You are standing at the end of a road before a small brick building.
Around you is a forest.
A small stream flows out of the building and down a gully.
With these words, the first adventure began.
Its name is "Colossal Cave Adventure" and it was thought and written by William Crowther in 1972 and later enhanced with Don Woods in 1976.
An adventure is usually defined as a game in which the player, with his wits and intelligence, must overcome many obstacle, solving all the puzzles to get to the final "prize". This simple concept is the base of every adventure ever made, even if the interaction methods have evolved and improved with the years.
In the beginning, interaction was text-based: the player had to input by keyboard two words, verb and noun, which were needed to tell the desired action to the program, which would have answered according to the situation described in that moment of the game. Naturally the parser, i.e. the part of the program which analyzed and interpreted the input, was very limited and the program usually responded with sentences like "You can't do that", or "I don't understand".
Because of the limited capacities of the machines in which they were programmed, the first adventures were completely without graphics.
If William Crowther had written The Terrific Menace of the Invaders from Audiogalaxy, it would have looked like this:
With the advancing of technology (especially in the first half of the 80s), adventure games started to get colour!
Even if the interaction was still text-based, the locations were now illustrated by some more or less detailed graphical screens.
Every adventurer of those times remembers the incredible backgrounds of Magnetic Scrolls' The Pawn.
In some more evolved production (usually by Sierra On Line) it was even possible to interact with the environment, moving the protagonist.
If Rob Steggles had written it then, The Terrific Menace of the Invaders from Audiogalaxy would have looked like this:
People like Roberta Williams (Sierra On Line), Mark Blank and Dave Lebling (Infocom), Rob Steggles and Ken Gordon (Magnetic Scrolls), the Austin brothers (Level 9) and many others had written the best adventure productions of those times.
But in 1987 came the great revolution of the genre. On the videogaming scene a new game appeared: Maniac Mansion, produced by Lucasfilms Games (now Lucasarts), designed and programmed by Ron Gilbert.
The main characteristic was that SCUMM, the scripting language designed ad hoc for the development of adventure games, used and was based on a Point'n Click interface. The player wouldn't have typed the input anymore, it was sufficient a simple click to interact with the game, choosing between icons which represented the default commands and active areas on the screen.
If in 1987 Ron Gilbert had written The Terrific Menace of the Invaders from Audiogalaxy, now it would be known like this:
The golden age of adventure gaming had begun. Maniac Mansion was followed by many masterpieces which would have become milestones in the history of videogames.
Games like The Secret of Monkey Island, Day of The Tentacle and Full Throttle (just to mention some) brought the adventure gaming genre to a very high level of critic and public appreciation.
People like Tim Schafer, Jonathan Ackley, Dave Grossman, Al Lowe and the aforementioned Gilbert were vulcans of ideas and the productions were many.
Even the gaming mechanics were put in discussion and rethought completely.
For instance, the player couldn't die anymore or get stuck in cul-de-sacs
in the game which would have forced the player to restart from scratch.
The golden age lasted for about ten years, and then the decline started.
In the second half of the 90s, the market of adventure games went into crisis.
There are many reasons for that, but probably the most important is the raise of action games like Doom, which are more liked by the occasional videogamers because of their simplicity and user-friendliness.
Also, the production costs of adventure games had got higher than other games (Mostly due to the localization and voice acting, which had become necessary while they were optional in other game types), so the big firms stopped investing
and the production became more and more rare.
With the new millennium, adventure gaming died almost definetly.
We tried to develop The Terrific Menace of the Invaders from Audiogalaxy
with passion, basing ourselves on what we learnt from the masterpieces
of the golden age.
Designed with today's knowledge but with our heart looking back to yesterday,
The Terrific Menace of the Invaders from Audiogalaxy looks like this:
From Colossal Cave Adventure
to genereAvventura.
More than 30 years separate the two games and many adventures have been played by millions of people. We don't want to list them all, maybe we wouldn't even be able. But we can make a list of the most significant, from the beginning of the genre to the development of genereAvventura.