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Lucasarts and the Design of Successful Adventure Games
LucasArts and the Design of Successful Adventure Games: The True Secret of Monkey Island by Cameron Warren 5056794 for STS 145 Winter 2003 March 18, 2003 2 The history of computer adventure gaming is a long one, dating back to the first visits of Will Crowther to the Mammoth Caves back in the 1960s and 1970s (Jerz). How then did a wannabe pirate with a preposterous name manage to hijack the original computer game genre, starring in some of the most memorable adventures ever to grace the personal computer? Is it the yearning of game players to participate in swashbuckling adventures? The allure of life as a pirate? A craving to be on the high seas? Strangely enough, the Monkey Island series of games by LucasArts satisfies none of these desires; it manages to keep the attention of gamers through an admirable mix of humorous dialogue and inventive puzzles. The strength of this formula has allowed the Monkey Island series, along with the other varied adventure game offerings from LucasArts, to remain a viable alternative in a computer game marketplace increasingly filled with big- budget first-person shooters and real-time strategy games. Indeed, the LucasArts adventure games are the last stronghold of adventure gaming in America. What has allowed LucasArts to create games that continue to be successful in a genre that has floundered so much in recent years? The solution to this problem is found through examining the history of Monkey Island. LucasArts’ secret to success is the combination of tradition and evolution. With each successive title, Monkey Island has made significant strides in technology, while at the same time staying true to a basic gameplay formula. -
Reviews: • Face Noir • Nicolas Eymerich the Inquisitor Book 1: the Plague August 2013
issue # 4 5 august 2013 REVIEWS: • Face Noir • Nicolas Eymerich The Inquisitor Book 1: The Plague AUGUST 2013 This month we are bringing you two reviews of new adventure games. I per- sonally reviewed both the detective noir title Face Noir, the beginning of a series of adventure games; And Nicolas Eymer- ich The Inquisitor - Book 1: The Plague, an Anuman Interactive episodic release. On the news front; Of the six featured new releases this month, Gone Home really stands out as something not to miss. It is a unique and intriguing game. we also got two news articles about Sy- beria as well as an announcement from Anuman Interactive that they have li- censed all of Agatha Christie’s work for a series of adventure game titles. cover Image: facE NOIr – Jonathon Wisnoski AdvENTurE LANTErN #8 (45) june 2013 OwNEr/ExEcuTIvE Editor Ugur Sener OThEr Editor(s) Jonathon Wisnoski ARTICLES BY Jonathon Wisnoski NEws By Jonathon Wisnoski LAyOuT/dEsIgN/AssEmBLy Constantin Starodub Igor Tokin 2 ADVENTURE LANTERN CONTENTS AUGUST 2013 NEWS ANNOuNcEmENTs 5 uPcOmINg rELEAsEs 8 NEw rELEAsEs 10 uPdated rELEAsEs 13 NEws FrOm ThE BIg BLuE cuP 14 ADVENTURER’S RAVINE facE NOIr 16 NIcOLAs EymErIch ThE INquIsitor BOOk 1: ThE PLAgue 20 ADVENTURE LANTERN 3 NEWS GENERAL Agatha Christie fans for her Hercule Poirot series; Anuman Interactive has just final- Stayed tuned for imminent title ized a deal to use Agatha Christie’s announcements from them. This novels in their upcoming adventure is exciting news, but at the same game titles. Agatha Christie being time, in my opinion, the last thing one of the world’s most famous that this genre needs is one more crime/mystery writers, with liter- Poirot adventure where your only ally hundreds of stories translated objective is to talk to everyone (re- into dozens of languages, most peat 35 times). -
Featured Game: Reviews: Interviews
Adventure Lantern 1 of 101 Featured Game: Safecracker: The Ultimate Puzzle Adventure Reviews: Post Mortem The Egyptian Prophecy: Fate of Ramses Shivers Full Throttle Silent Hill 2 Star Wars: Knights of the Old Republic The Winter Rose Interviews: Interview with Scott Frost on Awaken Interview with Alkis Polyrakis on Diamonds in the Rough Interview with Dimitris Manos on The Exchange Student Adventure Lantern 1 of 101 Adventure Lantern 2 of 101 Contents Adventurer’s Ravine News • September 2006 News...................................................................... 4 Interviews • Interview with Scott Frost on Awaken................................................ 7 • Interview with Alkis Polyrakis on Diamonds in the Rough.................. 15 • Interview with Dimitris Manos on The Exchange Student .................. 23 Articles • Playing Old Adventure Games: Part 1 – Zork Nemesis .................... 29 Reviews • Safecracker: The Ultimate Puzzle Adventure .................................... 33 • Post Mortem ..................................................................................... 38 • The Egyptian Prophecy: Fate of Ramses.......................................... 44 • Shivers.............................................................................................. 50 • Full Throttle....................................................................................... 57 • Ben Jordan Case 4: Horror at Number 50......................................... 62 • Ben Jordan Case 5: Land of the Rising Dead .................................. -
