Jump to content

Action-adventure game: Difference between revisions

From Wikipedia, the free encyclopedia
Content deleted Content added
MystBot (talk | contribs)
m robot Adding: fr:Jeu d'action-aventure
Randomran (talk | contribs)
→‎Definition: removing WP:OR. it doesn't really sound like anything I've read, and I doubt it can be verified. but if someone else wants to re-add it, be my guest.
(33 intermediate revisions by 9 users not shown)
Line 1: Line 1:
{{VG Action}}
{{Redirect3|Action/Adventure|For the album by Dealership, see [[Action/Adventure (album)]]}}
An '''action-adventure game''' is a [[video game]] that combines elements of the [[adventure game]] [[computer and video game genres|genre]] with various [[action game]] elements. It is perhaps the broadest and most diverse genre in gaming, and can include many games which might better be categorized under narrow genres. The first known game in this genre is the [[Atari 2600]] game ''[[Adventure (Atari 2600)|Adventure]]'' (1979).<ref>{{cite book|title=Video Game Theory Reader|editor1-last=Wolf|editor1-first=Mark J. P.|editor1-link=|editor2-last=Perron|editor2-first=Bernard|editor2-link=|year=2003|publisher=Routledge|location= |isbn=0-415-96878-0|page=x|chapter=Foreward|url=http://books.google.com/books?id=PurLg5KfPioC&printsec=frontcover#PPR10,M1}}</ref>


With the decline of the adventure game genre from mainstream popularity, the use of the term (and the hybrid term "action-adventure") has been more liberal. It is not uncommon for gamers to apply the term "adventure" or "action adventure" to describe the genre of fiction to which a game belongs, and not the gameplay itself, usually to the dismay of adventure game purists.
<!-- Deleted image removed: [[Image:Zeldatpgcversion.jpg|right|thumb|200px|''[[The Legend of Zelda: Twilight Princess]]'', a popular action-adventure game]] -->An '''action-adventure game''' is a [[video game]] that combines elements of the [[adventure game]] [[computer and video game genres|genre]] with various [[action game]] elements. It is perhaps the broadest and most diverse genre in gaming, and can include many games which might better be categorized under narrow genres. The first known game in this genre is the [[Atari 2600]] game ''[[Adventure (Atari 2600)|Adventure]]'' (1979).


There is a distinction between thematic genres and gameplay genres, as in this case they have very different meanings and etymology. "Adventure" is a reference to ''[[Colossal Cave Adventure]]'' and has no thematic or narrative meaning nor any connection to [[adventure movies]]. Similarly, while action games usually do have violent themes similar to action movies, this is not a requirement.
With the decline of the [[adventure game]] genre from mainstream popularity, the use of the term (and the hybrid term "action-adventure") has been more liberal. It is not uncommon for gamers to apply the term "adventure" or "action adventure" to describe the genre of fiction to which a game belongs, and not the gameplay itself, usually to the dismay of adventure game purists.


Action-adventure is a hybrid genre, and thus the definition is very inclusive, leading it to be perhaps the broadest genre of computer and video games. Typically, pure adventure games have situational problems for the player to solve, with very little or no action. If there is action, it is generally confined to isolated minigames. Pure action games have gameplay based on real-time interactions that challenge the reflexes. Therefore, action-adventure games engage both reflexes and problem-solving, in both violent and non-violent situations.
There is a distinction between thematic genres and gameplay genres, as in this case they have very different meanings and etymology. "Adventure" is a reference to the [[Colossal Cave Adventure|early computer game of the same name]], and has no thematic or narrative meaning, nor any connection to [[adventure movies]]. Similarly, while action games usually do have violent themes similar to action movies, this is not a requirement.


Studies have found that males tend to enjoy action-adventure games more than females like games in the genre.<ref name="DoGirls">{{cite journal|last=Heeter|first=Carrie|coauthors=Kaitlan Chunhui Chu, Rhonda Egidio, Punya Mishra, Leigh Graves-Wolf |date=November 2004|title=Do Girls Prefer Games Designed by Girls?|publisher=Michigan State University|pages=3-4|location=http://spacepioneers.msu.edu/girls_as_designers_spring_survey.pdf|format=PDF|accessdate=2009-02-05}}</ref><ref name="NGNM">{{cite journal|last=Wartella|first= Ellen|date=September 2002|title=New Generations – New Media|journal=Nordicom Review|publisher=Nordicom|location=Gothenburg, Sweden|volume=23|issue=1-2|pages=26|issn=1403-1108|language=English|url=http://www.nordicom.gu.se/common/publ_pdf/42_023-036.pdf|format=PDF|accessdate=2009-02-05}}</ref>
Action-Adventure is a hybrid genre, and thus the definition is very inclusive, leading it to be perhaps the broadest genre of computer and video games.


