Fundamentals of Adventure Game Design
Fundamentals of Adventure Game Design
Ernest Adams
About the Author
Ernest Adams is a game design consultant and part-time
professor at the University of Uppsala Campus Gotland in
Sweden. He lives in England and holds a Ph.D. in computer
science from Teesside University for his contributions to the
field of interactive storytelling. Dr. Adams has worked in the
interactive entertainment industry since 1989, and he founded
the International Game Developers’ Association in 1994. He
was most recently employed as a lead designer at Bullfrog
Productions, and for several years before that he was the
audio/video producer on the Madden NFL line of football
games at Electronic Arts. His professional website is at
www.designersnotebook.com.
Ernest Adams
Table of Contents
About the Author
Introduction
What Are Adventure Games?
Game Features
Setting and Emotional Tone
Interaction Model
Camera Model
Player Roles
Story and Spatial Structure
Storytelling
Challenges
Conversations with Non-player Characters
Mapping
Journal Keeping
A Few Things to Avoid
Summary
Design Practice Case Study
Design Practice Questions
References
Adventure Games
Adventure games are interactive stories about a protagonist character who is
played by the player. Storytelling and exploration are essential elements of the
game. Puzzle solving and conceptual challenges make up the majority of the
gameplay. Combat, economic management, and action challenges are
reduced or nonexistent.
Action-Adventures
The arrival of 3D hardware also gave rise to a new sort of game, a hybrid of
action game and adventure game called, unsurprisingly, an action-adventure.
These games are faster paced than a pure adventure game and include
physical as well as conceptual challenges. The Silent Hill and Assassin’s
Creed series would qualify, for example. The modern Zelda games could be
considered another example, although with their levels and bosses, they are
closer to being pure action games. Exactly when a game stops being an
adventure game and becomes an action game is a matter of interpretation.
Many adventure game purists don’t care for action-adventures; generally, they
dislike any sort of physical challenge or time pressure. If you plan to make
your game an action-adventure, you should be aware that, although your
design might appeal to some action gamers who might not otherwise buy your
game, you might also discourage some adventure gamers who would.
Without doubt, however, action-adventure hybrids are now more popular than
traditional adventure games.
TODAY
In the past few years, adventure games have begun to
experience a rebirth, driven in part by the arrival of large
numbers of casual players who aren’t as interested in physical
challenges or complex mechanics. Adventure games have also
diversified into a number of different forms:
• ( Mobile device games. On hardware like mobile phones
and tablets, the point-and-click adventure game has found
a new lease of life. Although their graphics and sound
require a lot of storage, they don’t need 3D graphics
acceleration, so they don’t run down batteries too fast. The
Secret of Grisly Manor is a good example for Android
phones.
• ( Hidden object games. While most adventure games use
a variety of different kinds of puzzles, hidden object
games concentrate on just one: finding objects hidden in a
complex visual environment. But it’s not difficult to
weave in a story with this process, particularly anything
involving exploration or investigation. The Blackwood &
Bell Mysteries Facebook games work this way.
• ( Interactive “books” for children. These have been
around for years as PC games, and they often don’t have
much plot—they concentrate more on simple puzzles and
visually appealing environments to explore. A more recent
example for the iPad is The Fantastic Flying Books of Mr.
Morris Lessmore. This title began as a short film and was
converted into a successful interactive book.
• ( Multiplayer adventures. Journey, for the PlayStation 3,
may be the only game of this kind. It’s a wordless online
adventure game in which the player can interact with one
other player on each level, but only via a musical chime
and by moving around together. The player experiences a
story of sorts, but it is largely created by his own activity.
The limited interaction guarantees that the players cannot
say or do anything that is inappropriate for the narrative.
• ( Large semi-cinematic games. The large-scale adventure
game has experienced a limited comeback recently in a
new form, with games like Fahrenheit (known as Indigo
Prophecy in Europe), LA Noire, and Heavy Rain. Many of
these lead the player more by the hand than the older
point-and-click–style games, offering a richer story while
granting the player less freedom. They also make heavy
use of Quick Time Events, moments in the game when the
player must press the correct buttons immediately after an
on-screen prompt in order to complete a task. Many
players do not like Quick Time Events, however, because
they don’t offer any freedom of choice and add an element
of physical challenge. Shenmue is generally considered to
be the first adventure game to use them.