Reviews: • Chaos on Deponia • Dead Reefs • Life in the Dorms • Primordia • the Walking Dead Episode 5: No Time Left November 2012
issue # 3 6 november 2012 REVIEWS: • Chaos on Deponia • Dead Reefs • Life In The Dorms • Primordia • The Walking Dead Episode 5: No Time Left NOVEMBER 2012 Another month has come and gone and we have another issue of Adventure Lantern for your reading pleasure. This month we are bringing you reviews of four brand new adventure game offer- ings, but we also plumbed the depths of the adventure genre to being you a re- view of the third-person, open-world, 2007, adventure Dead Reefs. The other reviews being: Primordia, Life in the Dorms, The Walking Dead season finale, and Chaos on Deponia. We also have a new team member, Igor Tokin, who has taken over com- piling the news section and will work beside Constantin in putting together Cover Image: the magazine each month from the ar- Primordia ticles our other team members write. What I most want to talk about this month is our upcoming partner- ADvENTuRE LANTERN ship with Zodiac. Zodiac is a new ad- #11 (36) november 2012 venture game exclusive online store, or Steam-like to be more precise. They already offer a wide range of new and old games, including free and full priced OWNER/ExECuTIvE Editor games and everything inbetween. Adven- Ugur Sener ture Lantern will remain a volunteer based, free, and not-for-profit magazine, and retain OThER Editor(S) all of our Independence. What we will be doing is including a link on Jonathon Wisnoski our website to Zodiac and including a page in our magazine which they will send us each month. -
ADVENTURE LANTERN APRIL 2014 /# ./*-4*! 1 )/0- ')/ -) Friends, This Month Represents an Important Milestone for Adventure Lantern
APRIL 2014 T HE STORY OF ADVENTURE LANTERN EDITORIAL EDITORIAL T HE STORY OF ADVENTURE LANTERN APRIL 2014 /# ./*-4*! 1 )/0- ')/ -) Friends, This month represents an important milestone for Adventure Lantern. Our April 2014 PDF is the 50th issue of our magazine. We came a long way since the first edition of AL that was released eight years ago. During those eight years, Adventure Lantern went through many changes. There were periods where we were extremely active and growing. There were also months of silence where other aspects of my life had to take priority over the magazine. We had a plethora of excellent contributors and two exceptional individuals that took over all editing and formatting duties in my absence. Looking back now, it is hard to believe how much content was produced and how much time was put into the magazine. Ugur Sener wanted to use this month’s gentleman and a great boss, saw my name listed among the staff personal use. As such, Adventure the details of that argument seem of a dream from years ago. I editorial to celebrate what structured the experience so that members of Just Adventure. She Lantern was designed entirely entirely trivial. However, since the remembered how a few friends came before and acknowledge I could produce work that would contacted me to ask if I would be using a text editor. It was written in Adventure Lantern domain was and I had attempted to produce a all the hard work that has gone be of value to the company while I willing to write review and preview HTML alone, with no fancy graphics, under my name, my partner walked gaming magazine in high school. -
Obduction by Cyan, Inc
Obduction by Cyan, Inc. • Home • Updates 19 • Backers 15,407 • Comments 5,790 • Spokane, WA • Video Games Leave a comment (for backers only) Show 15 newer comments 1. Paul Melampy 1 minute ago Damn! That's 12K in the last 3 hours! 2. Mat 'Cubase' Van Rhoon 1 minute ago @Frank Ah, you spotted my nickname yes? Well done, and Indeed I am! I write film/game scores, and am also a sound designer. 3. Frank den Blaauwen 5 minutes ago @Mat: Interested in music writing/playing/producing? 4. Mat 'Cubase' Van Rhoon 8 minutes ago Greetings from the Tex Murphy crew! I am pretty darn confident you guys are not only going to make the funding goal, but will release a totally phenomenal game. I followed MYST ever since I borrowed a copy from my school library back when I was 9 years old... and never gave it back! Kudos too Rand and EVERYBODY at Cyan for keeping the adventure genre beating in our hearts! Oh and by the way, major props on a stellar KickStarter campaign! 5. Frank den Blaauwen 8 minutes ago I should type faster 6. Frank den Blaauwen 9 minutes ago @Allan: And the there was one... 7. Allan Børgesen 10 minutes ago 1 Strata Artist left 8. Tai'lahr 10 minutes ago @Jarrod: Okay, it looks like I'm going to have to wait awhile before RAWA's mom comes to the cavern, but what about you? Whatcha waiting on? Come have fun with us. Here's your "how to" - http://www.mystonline.com/forums/viewtopic.php… 9. -
March 15, 2009)