== Definition ==
Typically:


An action-adventure game can be defined as a game with a mix of elements from an [[action game]] and an [[adventure game]],<ref>{{citation |last=Rollins |first=A. |last2=Morris |first2=D. |title=Game Architecture and Design |publisher=Coriolis Ed |year=2000}}</ref> especially crucial elements like puzzles.<ref name=Puzzle1>{{cite web|url=http://www.gamasutra.com/view/feature/2917/designing_and_integrating_puzzles_.php?page=1|title=Designing and Integrating Puzzles in Action-Adventure Games|last=Luban|first=Pascal|page=1|work=Gamasutra|publisher=Think Services Game Group|date=2002-12-06|accessdate=2009-02-05}}</ref> Action-adventures require many of the same physical skills as action games, but also offer a storyline, numerous characters, an inventory system, dialog, and other features of adventure games.<ref name="fundamentals">{{cite book|last=Rollings|first=Andrew|authorlink=|coauthors=Ernest Adams|title=Fundamentals of Game Design|publisher=Prentice Hall|date=2006|location=|url=http://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html}}</ref> They are faster-paced than pure adventure games, because they include both physical and conceptual challenges.<ref name="fundamentals"/> Action-adventure games normally include a combination of a series complex story elements made into an audio-visual display for players that is heavily reliant upon the [[player character]]'s movement which affects the flow of the game.<ref name=Puzzle2>{{cite web|url=http://www.gamasutra.com/view/feature/2917/designing_and_integrating_puzzles_.php?page=1|title=Designing and Integrating Puzzles in Action-Adventure Games|last=Luban|first=Pascal|page=2|work=Gamasutra|publisher=Think Services Game Group|date=2002-12-06|accessdate=2009-02-05}}</ref> Some examples of action-adventure games include the ''[[The Legend of Zelda (series)|The Legend of Zelda]]'',<ref name="fundamentals"/> and ''[[Tomb Raider (series)|Tomb Raider]]'' series.<ref name="Gal">{{citation |last=Gal |first=Viviane |last2=Le Prado |first2=Cécile |last3=Natkin |first3=Stéphane |last4=Vega |first4=Liliana |title=Writing for Video Games |publisher=Proceedings Laval Ritual (IVRC) |year=2002 |url=http://cedric.cnam.fr/PUBLIS/RC359.pdf}}</ref>
* Pure adventure games have situational problems for the player to solve, with very little or no action. If there is action, it is generally confined to isolated [[minigame]]s.
* Pure action games have gameplay based on real-time interactions that challenge the reflexes.
* Action-adventure games engage both reflexes and problem-solving, in both violent and non-violent situations.


Exactly when a game stops being an adventure game and becomes an action game is a matter of interpretation.<ref name="Rollings"/> There are quite a few disagreements in the community and in the media over what actually constitutes an action-adventure game. One definition of the term "action adventure" may be '"An action/adventure game is a game that has enough action in it not to be called an adventure game, but not enough action to be called an action game."<ref name="justadventure">{{cite web|url=http://www.justadventure.com/articles/ActionAdventures/AA.shtm|title=A Brief - But Comprehensive - History of the Action/Adventure Genre|first=Aya|date=02-08-2005|accessdate=2009-02-04}}</ref> In some cases an action game with puzzles will be classified as an action-adventure game, but if these puzzles are quite simple they might be classified as an action game.<ref name="fundamentals"/> Others see action games as a pure genre, while an action-adventure is an action game that includes situational problem-solving.<ref name="justadventure" /> Adventure gamers may also be purists, rejecting any game that makes use of physical challenges or time pressure.<ref name="fundamentals"/> Regardless, the action-adventure label is prominent in articles over the internet and media. The term "action-adventure" is usually substituted for a particular sub-genre due to its wide scope.
== Definition and confusion ==
The term ''action adventure'' itself has become more generalized since its introduction, and can now be used to refer to virtually any game which combines elements of real-time action-based challenges with some element of [[problem-solving]]. The genre exists largely to distinguish these games from pure [[adventure games]], or from [[console role playing game|role playing games]]. It should be noted that [[adventure games]] never have a pronounced action element, limiting the action-based challenges to mini-games or other brief sequences. [[console role playing game|RPGs]] by definition have elements of pen and paper role playing games, such as "experience points" and other statistic-driven gameplay. Games in the ''[[Metroid (series)|Metroid]]'' series are better classified as action-adventure because of this.


