclaimed, a dead genre. Nobody plays them. Nobody wants them. Nobody good makes them. So go the melodramatic criers who want to get a lot of traffic on their websites by appearing controversial and ‘in-your-face’. It’s true that the adventure game genre has died off a bit and the world is no longer filled with point and click adventures like Beneath a Steel Sky, Broken Sword or the computer game adaptation of my second favourite story ever, I Have No Mouth And I Must Scream.

Still, just because we don’t have many ‘point and click’ adventure games anymore doesn’t mean that we don’t still have adventure games as a major genre. Both Fahrenheit and Sam and Max are proof of that - thought it's impossible to deny that consumer interest in adventure games has declined a lot in recent years."

Read more at Bit Tech.


About the Author

Thomas De Maesschalck

Thomas has been messing with computer since early childhood and firmly believes the Internet is the best thing since sliced bread. Enjoys playing with new tech, is fascinated by science, and passionate about financial markets. When not behind a computer, he can be found with running shoes on or lifting heavy weights in the weight room.



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