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From the late 1980s to the early 2000s, LucasArts was well known for their point-and-click graphic adventure games, nearly all of which received high scoring reviews at the time of their release. Their style tended towards the humorous, often irreverent or slapstick humor, with the exceptions of Loom and The Dig. Their game design philosophy was that the player should never die or reach a complete dead-end, although there were exceptions.

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  • From the late 1980s to the early 2000s, LucasArts was well known for their point-and-click graphic adventure games, nearly all of which received high scoring reviews at the time of their release. Their style tended towards the humorous, often irreverent or slapstick humor, with the exceptions of Loom and The Dig. Their game design philosophy was that the player should never die or reach a complete dead-end, although there were exceptions. Many of the games shared similar game interfaces and technology, powered by SCUMM (Script Creation Utility for Maniac Mansion). After 1997, these games transitioned into 3D graphics with the GrimE game engine. Common features between the games include in-joke references to both other LucasArts games and Lucasfilm productions, as well as other running gags, such as Chuck the Plant and Sam & Max cameo appearances, that spanned numerous games. Most of the games were designed by the people with experience from creating preceding adventure games for LucasArts, and the same composers were involved in the majority of productions. In 2004, after a string of titles that never reached release, LucasArts ceased development on graphic adventure games. Many of the development staff involved in the making of these games moved on to form new companies, continuing to produce similar games at studios such as Telltale Games, Double Fine Productions, and Autumn Moon Entertainment. In 2009, however, LucasArts announced a collaboration with Telltale to revive the Monkey Island series, one of the old LucasArts adventure franchises, as well as stating its intent to revisit its past portfolio. This collaboration brought the LucasArts developed special editions of the first two Monkey Island games and the Telltale helmed adventure game Tales of Monkey Island. (en)
  • 美國電子遊戲公司盧卡斯藝術在1986年到2000年期間,發行了共十款以上冒險遊戲作品。在被遊戲圈視為是冒險遊戲黃金時期的90年代中,有不少盧卡斯藝術冒險遊戲獲得許多來自於遊戲媒體與玩家的好評,以及被《有生之年非玩不可的1001款遊戲》之類的遊戲工具書籍列為必玩經典。這些作品當中也有數款在2000年後獲得重製機會,以修復成高畫質模樣在遊戲市場上再次出現。 盧卡斯藝術冒險遊戲當中,多數是透過SCUMM遊戲引擎製作,在遊戲市場逐漸以3D圖形畫面作為主流的期間裡,改用了遊戲引擎。在風格上,大多數作品不會有玩家角色死去造成遊戲結束,或是錯過某個步驟造成無法繼續遊戲下去的卡關情況。遊戲劇情方面,是傾向幽默詼諧的內容居多,並且常暗藏著對母公司盧卡斯影業發行的《星際大戰》、《印第安納瓊斯》等系列影片致意的特別笑點。 在2000年後,盧卡斯藝術開始放棄投入冒險遊戲市場,有不少參與過冒險遊戲開發的盧卡斯藝術人員,離職前往訴說遊戲公司;或是自行成立Double Fine Productions、等其他公司,繼續投入冒險遊戲的製作。 (zh)
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  • 美國電子遊戲公司盧卡斯藝術在1986年到2000年期間,發行了共十款以上冒險遊戲作品。在被遊戲圈視為是冒險遊戲黃金時期的90年代中,有不少盧卡斯藝術冒險遊戲獲得許多來自於遊戲媒體與玩家的好評,以及被《有生之年非玩不可的1001款遊戲》之類的遊戲工具書籍列為必玩經典。這些作品當中也有數款在2000年後獲得重製機會,以修復成高畫質模樣在遊戲市場上再次出現。 盧卡斯藝術冒險遊戲當中,多數是透過SCUMM遊戲引擎製作,在遊戲市場逐漸以3D圖形畫面作為主流的期間裡,改用了遊戲引擎。在風格上,大多數作品不會有玩家角色死去造成遊戲結束,或是錯過某個步驟造成無法繼續遊戲下去的卡關情況。遊戲劇情方面,是傾向幽默詼諧的內容居多,並且常暗藏著對母公司盧卡斯影業發行的《星際大戰》、《印第安納瓊斯》等系列影片致意的特別笑點。 在2000年後,盧卡斯藝術開始放棄投入冒險遊戲市場,有不少參與過冒險遊戲開發的盧卡斯藝術人員,離職前往訴說遊戲公司;或是自行成立Double Fine Productions、等其他公司,繼續投入冒險遊戲的製作。 (zh)
  • From the late 1980s to the early 2000s, LucasArts was well known for their point-and-click graphic adventure games, nearly all of which received high scoring reviews at the time of their release. Their style tended towards the humorous, often irreverent or slapstick humor, with the exceptions of Loom and The Dig. Their game design philosophy was that the player should never die or reach a complete dead-end, although there were exceptions. (en)
rdfs:label
  • LucasArts adventure games (en)
  • 盧卡斯藝術冒險遊戲 (zh)
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