Creating an adventure game has never been easier


In the early years of the personal computer, adventure games used the genre to the maximum, as exemplified by classic titles. King Quest And Monkey Island Secret. Toronto-based artist Julia Minamata I grew up playing this style of game, which emphasizes storytelling and story-based puzzles.

“With adventure games you can run it at your own pace and it’s more like a book than an arcade game,” Minamata said in episode 459. Galaxy’s Geek Guide The podcast “I found – Artsey, as a bookish teenager. That interactive storytelling is a game that was more interesting to me.”

Video game journalist Kurt Kalta loves adventure games so much that he wrote and edited them. Guide to Classic Graphic Adventures, A huge tom that gives details of dozens of different games. His desire to grow up as a child in the 90s is exactly this kind of book. “I remember keeping one [adventure game guidebook] As far as my bible is concerned, although it’s mostly about how to play games and how to beat them “” I wanted something that was, in fact, about games. “

The genre of adventure games has been moribund for years, but with the advent of tools Adventure Game Studio Has created a rich indie scene. Minamata is working hard Crimson Diamond, A 16-color adventure game inspired by the Sierra 1989 murder mystery Colonel Weext.

“I had to get back to the genre when I started watching games created by single developers,” says Minamata. “Yahtji made the cross Chzo Mythos, Francisco Gonzalez Ben Jordan created the series. These are the people who use Adventure Game Studio and it was really inspiring for me.

And while tools like Adventure Game Studio can help simplify the coding process, there are still no shortcuts to creating great artwork. Kalta made the month one by one Monkey IslandCalled the Inspired Game Christopher Columbus is an idiot, But hit a wall when it comes time to polish the visuals. “Everything there was written in MS Paint and eventually it got to the point where, ‘I don’t know if I can spend this time without a commercial project for it, and to build it as a commercial project I need? Good art,'” ‘He said.

Listen to the full interview with Julia Minamata and Kurt Kalta in episode 459 Galaxy’s Geek Guide (Above) and see some highlights from the discussion below.

Cart time on text parser games vs point and click games:

“[With a point-and-click game], You only have so many tools to communicate with the world, finally if you just try enough things you will solve it and it was a feeling of comfort blanket for me. You can try everything, and in the end you will find it. And the text of the Sierra Games was not particularly good compared to the parsers Infocomm Games, which had a good vocabulary. I think it would have been better if the game had a little bit of foreshadowing to tell you what things it understands – and if it had decided to name a noun if you didn’t have to guess or at least had more synonyms for some word – it would have been better. “

Julia Minamata at Game Designers:

“Before the present moment we are now, I went Pax West, And I was able to meet Laurie and Corey ColeWhich was really amazing and I met Douglas Herring, who was an artist Colonel WeextWhich is a major inspiration for my game. Al lo Was there, so was really great. They were on an adventure game panel together, so I got to see them, and chat a bit with Lori and Corey Cole. … So it was really great to see and go to events to show off my game – running around here and there and seeing people still evolving [games]. It was really inspiring. “

Julia Minamata turned on Colonel Wicket:

“Artists were given a lot of relief in terms of what they were creating. They were given some reference material, some photos of similar houses, but left them on their own devices. With stuff like King Quest, What will happen Roberta Williams He would make a basic sketch, ‘Here is a tree, and here is the current, and here is the rock’, and he would convey it to the artists, who would instead interpret it as something more professional. But what was great about Colonel Wicket Didn’t he do that? He simply said, ‘Go and do the work’, so [the artists] Was able to create this amazing environment from the ground up. “

Kurt Kalta towards the future Monkey Island:

“I was involved Limited run Project, and I know they expected this whole project to generate some interest in Disney. Disney is so big that they didn’t really know what it was [Monkey Island] Was, because it’s ‘some old 90’s game that people love.’ So we were hoping that enough money was generated that they would like, ‘Well, people are interested in that Monkey Island Things, and who is the original designer here Would be interested To do something with it, so probably no connection will happen. ‘Those stars need to be aligned. Who works with [these companies] Must be a fan of these games. Someone has to take care. ”


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