In addition to these forms, the traditional point-and-click
graphic adventure is still around for particular markets and
subjects. The Nancy Drew series of games has been published
by Her Interactive since the 1990s and shows no sign of
ending. Other genres are now adopting the puzzle and
storytelling features that were once unique to the adventure
genre.
The Replayability Question
At first glance, the lack of replayability seems the greatest disadvantage of
adventure games. Most adventure games consist of a sequence of puzzles,
each of which has a single solution; when you know the solution, there’s not
much challenge in playing it again. An adventure game that requires 40 hours
to finish the first time might take only 4 hours the second time.
INTERACTION MODEL
Adventure games always use an avatar-based interaction
model because the designer wants to put the player inside a
story. However, the nature of the avatar in adventure games
has changed over the years. The early games Adventure and
Myst used nonspecific avatars. In effect, the games pretended
that the player was the avatar.
Note
Although it does not use a 3D engine to display a scene, the painted
backdrop still qualifies as a context-sensitive camera model,
however, because the camera angle changes as the avatar moves
from scene to scene.
CAMERA MODEL
The preferred camera model of graphical adventure games is
changing. The context-sensitive approach is traditional, but
third- and first-person games are becoming increasingly
common. This section discusses the advantages and
disadvantages of these approaches.
Context-Sensitive Model
Using a context-sensitive model, the game depicts the avatar
from whatever camera angle is most appropriate for her
current location in the game world. If the avatar moves to a
new location that is significantly different from the previous
one, the camera behavior takes this into account. For example,
going from indoors to outdoors, the camera might move
farther away from the avatar to show more of the environment.
In the early days of graphic adventure games, the camera
angles tended to be quite dull, but as display hardware
improved, game development required more artists and the
quality of the artwork improved considerably. Today the
game’s art director chooses a camera position designed to
show off each location and activity to best effect. See Figure 1
from A Vampyre Story.
Figure 1 A scene in A Vampyre Story. The lowered camera
position accentuates the main character’s height.
A context-sensitive perspective lets you (or the art director)
play cinematographer, using camera angles, composition, and
lighting to enhance the story. Use these techniques with
discretion, however. A light touch is best. If you watch movies
closely, you’ll notice that the majority of shots use a pretty
straightforward camera angle. Movie directors switch to an
unusual angle when they have a particular point to make, such
as showing that the protagonist is alone or in a high place.
The Secret of Monkey Island
The Secret of Monkey Island, now over 20 years old, remains worth studying
because it spawned a highly successful franchise. Although it is ostensibly set
on a Caribbean island in the 1700s and concerns a young man who wants to
be a pirate, the game features anachronistic touches and is played for laughs.
In that respect, it seems a lot like certain Disney animated films—The Jungle
Book, for example—although slightly edgier.
When Ron Gilbert, the designer of The Secret of Monkey Island, started work
on the game, he had already created an adventure game engine named
SCUMM, an acronym for “Script Creation Utility for Maniac Mansion” (an
earlier LucasArts adventure game). SCUMM represented an important
innovation for graphic adventure games: It put the possible actions on the
screen so players no longer had to guess what their options were, and it did
away with typing. More important for the developers, SCUMM enabled them
to create new adventure games easily without programming them from
scratch each time. Three of the five Monkey Island games used the SCUMM
utility in addition to Maniac Mansion itself and several other LucasArts games.
The Secret of Monkey Island includes a number of other innovations as well,
most notably an insult-driven sword fight between the avatar, Guybrush
Threepwood, and a master swordswoman. Rather than making the fight a
physical challenge, which would have required a lot of additional programming
and would have turned off some players, Gilbert chose to use (and make fun
of) the way adversaries always insult one another in old swashbuckling
movies. When his adversary insults Guybrush, the player must choose an
appropriate comeback quip. Choosing a good comeback gives Guybrush
advantage in the fight; choosing the wrong one forces Guybrush to retreat.