=== Sub-genres ===
Exactly when a game stops being an adventure game and becomes an action game is a matter of interpretation.<ref name="Rollings"/> There are quite a few disagreements in the community and in the media over what actually constitutes an action-adventure game. One definition of the term "action adventure" may be '“An action/adventure game is a game that has enough action in it not to be called an adventure game, but not enough action to be called an action game.<ref name="justadventure">[http://www.justadventure.com/articles/ActionAdventures/AA.shtm "A Brief - But Comprehensive - History of the Action/Adventure Genre"]</ref> Others see action games as a pure genre, while an action-adventure is an action game that includes situational problem-solving. Regardless, disagreements over which games fit under the categories<ref name="justadventure"/> are particularly prominent in articles over the internet and media. Action-adventure games may have a free roaming feel, but the term is usually not used when a narrower sub-genre, like [[Action-RPG]] is better applied.


Although action-adventure games are diverse and difficult to classify, there are some distinct sub-genres. Popular sub-genres include:
== Common features ==

* '''[[Survival horror game]]s''', which emphasize "inventory management" and making sure the player has enough ammunition and recovery items to "survive" the horror setting. Survival-horror is a thematic genre with diverse gameplay, however, so not all survival horror games share these features.
* '''[[Platform Game|Platform-adventure games]]''', which emphasize both exploration and puzzle solving, but also feature traditional platform game conventions. One of the first games of this type was ''[[Metroid]]''.
* '''[[Action role-playing game]]s''', which feature heavy emphasis on combat and real-time battle systems,<ref>{{cite web |url=http://www.rpgdot.com/index.php?hsaction=10053&ID=1007|title=The Action RPG Revolution|accessdate=2007-03-02 |last=Turner|first=Brian|date=2004-07-01|year=|month=|format=HTML|quote=RPGs ... are ... difficult to define ... For the most part, action RPGs are action games first and foremost, often with frenetic realtime combat against overwhelming hordes of enemies.}}</ref> as well as the use of [[role-playing game|RPG]] gameplay aspects such as [[statistic (role-playing games)|stats]].
* '''[[Platform game#Isometric platformers|Isometric platform games]]''', often most associated with the [[ZX Spectrum]].{{Fact|date=February 2009}} These games featured freely explorable environments with three dimensional gameplay, and two-dimensional graphics using an [[isometric projection]].
* '''First-person action-adventures''', which make use of [[first-person shooter]] gameplay, forgoing constant action in favor of important adventure game elements such as environmental problem-solving and a complex plot.

== Gameplay ==
{{see also|Adventure game#Common objectives and gameplay|Action game#Defining elements|l1=Common objectives and gameplay of action games|l2=defining elements of action games}}
{{see also|Adventure game#Common objectives and gameplay|Action game#Defining elements|l1=Common objectives and gameplay of action games|l2=defining elements of action games}}


