Whither The 7th Guest-Style Puzzle Adventure?
Deunan writes "While poking around on the Internet, I discovered a DirectX front end for the classic The 7th Guest CD-ROM puzzle adventure. After some further searching, I stumbled across a more recent pitch for 7th Guest III: The Collector [apparently the game was in development in 2002/3, and there's an interview with designer Rob Landeros about it, but it seems to be stalled.] I was wondering what killed interest in it - are 'thinking' games just not popular anymore?"
The best puzzle or adventure games were like Grim Fandango, where the puzzles didn't all have to be solved in order. If one puzzle had the player stumped, they could work on another one. Completing one puzzle took items out of inventory so the other puzzles were a little bit easier. Games that don't let me move forward until I figure out one hair-rippingly hard puzzle, suck.
The problem of adventure games is that they were very easy to code, and so there was a flood of utter crap where the gameplay consisted of hunting the right spot to click, and the puzzle solving was so illogic that people had to brute force it by trying every item with every other item...
The ones that were actually logic (like the lost files of sherlock holmes and most of lucasarts's stuff) got labeled as "too easy" which encouraged people (*cough*sierra*cough) to churn out crappy illogical ones.
It wasn't unlike the now-deceased Mega CD - when that first came out, you had two basic game types. There were Mega drive games with the odd FMV sequence thrown in, and and then there were the full FMV games along the lines of Dragons Lair/Cobra Command etc. But whereas CD-Roms become commonplace, so few people actually bought the Mega-CD, it died a death. FMV heavy games such as the 7th Guest are best left dead and buried. If you really want puzzles, you can buy a decent paper and pen puzzlebook for about two pounds.
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Meanwhile, an adventure game doesn't reveal its wonders (or failures) for at least an hour, perhaps more. It is hard to separate out bad games from very very good ones, and I think the market soured as people gave up after too many bad experiences.
Essentially, adventure games have similar problems to literature. You don't need a million dollars and a team of writers to code together a game, and you have such freedom to innovate that there is no easy box-checking to do to determine if what you've written is up to scratch.
The interactive fiction people have really come together to produce detailed game reviews and open competitions (see IFcomp) as a sort of homebrew version of the book-review and annual prizes that help readers cull through the tens of thousands of books each year.
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