Transformative Works and Cultures, special issue on Games as transformative works, No. 2 (March 15, 2009) Editorial Rebecca Carlson, Games as transformative works Praxis Robertson Allen, The Army rolls through Indianapolis: Fieldwork at the Virtual Army Experience Rebecca Carlson, "Too Human" versus the enthusiast press: Video game journalists as mediators of commodity value Casey O'Donnell, The everyday lives of video game developers: Experimentally understanding underlying systems/structures Mark Chen, Social dimensions of expertise in "World of Warcraft" players Michael Robert Underwood, The friends that game together: A folkloric expansion of textual poaching to genre farming for socialization in tabletop role-playing games Anastasia Marie Salter, “Once more a kingly quest”: Fan games and the classic adventure genre Kevin Driscoll & Joshua Diaz, Endless loop: A brief history of chiptunes Symposium Will Brooker, Maps of many worlds: Remembering computer game fandom in the 1980s Thien-bao Thuc Phi, Game over: Asian Americans and video game representation Braxton Soderman, Intrinsic motivation: "flOw," video games, and participatory culture Rebecca Bryant, "Dungeons & Dragons": The gamers are revolting! Amanda Odom, An examination of living through enjoyment: Live-action role-play Joe Bisz, The birth of a community, the death of the win: Player production of the “Middle-earth Collectible Card Game” Julia Beck & Frauke Herrling, Playing Sue Interviews Geoffrey Long, Interview with Paul Marino Clara Fernández-Vara, Interview with Doris C. Rusch TWC Editor, Interview with Tony O’Driscoll TWC Editor, Diane E. Levin: Child’s play as transformative work Reviews John Finlay Kerr, "Second person: Role-playing and story in games and playable media," edited by Pat Harrigan and Noah Wardrip-Fruin Gina Serafin-Persson, "Beyond Barbie and Mortal Kombat: New perspectives on gender and gaming," edited by Yasmin B. -
The Performance of Interactive Narrative Experiences
School of Media, Culture, and Creative Arts Department of Communication and Cultural Studies Techno-Historical Limits of the Interface: the Performance of Interactive Narrative Experiences Andrew Hutchison This thesis is presented for the Degree of Doctor of Philosophy of Curtin University of Technology June 2009 Declaration To the best of my knowledge and belief this thesis contains no material previously published by any other person except where due acknowledgment has been made. This thesis contains no material that has been accepted for the award of any other degree or diploma in any university. Signature: …………………………………………. Date: ………………………... 2 Abstract This thesis takes the position that current analyses of digitally mediated interactive experiences that include narrative elements often lack adequate consideration of the technical and historical contexts of their production. From this position, this thesis asks the question: how is the reader/player/user's participation in interactive narrative experiences (such as hypertext fiction, interactive fiction, computer games, and electronic art) influenced by the technical and historical limitations of the interface? In order to investigate this question, this thesis develops a single methodology from relevant media and narrative theory, in order to facilitate a comparative analysis of well known exemplars from distinct categories of digitally mediated experiences. These exemplars are the interactive fiction Adventure, the interactive art work Osmose, the hypertext fiction Afternoon, a story, and the computer/video games Myst, Doom, Half Life and Everquest. The main argument of this thesis is that the technical limits of new media experiences cause significant ‘gaps’ in the reader’s experience of them, and that the cause of these gaps is the lack of a dedicated technology for new media, which instead ‘borrows’ technology from other fields. -
Previews/Interviews: • the Journey Down: Chapter One HD Preview and Interview Reviews: • the Lost Crown: a Ghost-Hunting
Previews/Interviews: • The Journey Down: Chapter One HD Preview and Interview Reviews: • The Lost Crown: A Ghost-Hunting Adventure • The Dream Machine: Chapters 1-3 • The Walking Dead: Episode 1 Adventure Lantern May 2012 Editorial If you scroll down a few pages, you will find Nick's was in tears. I sat back in my chair, shaken and lengthy review of The Lost Crown. Nick offers a amazed that a game could trigger such a response. No detailed analysis of the game, explaining why he was video game before or since Sanitarium has been able less than satisfied with the adventure. He describes to elicit as strong an emotional reaction from me. how the protagonist was unlikable and the sequences where you interrogate the ghosts felt repetitive. He I was hardly the only person to be moved by the scene identifies several technical problems regarding the in question. In his Gamesutra postmortem article for game's puzzles and navigation. However, reading Sanitarium, developer Chris Pasetto indicates that through the review, I got the impression that Nick's "when [Mike Nicholson, the game's art and design dissatisfaction goes beyond the individual design flaws lead] read his proposal to the design team, three of he eloquently explains. The fundamental problem is them nearly cried." In fact, Mr. Pasetto notes that that for him, the game failed to create a strong throughout the development of Sanitarium, the team atmosphere and an immersive experience. The game was "determined to create a main plot line that held the ultimately lacked the emotional impact that makes game together and evoked strong emotions in the players care about the story and the characters. -