Action-adventure games are faster paced than pure adventure games, and include physical as well as conceptual challenges.<ref name="Rollings">{{cite book|last=Rollings|first=Andrew|authorlink=|coauthors=Ernest Adams|title=Andrew Rollings and Ernest Adams on Game Design|publisher=New Riders Publishing|date=2003|location=|pages=446|doi=|id=|isbn=1592730019}}</ref> While [[reflex]]-based actions are required (often revolving around [[combat]] or the avoidance thereof), the gameplay still follows a number of adventure game genre tropes (gathering [[item (game)|item]]s, [[exploration]] of and interaction with one's [[Natural environment|environment]], often including an [[overworld]] connecting areas of importance, and [[puzzle]]-solving). While the controls are arcade-style (character movement, few action commands) there is an ultimate goal beyond a high score. This type of game is often quite similar to [[computer role-playing game]]s.
Action-adventure games are faster paced than pure adventure games, and include physical as well as conceptual challenges<ref name="Rollings">{{cite book|last=Rollings|first=Andrew|authorlink=|coauthors=Ernest Adams|title=Andrew Rollings and Ernest Adams on Game Design|publisher=New Riders Publishing|date=2003|location=|pages=446|doi=|id=|isbn=1592730019}}</ref> where the story is enacted rather than narrated.<ref>{{cite journal|url=http://gamestudies.org/0101/ryan/|title=Beyond Myth and Metaphor - The Case of Narrative in Digital Media|last=Ryan|first=Marie-Laure|journal=Game Studies|volume=1|issue=1|year=2002|publisher=The International Journal of Computer Game Research|accessdate=2009-02-05}}</ref> While motion-based, often reflexive, actions are required,<ref name=Puzzle2/> the gameplay still follows a number of adventure game genre tropes (gathering [[item (game)|item]]s, exploration of and interaction with one's environment, often including an [[overworld]] connecting areas of importance, and puzzle-solving).<ref name=Puzzle1/> While the controls are arcade-style (character movement, few action commands) there is an ultimate goal beyond a high score.<ref name=Puzzle1/> This type of game is often quite similar to [[computer role-playing game]]s.{{Fact|date=February 2009}}


They are distinct from [[Adventure game#Graphical adventure|graphic adventures]], which sometimes have free-moving central characters, but also wider variety of commands and fewer or no arcade game elements and are distinct too from [[text adventures]], characterized by many different commands introduced by the user via a complex [[text parser]] and no free-moving character. While they share general gameplay dynamics, action-adventures vary widely in the design of their viewpoints, including [[bird's-eye view|bird's eye]], [[scrolling|side scrolling]], [[first-person shooter|first-person]], [[third-person shooter|third-person]], over-the-shoulder, or even [[isometric projection|3/4 view]].
They are distinct from [[Adventure game#Graphical adventure|graphic adventures]], which sometimes have free-moving central characters, but also wider variety of commands and fewer or no arcade game elements and are distinct too from [[text adventures]], characterized by many different commands introduced by the user via a complex [[text parser]] and no free-moving character. While they share general gameplay dynamics, action-adventures vary widely in the design of their viewpoints, including [[bird's-eye view|bird's eye]], side scrolling, first-person, [[third-person shooter|third-person]], over-the-shoulder, or even a 3/4 isometric view.


Many action-adventure games simulate a conversation through a [[conversation tree]]. When the player encounters a [[non-player character]], they are allowed to select a choice of what to say. The NPC gives a scripted response to the player, and the game offers the player several new ways to respond.
Many action-adventure games simulate a conversation through a [[conversation tree]].{{Fact|date=February 2009}} When the player encounters a [[non-player character]], they are allowed to select a choice of what to say. The NPC gives a scripted response to the player, and the game offers the player several new ways to respond.


Due to the action-adventure sub-genre's broad inclusive nature it causes some players to having difficulty finishing a particular game. To compensate for this lack of the player's ability, companies have devised ways to give the player help, such as helpful clues, or allowing them to skip puzzles outright.<ref name=Puzzle3>{{cite web|url=http://www.gamasutra.com/view/feature/2917/designing_and_integrating_puzzles_.php?page=1|title=Designing and Integrating Puzzles in Action-Adventure Games|last=Luban|first=Pascal|page=3|work=Gamasutra|publisher=Think Services Game Group|date=2002-12-06|accessdate=2009-02-05}}</ref>
== Sub-genres ==

As said before, the action adventure game is hard to define; however, there are some distinct sub-genres. Popular sub-genres include:
== History ==
*'''[[Survival horror game]]s''', like the ''[[Alone in the Dark (series)|Alone in the Dark]]'' series, ''[[Resident Evil (series)|Resident Evil]]'', ''[[Silent Hill]]'' series, ''[[Dead Rising]]'', and "[[Eternal Darkness: Sanity's Requiem]]" which emphasize "inventory management" and making sure the player has enough ammunition and recovery items to "survive" the horror setting. Survival-horror is a thematic genre with diverse gameplay, however, so not all survival horror games share these features.

