ABSTRACT

An adventure is a kind of videogame in which the gameplay is largely based on the solution of puzzles. Such games are rarely played in real time. Instead, the progress of events in the game-world will typically be suspended until the player acts, allowing them time to consider their current problem. It is also important that the number of potential solutions for each puzzle be limited so that players are not overwhelmed by the exploration of endless possibilities. As a result, the worlds in which these games are set typically lack the global consistency and physical operability seen in many computer role playing game milieux, instead oering a wide variety of opportunities for interaction, which are speci c to a given time and place. Adventures generally emphasize story and character development; arguably, the form is most eective when the puzzles are based on interaction with the characters within the game, integrating the two aspects of the design. e adventure is perhaps the videogame form that is closest to written ction; the stories o en have a strongly linear structure, and the discursive nature of the gameplay is reminiscent of the act of reading. Most attempts to make videogames based on written sf stories, whether by adaptation or by the creation of sequels, have been adventures, though the results have o en been unimpressive.