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- ~Adventure Games
-
- On The Subject Of Adventure Games...
-
-
- By Lu Richardson
-
-
- FOREWORD
-
- Way back, in the infancy of the PC, when screens were monochrome or
- at most CGA (golly gosh!), the games available were either simple
- arcades or text adventures - there just wasn't the capability for
- anything else. Players were divided into these two camps, and what
- motivated them to choose one of them is a question which would
- probably keep a batallion of psychologists in business.
-
- Basically, you either liked visually direct action, mostly pretty
- aggresive, or you preferred a spot of peaceful escapism with a side
- order of intellectual titillation. In spite of the explosion of the
- computer games market and the incredible variety which covers just
- about every taste in entertainment nowadays, I suspect that a large
- number of people still enjoy the quiet thrill of the adventure game.
-
- You see, it's like entering into a new world, where everything is
- strange, sometimes scary, sometimes funny, but always fascinating.
- What's behind that locked door? Where is the key? How do I get
- that shinny thing at the bottom of the river? What will I find in
- the dark cave? Curiosity drives you on relentlessly.
-
- Of course, some games have an interesting plot and you have a clear
- cut goal - but in others, you start off by knowing nothing at all
- and have to learn what gives as you go along. You'll be led quite
- a dance in the process, I can tell you.
-
- HOW TO SOLVE THEM: FIRST STEPS
-
- So, how do you go about playing adventure games, whether text,
- graphic or animated? Well, rule number one is to read whatever info
- comes to the game to put yourself in the picture, as it were. These
- days, you also get an intro to tell you more or less what's
- happening or what has to be done.
-
- Once the game starts, it is a good idea to try a "dry run"; that is
- to say, visit every location available and pick up anything not
- nailed to the floor and start trying various things. If anything
- goes wrong it won't matter; and it's no good trying to solve a
- puzzle in one room when the thing you need is three rooms on. Once
- you've got all the available information, you can go through the
- whole thing more methodically from the beginning.
-
- LOCATIONS
-
- To take things step by step, you should examine carefully every
- location you come to. See if anything is hidden behind something
- else. If, for instance, there is a grandfather's clock in the room,
- don't just say, oh, all right, there is a clock here. Examine it,
- attempt to open it, try to move it, change the position of the
- handles; that sort of thing. Sometimes, the mere act of examining
- something will give you a clue.
-
- MAPS
-
- Since adventure scenarios tend to be necessarily limited, and the
- shortcomings of such a small world tend to be made up by endless
- visits, backwards and forwards, to the handful of rooms available,
- it is always a good idea to make a map if the game itself does not
- provide you with one. It needn't be anything complicated: just a
- square per room will do, with lines representing roads, corridors or
- passages coming out of them, at the right points of the compass, and
- leading to other rooms represented by other squares. You could also
- write a number as a reference in each square and again on another
- piece of paper and, beside it, what there is of interest in each
- room.
-
- ITEMS
-
- Next, pick up anything that can be picked up in the location you are
- at. Examine each object you pick up, since that will give you a
- clue; also, objects can sometimes be opened to reveal something else
- inside. For instance, a box might contain not one, but several
- items - so that, if you look inside and find something, don't stop
- there. Look again, and again, until it is declared to be empty.
- Some items are a clue in their own right. For instance, if you find
- a banana, chances are there will be a monkey hanging around
- somewhere.
-
- CONVERSATIONS
-
- Some games are livened up by having people standing around who will
- willingly engage in strange conversations with you. This I
- personally dislike, since they tend to be "padding" and rather a
- waste of good playing time. However, it cannot be helped. Always
- talk to everyone you meet and pursue conversations till people start
- repeating themselves. Sometimes, embeded in all the nonsense,
- you'll find a clue. Come back when you have gone further into the
- game, to see if they have any more information to impart. Not that
- those characters are only there to chat you up - sometimes you have
- to give them something to get something else.
-
- THE PUZZLES
-
- Since the primary object of an adventure game is to explore the
- environment in order to get from A to B, where pressumabily the
- whole thing will be resolved, one easy way of putting you on your
- mettle is to block your progress at every turn. You will find
- locked doors aplenty, and paths obstructed by an assortment of
- difficulties, such as gorillas, deadly spiders or tax collectors.
- To get past these hurdles you will need certain items and a great
- deal of imagination. Most puzzles are about doing just this.
-
- PUTTING IT ALL TOGETHER
-
- Once you've gone as far as you can, identifying the obstacles and
- collecting all the items available, the time will have come to try
- and overcome the said obstacles. Some solutions will be obvious:
- for instance, if you've found a banana and a gorilla won't let you
- climb an interesting tree, you'll know exactly what to do. So, the
- first thing you do is to try the easy options. If none of the items
- you have will allow you to progress further to other locations in
- the game, then you must try the not so obvious approach. For
- instance, if the key you have won't open the locked chest but you
- have a crowbar, try that.
-
- On occasion, the solution will be slightly more complicated. Say
- that a couple of roughs are guarding a gate and they are drinking at
- the same time - if you happen to have a sleeping potion about your
- person, you'll get an pretty good idea about what to do. Only, of
- course, it won't be as simple as that - before you can put your
- potion in their drink, you will have to distract them, and that
- could be a complicated business. Especially if you don't have a
- cat, a piece of string and a tin handy.
-
- Having exhausted all the logical possibilities, and you must indeed
- imagine what you would do in real life with the items at your
- disposal, then you'll next have to try a spot of lateral thinking.
- For instance, you could try combining the objects you are carrying.
- A rope and a metal bar could be combined to form a makeshift
- grappling hook; that is to say, some combinations will be fairly
- straightforward. When they are not so, the only thing for it is to
- simply click with each item on every other item in your inventory
- and see if anything happens.
-
- Finally, bear in mind that the whole point of an adventure game is
- to make life difficult for you (no sense in writing an adventure so
- easy that it can be solved in a couple of hours). There will be red
- herrings galore to distract you and puzzles which look logical but
- are not: sometimes the answer will be subtly connected with what
- you would indeed do in real life, if not quite, and sometimes it
- will be quite outrageous and utterly far-fetched. This I consider
- rather unfair, but I guess even game writters get off days.
-
- GETTING STUCK
-
- Sooner or later, everyone gets stuck - don't get an inferiority
- complex about it, the brightest and best get stuck. It's just a
- question of how determined you are not to be beaten. The thing to
- remember is that there is ALWAYS a solution, no matter how
- intractable the problem might seem. In my experience, the reason
- people get stuck is because they have failed to spot a vital item
- (because it has been so craftily hidden) or because they haven't yet
- left off thinking logically. So, if you get really stuck, go over
- all the locations yet again, searching them thoroughly; if no new
- item appears, then go to your obstacle and try improbable things
- with the items you do have.
-
- And if the worst comes to the worst, there is always Cheet Sheets...
-
-
- Copyright (c) 1995 Eurowave Leisure Ltd.
-