*'''[[Platform Game|Platform-adventure games]]''' such as ''[[Metroid]]'' and ''[[Castlevania: Symphony of the Night]]'', which emphasize both exploration and puzzle solving, but also feature traditional platform game conventions. These are also known as "Castleroid" or "Metroidvania" games.
The history of the action-adventure genre began with the text-based ''[[Colossal Cave Adventure]]'' (1976), which was the first [[adventure game]] ever created. First written for the [[PDP-10]], it was later ported to countless other platforms, including the [[Atari 2600]] [[video game console]], on which it was renamed to ''[[Adventure (Atari 2600)|Adventure]]'' (1979) and contained graphical elements. In 1978, a programmer for [[Atari]], [[Warren Robinett]], was given the task of transferring ''Colossal Cave Adventure'' to the Atari 2600. With the new iteration, Atari planned to allow the player to fight in combat, thus leading to the first action-adventure game.<ref name=just>{{cite web |accessdate=2009-02-06 |url=http://www.justadventure.com/articles/ActionAdventures/AA.shtm |title=A Brief – But Comprehensive – History of the Action/Adventure Genre |publisher=Just Adventure |date=2005-02-08 |author=Aya }}</ref>
*'''[[Action role-playing game]]s''', such as the [[Kingdom Hearts (series)|Kingdom Hearts]] and [[Baldur's Gate: Dark Alliance (series)|''Baldur's Gate: Dark Alliance'' series]], ''[[Secret of Mana]]'', and ''[[Landstalker]]''.

*'''[[Platform game#Isometric platformers|Isometric platform games]]''', often most associated with the [[ZX Spectrum]], including ''[[Knight Lore]]'' and ''[[Head Over Heels (video game)|Head Over Heels]]''. These games featured freely explorable environments with three dimensional gameplay, and two-dimensional graphics using an [[isometric projection]].
Later [[Silas Warner]] arrived at [[Muse Software]] he developed ''[[Castle Wolfenstein]]'', an action-adventure that would later inspire [[iD Software]] to create ''[[Wolfenstein 3D]]''.<ref>{{cite book|title=High Score!: The Illustrated History of Electronic Games|first1=Rusel|last1=DeMaria|authorlink1=|first2=Johnny L.|last2=Wilson|authorlink2=|year=2003|publisher=McGraw-Hill Professional|location= |isbn=0-072-23172-6|page=224|edition=2nd|url=http://books.google.com/books?id=HJNvZLvpCEQC&printsec=frontcover#PPA224,M1}}</ref>
*'''First-person action-adventures''' such as ''[[Portal (video game)|Portal]]'', ''[[Metroid Prime]]'' and ''[[Mirror's Edge]]'' which combine [[first-person shooters]] with important adventure game elements such as environmental problem-solving, less action than a regular shooter and a complex plot.


== References ==
== References ==
{{reflist}}
{{reflist|2}}


{{VideoGameGenre}}
{{VideoGameGenre}}

[[Category:Video game genres]]
[[Category:Action-adventure games| ]]
[[Category:Action-adventure games| ]]
[[Category:Video game genres]]


[[ca:Videojoc d'acció i aventura]]
[[ca:Videojoc d'acció i aventura]]

Revision as of 23:38, 7 February 2009

An action-adventure game is a video game that combines elements of the adventure game genre with various action game elements. It is perhaps the broadest and most diverse genre in gaming, and can include many games which might better be categorized under narrow genres. The first known game in this genre is the Atari 2600 game Adventure (1979).[1]

With the decline of the adventure game genre from mainstream popularity, the use of the term (and the hybrid term "action-adventure") has been more liberal. It is not uncommon for gamers to apply the term "adventure" or "action adventure" to describe the genre of fiction to which a game belongs, and not the gameplay itself, usually to the dismay of adventure game purists.

There is a distinction between thematic genres and gameplay genres, as in this case they have very different meanings and etymology. "Adventure" is a reference to Colossal Cave Adventure and has no thematic or narrative meaning nor any connection to adventure movies. Similarly, while action games usually do have violent themes similar to action movies, this is not a requirement.