For Guybrush to win the fight, he must choose enough correct quips. The
insults themselves contain clues as to which reply is correct, so players don’t
have to find out by trial and error.
It’s this kind of lateral thinking about the design that separates great
adventure games from merely good ones. The Monkey Island series belongs
among the greats. The original game has since been remade with higher-
quality graphics and was released in 2009 as The Secret of Monkey Island:
Special Edition.
First-Person Perspective
One of the most famous graphic adventure games, Myst, used
a first-person perspective. You may be familiar with the look
of contemporary first-person games, but unlike these, Myst did
not render a three-dimensional game world in real time even
though it used a first-person perspective. The Myst world
consisted of a large number of prerendered still frames that
appeared one at a time as the avatar walked around.
Prerendering made finely detailed and highly atmospheric
images possible. On the other hand, Myst couldn’t depict
continuously moving objects or changes in the sunlight as time
passed, and the number of angles from which the player could
look at things was limited. The world was rich but static.
A real-time 3D first-person perspective gives the player the
best sense of being in the world but doesn’t let the player see
his avatar unless he happens upon some functioning reflective
surface in the game world. This perspective also tends to
encourage a more action-oriented approach to playing the
game, running around without paying much attention to the
surroundings. Because much of the entertainment of an
adventure game comes from seeing the avatar explore the
world and interact with other characters, the first-person
perspective doesn’t offer as many opportunities for visual
drama as other perspectives do.
Third-Person Perspective
The third-person perspective keeps the player’s avatar
constantly in view, as in Indiana Jones and the Emperor’s
Tomb, an action-adventure hybrid. This perspective is common
for action-adventures in which the player might need to react
quickly (see Figure 2).
Figure 2 Indiana Jones and the Emperor’s Tomb. This is the
typical action-adventure perspective.
If the camera in the third-person perspective always remains
behind the avatar’s back, however, the view can become rather
dull and doesn’t let the player appreciate the environment. And
unlike pure action games in which the avatar’s actions and
motivations are simple, adventure games sometimes need
camera perspectives that allow for more subtle situations. In
Figure 3, from The Walking Dead, the avatar is walking with
several companions--an uncommon situation in adventure
games.
Figure 3 The Walking Dead in a context-sensitive camera
angle
The Gabriel Knight games also allowed the player to move the
camera around somewhat (see Figure 4)—as do most of the
better action games. This mimics how a real person can turn
her head to look in a given direction without moving her
whole body.
Figure 4 Gabriel Knight as seen from a player-adjusted
camera position. The Volkswagen bus would not be visible if
the camera were behind him.
PLAYER ROLES
In most video games, the player’s role is largely defined by the
challenges offered, whether as an athlete in a sports game, a
pilot in a flight simulator, or a martial arts expert in a fighting
game. But adventure games can be filled with all kinds of
puzzles and problems unrelated to the player’s stated role.
Indiana Jones is supposedly an archaeologist, but we don’t see
him digging very much. The role of the player in an adventure
game arises not out of the challenges (unless you specifically
want it to), but out of the story. The player can still be a pilot,
if that’s what the story requires, but that doesn’t necessarily
guarantee that she’ll get to fly a plane. And she might be
anything else or nothing in particular—just an ordinary person
living in an extraordinary situation.
A good many adventure games do connect the player’s role
with the game’s activities, however. Almost all adventure
games treat the story as a journey, mapping the plot of the
story onto physical travel through the game world, so the
player’s role often involves travel or investigation: explorer,
detective, hunter, conquistador, and so on.
One way that the player enacts her role in adventure games is
through dialogue choices. Adventure games (except for a few
unusual ones such as Journey) usually offer the player many
opportunities to interact with non-player characters (NPCs) by
talking to them. The player’s choice of approach (aggressive,
polite, joking, and so on) reflects the player’s interpretation of
the character, and it can also change the plot line. The Wolf
Among Us tells the player something about the consequences
of a particular decision immediately, such as noting that she
decided to avoid a fight, or that the other character will
remember that she decided to say something nice.
