Has Double Fine resurrected the adventure genre?
Not twenty four hours ago the adventure game was as dead as its been for ten plus years. It was a Romero zombie, shambling but ineffably moving. Telltale’s Jurassic Park series has been a bullet in the leg, but that doesn’t stop a zombie. Even so, it’s slow, the adventure game. You could walk around it. You could steal its lunch money. Then Double Fine happened. Over ten thousand people in less than twelve hours donated $400,000 to make a traditional adventure game happen. So the question has to be asked: is there a market for this? Will we see more adventure games? The adventure genre hasn’t come very far since its inception. The best modern series, the Blackwell games, could very easily have been made in 1990 except for their subject matter (which involves, you know, the internet existing). Experiments within the genre like Heavy Rain and the aforementioned Jurassic Park have led to scorn and distrust. Fans know what they like, and they like nostalgia. Because here’s the thing: those of us who grew up with these classic adventure games are in their late twenties, early thirties now. Most of them are professionals. They have a fair amount of cash (not speaking for my own journalist self, of course). They love video games, and while they don’t love adventure games they love their childhood, the games of Tim Schaefer and Roberta Williams and Ron Gilbert. We especially have a fetish for Double Fine, who transcended generations with Psychonauts, a game which appealed to a younger group of gamers. There’s an obvious draw to supporting people whose work was so foundational to us, especially now that we have the financial means to do so. A similar phenomenon happened with the band Rush over the past decade. They went from a limited, niche band that appealed only to nerdy band kids to a visible band because those nerdy kids grew up to have a lot of money. Suddenly they were referenced in movies and on television. They went from a good concert draw to making millions and millions of dollars. And sure, their last two albums have been pretty excellent, but not excellent enough to turn things around; what helped was their fans becoming affluent. The same thing is happening with old games. Double Fine has been in this situation before with their recent PC ports, and this is just a crowdsourcing of that phenomenon. I wouldn’t be surprised if a half-dozen copycats spring up, either. Would I pledge $15 for a Commander Keen sequel? Or for a sequel to Grim Fandango? Or Planescape: Torment? Of course I would. I’m sure lots of you would, as well. I wouldn’t be surprised to see some company like Obsidian fund an Infinity Engine “sequel” using this. We all could think up thousands of scenarios that our favorite older designers could use to make games “like they used to”. But what does this mean for adventure games? Well, nothing. Not a thing. We might see a small spike—I know I want to crack into something old school and obtuse when I get home tonight—but the success of a major studio getting an adventure game published isn’t going to reinvent the genre’s wheel. It may pull the bullet out of the zombie, but it’s not going to bring it back to life. |
I completely agree. Have you checked out GoG.com yet? It’s a great site to get all those games for pretty cheap. It’s like Steam but no DRM and the games like Planescape and Baldur’s Gate come with soundtracks and a ton of bonus features! And they’re only like ten bucks a piece. 😉
To answer the topic question: Double Fine has not resurrected the adventure genre, because it never died.
I’m more thrilled than anyone at the idea of another Schafer/Gilbert point-n-click, but it’s not like it’s going to be the first adventure game in ages or anything. The biggest lull was between 2000 (when The Longest Journey and Escape from Monkey Island were released) and 2006 (when Telltale launched Sam & Max). This was indeed a dark time for adventure games, though even then they were never dead; the Adventure Games Studio community produced a lot of great stuff, and Europe (in particular Germany) continued to produce a fair number annually.
The issue is that – with the exception of the DS – the genre never made the transition to consoles. As consoles came to dominate mainstream gaming, the adventure genre naturally waned, and attempts to make adventure games work with a gamepad (Dreamfall) were mixed at best. But that was then and this is now; Heavy Rain and L.A. Noire both sold more-than-respectable numbers, and are about as “pure” adventure gaming as you’re going to find on a console. Meanwhile Telltale has experienced enormous success, there are indie adventures bleeding out of the walls on PC, and Germany is still cranking them out. This may be a capstone, but don’t call it a comeback.
(and sorry I’ve been absent for so long! work stuff etc.)
The comparison to Rush is retarded.
And now the Obsidian website has crashed at the very suggestion from Chris Avellone that they might do a similar thing.
Interesting. I actually quite liked Heavy Rain, though that’s an impression coming from someone who didn’t grow up with the classic adventure game genre you mentioned. I was under the impression that the game did have some decent critical and commercial success, though. I have to think that game’s reception would bode well for the adventure game genre, if the shadow government of said genre were willing to acknowledge it.