Action-adventure is a hybrid genre, and thus the definition is very inclusive, leading it to be perhaps the broadest genre of computer and video games. Typically, pure adventure games have situational problems for the player to solve, with very little or no action. If there is action, it is generally confined to isolated minigames. Pure action games have gameplay based on real-time interactions that challenge the reflexes. Therefore, action-adventure games engage both reflexes and problem-solving, in both violent and non-violent situations.

Studies have found that males tend to enjoy action-adventure games more than females like games in the genre.[2][3]

Definition

An action-adventure game can be defined as a game with a mix of elements from an action game and an adventure game,[4] especially crucial elements like puzzles.[5] Action-adventures require many of the same physical skills as action games, but also offer a storyline, numerous characters, an inventory system, dialog, and other features of adventure games.[6] They are faster-paced than pure adventure games, because they include both physical and conceptual challenges.[6] Action-adventure games normally include a combination of a series complex story elements made into an audio-visual display for players that is heavily reliant upon the player character's movement which affects the flow of the game.[7] Some examples of action-adventure games include the The Legend of Zelda,[6] and Tomb Raider series.[8]

Exactly when a game stops being an adventure game and becomes an action game is a matter of interpretation.[9] There are quite a few disagreements in the community and in the media over what actually constitutes an action-adventure game. One definition of the term "action adventure" may be '"An action/adventure game is a game that has enough action in it not to be called an adventure game, but not enough action to be called an action game."[10] In some cases an action game with puzzles will be classified as an action-adventure game, but if these puzzles are quite simple they might be classified as an action game.[6] Others see action games as a pure genre, while an action-adventure is an action game that includes situational problem-solving.[10] Adventure gamers may also be purists, rejecting any game that makes use of physical challenges or time pressure.[6] Regardless, the action-adventure label is prominent in articles over the internet and media. The term "action-adventure" is usually substituted for a particular sub-genre due to its wide scope.

Sub-genres

Although action-adventure games are diverse and difficult to classify, there are some distinct sub-genres. Popular sub-genres include:

  • Survival horror games, which emphasize "inventory management" and making sure the player has enough ammunition and recovery items to "survive" the horror setting. Survival-horror is a thematic genre with diverse gameplay, however, so not all survival horror games share these features.
  • Platform-adventure games, which emphasize both exploration and puzzle solving, but also feature traditional platform game conventions. One of the first games of this type was Metroid.
  • Action role-playing games, which feature heavy emphasis on combat and real-time battle systems,[11] as well as the use of RPG gameplay aspects such as stats.
  • Isometric platform games, often most associated with the ZX Spectrum.[citation needed] These games featured freely explorable environments with three dimensional gameplay, and two-dimensional graphics using an isometric projection.
  • First-person action-adventures, which make use of first-person shooter gameplay, forgoing constant action in favor of important adventure game elements such as environmental problem-solving and a complex plot.

Gameplay

Action-adventure games are faster paced than pure adventure games, and include physical as well as conceptual challenges[9] where the story is enacted rather than narrated.[12] While motion-based, often reflexive, actions are required,[7] the gameplay still follows a number of adventure game genre tropes (gathering items, exploration of and interaction with one's environment, often including an overworld connecting areas of importance, and puzzle-solving).[5] While the controls are arcade-style (character movement, few action commands) there is an ultimate goal beyond a high score.[5] This type of game is often quite similar to computer role-playing games.[citation needed]

They are distinct from graphic adventures, which sometimes have free-moving central characters, but also wider variety of commands and fewer or no arcade game elements and are distinct too from text adventures, characterized by many different commands introduced by the user via a complex text parser and no free-moving character. While they share general gameplay dynamics, action-adventures vary widely in the design of their viewpoints, including bird's eye, side scrolling, first-person, third-person, over-the-shoulder, or even a 3/4 isometric view.

Many action-adventure games simulate a conversation through a conversation tree.[citation needed] When the player encounters a non-player character, they are allowed to select a choice of what to say. The NPC gives a scripted response to the player, and the game offers the player several new ways to respond.