Videogame Marketing Videogame Marketing and Pr and Pr
VIDEOGAME MARKETING VIDEOGAME MARKETING AND PR AND PR Vol. 1: Playing to Win Vol. 1: Playing to Win Written by Scott Steinberg All Rights Reserved © 2007 by Power Play Publishing No part of this book may be reproduced or transmitted in any form or by any means – graphic, electronic or mechanical – including photocopy- ing, recording, taping or by any information storage retrieval system, with- out the written permission of the publisher. 2 VIDEOGAME MARKETING AND PR Vol. 1: Playing to Win VIDEOGAME MARKETING AND PR Vol. 1: Playing to Win 3 FOREWORD In the game industry, the talk is always technology, technology, tech- nology. But an equally daunting and increasingly important task is the successful marketing and promotion of videogames. Consider that more than 300 incompatible game platforms have come to market in the last 30 years and yet you cannot name even 30 of them. And that there are over 2,000 new games created every year across all media, but how many are FOR CONSULTING, COPYWRITING, hits? MOCK REVIEWS AND MARKETING/PR SUPPORT: After I founded Electronic Arts, I had a clipping on my wall for several WWW.EMBASSYMULTI.COM years from an article about the television industry’s 10 most important lessons. Most of them applied to how I thought about games, but my favorite was the last one: “And never forget: All hits are flukes.” If that is true, how can we justify massive investments in new games? And if it is not true, how do we prove it? To a large degree, that is what this book is all about. -
The Inventory Magazine Telephone: +46702053444 Address: Tallrisvägen 39C Örebro 702 34 Sweden E-Mail: [email protected]
Editor: Dimitris Manos Authors: Dimitris Manos Cover Art: King’s Quest IX: Every Cloak Has A Silver Lining Host: Just Adventure ( www.justadventure.com ) Special Thanks: KQIX Development Team, Razbor Studios, Future Games, Legacy Interactive The Inventory Magazine Telephone: +46702053444 Address: Tallrisvägen 39C Örebro 702 34 Sweden E-mail: [email protected] The Inventory magazine is available in 7 different languages. English (www.justadventure.com) German (www.adventure-treff.de) Italian (www.pollodigomma.net/~theinventory) Spanish (www.aventuraycia.com) French (www.aventurepc.com) Polish (www.przygodoskop.gery.pl/) and Korean (www.myst.cafe24.com) The Inventory is copyright Dimitris Manos and may not be reprinted elsewhere without the express written consent of the owner. If anyone sees The Inventory or portions of The Inventory posted someplace without express written consent, then please contact us at [email protected] TABLE OF CONTENTS PROLOGUE 1 PREVIEWS 2 King’s Quest IX: Every Cloak Has A Silver Lining 2 Law & Order II 7 ADVENTURE GOSSIP 9 THE CELEBRITY CORNER 12 Razbor Studios 12 Future Games / Unknown Identity 20 REVIEWS 14 Review of the month – C.S.I. 27 Amerzone 33 Sherlock Holmes: Mystery of the Mummy 37 INVENTO-MAIL 40 THE HYDRA 43 EPILOGUE 46 Prologue Before I start talking about the current issue, I should mention some mistakes of the last issue. In the Space Quest Preview I wrote that the project leader’s name is Dee Blocks, when actually it is Dee Bloks. And I forgot to mention Chris Meining who is the co-writer and sketch artist. Last but not least the address of the site for the Italian edition of the Inventory is http://www.pollodigomma.net/~theinventory/ and not www.pollodigoma.net as I wrote in the last issue. -
Myst and Riven L Andmark VIDEO GAMES
myst and riven L andMaRK VIdEO GaMES The Landmark Video Games book series is the first in the English language in which each book addresses a specific video game or video game series in depth, examining it in the light of a variety of approaches, including game design, genre, form, content, meanings, and its context within video game his- tory. The specific games or game series chosen are historically significant and influential games recognized not only for their quality of gameplay but also for setting new standards, introducing new ideas, incorporating new technol- ogy, or otherwise changing the course of a genre or area of video game history. The Landmark Video Games book series hopes to provide an intimate and detailed look at the history of video games through a study of exemplars that have paved the way and set the course that others would follow or emulate, and that became an important part of popular culture. DIGITALCULTUREBOOKS is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. m yst and riven ThE RLWO d O f ThE d’nI m ark J. P. Wolf T hE UnIVERSITY Of MIChIGan PRESS and ThE UnIVERSITY Of MIChIGan LIBRaRY ann aRBOR Copyright © by Mark J. P. Wolf 2011 Some rights reserved This work is licensed under the Creative Commons attribution-noncommercial-no derivative Works 3.0 United States License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/3.0/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San francisco, California, 94105, USa.