Due to the action-adventure sub-genre's broad inclusive nature it causes some players to having difficulty finishing a particular game. To compensate for this lack of the player's ability, companies have devised ways to give the player help, such as helpful clues, or allowing them to skip puzzles outright.[13]

History

The history of the action-adventure genre began with the text-based Colossal Cave Adventure (1976), which was the first adventure game ever created. First written for the PDP-10, it was later ported to countless other platforms, including the Atari 2600 video game console, on which it was renamed to Adventure (1979) and contained graphical elements. In 1978, a programmer for Atari, Warren Robinett, was given the task of transferring Colossal Cave Adventure to the Atari 2600. With the new iteration, Atari planned to allow the player to fight in combat, thus leading to the first action-adventure game.[14]

Later Silas Warner arrived at Muse Software he developed Castle Wolfenstein, an action-adventure that would later inspire iD Software to create Wolfenstein 3D.[15]

References

  1. ^ Wolf, Mark J. P.; Perron, Bernard, eds. (2003). "Foreward". Video Game Theory Reader. Routledge. p. x. ISBN 0-415-96878-0. {{cite book}}: Check |isbn= value: checksum (help)
  2. ^ Heeter, Carrie (November 2004). "Do Girls Prefer Games Designed by Girls?". http://spacepioneers.msu.edu/girls_as_designers_spring_survey.pdf: Michigan State University: 3–4. {{cite journal}}: |access-date= requires |url= (help); |format= requires |url= (help); Cite journal requires |journal= (help); External link in |location= (help); Unknown parameter |coauthors= ignored (|author= suggested) (help)
  3. ^ Wartella, Ellen (September 2002). "New Generations – New Media" (PDF). Nordicom Review. 23 (1–2). Gothenburg, Sweden: Nordicom: 26. ISSN 1403-1108. Retrieved 2009-02-05.
  4. ^ Rollins, A.; Morris, D. (2000), Game Architecture and Design, Coriolis Ed
  5. ^ a b c Luban, Pascal (2002-12-06). "Designing and Integrating Puzzles in Action-Adventure Games". Gamasutra. Think Services Game Group. p. 1. Retrieved 2009-02-05.
  6. ^ a b c d e Rollings, Andrew (2006). Fundamentals of Game Design. Prentice Hall. {{cite book}}: Unknown parameter |coauthors= ignored (|author= suggested) (help)
  7. ^ a b Luban, Pascal (2002-12-06). "Designing and Integrating Puzzles in Action-Adventure Games". Gamasutra. Think Services Game Group. p. 2. Retrieved 2009-02-05.
  8. ^ Gal, Viviane; Le Prado, Cécile; Natkin, Stéphane; Vega, Liliana (2002), Writing for Video Games (PDF), Proceedings Laval Ritual (IVRC)
  9. ^ a b Rollings, Andrew (2003). Andrew Rollings and Ernest Adams on Game Design. New Riders Publishing. p. 446. ISBN 1592730019. {{cite book}}: Unknown parameter |coauthors= ignored (|author= suggested) (help)
  10. ^ a b "A Brief - But Comprehensive - History of the Action/Adventure Genre". 02-08-2005. Retrieved 2009-02-04. {{cite web}}: |first= missing |last= (help); Check date values in: |date= (help)
  11. ^ Turner, Brian (2004-07-01). "The Action RPG Revolution" (HTML). Retrieved 2007-03-02. RPGs ... are ... difficult to define ... For the most part, action RPGs are action games first and foremost, often with frenetic realtime combat against overwhelming hordes of enemies. {{cite web}}: Cite has empty unknown parameter: |month= (help)
  12. ^ Ryan, Marie-Laure (2002). "Beyond Myth and Metaphor - The Case of Narrative in Digital Media". Game Studies. 1 (1). The International Journal of Computer Game Research. Retrieved 2009-02-05.
  13. ^ Luban, Pascal (2002-12-06). "Designing and Integrating Puzzles in Action-Adventure Games". Gamasutra. Think Services Game Group. p. 3. Retrieved 2009-02-05.
  14. ^ Aya (2005-02-08). "A Brief – But Comprehensive – History of the Action/Adventure Genre". Just Adventure. Retrieved 2009-02-06.
  15. ^ DeMaria, Rusel; Wilson, Johnny L. (2003). High Score!: The Illustrated History of Electronic Games (2nd ed.). McGraw-Hill Professional. p. 224. ISBN 0-072-23172-6.