Be sure that the player’s role is suitable for the genre,
however, or it could be frustrating for the player. Heart of
China, an otherwise straightforward adventure game, included
a poorly implemented 3D tank simulator. To get beyond a
specific point, the player had to use the tank simulator
successfully. This created a real problem; adventure game
enthusiasts seldom play vehicle simulations, and many could
not get past that point. The obligatory action element spoiled
the game for them.
STORY AND SPATIAL STRUCTURE
Because adventure games map a story onto a space, they
establish a relationship between different locations in the
world and different parts of the story. Over the years, the
nature of this relationship has evolved. The earliest adventure
games, including the original Adventure, emphasized
exploration at the expense of story. The game provided few
cues that could give the player a sense of time passing—that
is, of making progress through a story toward an ending. The
game simply gave him a large space and told him to wander
around. Structurally, the game looked rather like the drawing
in Figure 5.
STORYTELLING
Adventure games rely on storytelling more than any other
genre. This section introduces a few of the key features of
storytelling and talks about their significance in adventure
games.
Dramatic Tension
Dramatic tension, which arises from an unresolved situation or
problem, is what holds the reader’s attention and keeps her
around to see how the story comes out.
To create dramatic tension, start by presenting the problem. In
adventure games, this often happens in a cut-scene right at the
beginning of the game. The meaning of the scene doesn’t have
to be immediately clear; mystery and uncertainty may help set
the mood for your story. For example, The Longest Journey
begins when April Ryan, the player’s avatar and heroine of the
game, has been having increasingly vivid nightmares whose
meaning she does not understand. At the beginning of the
game, she has no goal other than to find out why she’s having
nightmares. Later, dramatic tension increases as the player
learns the source of those nightmares and new problems
emerge.
Tip
Remember the adage from creative writing: Show, don’t tell. Set the
mood and amplify the tension in your story using music, well-chosen
color palettes, camera angles, lighting, and architecture. Never say
that something is scary, make it scary.
Note
The most ambitious effort to create a parser that understands natural
language in video games is the experimental game Façade. The
player takes the role of a friend of a bickering couple and can
influence their relationship by speaking to them (through typed
sentences) in plain English. You can download Façade free of
charge at www.interactivestory.net.
MAPPING
When playing text adventures, players usually needed to make
maps for themselves as they went along, because they found it
difficult to remember how the rooms in the game world related
to one another. With the arrival of graphical adventures,
mapping became less critical because the graphics provide
cues about how the player’s current location relates to other
areas in the world. However, it’s still a good idea to give the
player a map. A few games deliberately deny the player a map
to make the game more difficult, but this is poor design.
There’s not a lot of fun in being lost. If you force the player to
make his own map, he has to constantly look away from the
screen to a sketchpad at his side; that’s a tedious business that
rapidly destroys suspension of disbelief.
The map that you give the player doesn’t have to be complete
at the beginning of the game; it can start out empty and be
filled in as the player moves around, a process called
automapping. It’s also a good idea to give the player a
compass to tell him which direction he’s facing, unless the
map orients itself for him. You can also include the map as an
item to be found in the game, along the lines of a treasure map.
Automapping destroys the challenge imposed by mazes, but
mazes are one of the most overused and least-enjoyed features
of adventure games. Unless you have a strong reason for
including a maze (such as re-creating the adventures of
Theseus in the Minotaur’s labyrinth) and can construct one
that’s really clever and fun to be in, don’t do it. If you strongly
feel you should have a maze, consider making it an optional
mini-game.
JOURNAL KEEPING
Another common feature of adventure games—one that is
conceptually similar to automapping—is automatic journal
keeping. The game fills in a journal with text as the player
goes along, recording important events or information she
uncovers. If the game includes a convoluted plot or large
numbers of characters, the journal can be an invaluable
reference tool for the player. Let her call it up and look at it at
any reasonable time (though not, perhaps, while hanging over
the edge of a cliff or being interrogated by a villain). As with
conversations with NPCs, the journal gives you an opportunity
to define the avatar’s character through his use of language.
Journals are ideal for games in which the player must collect
informational clues, such as mysteries in the Nancy Drew
series.
AVATAR MOVEMENT
The movement interface that you design depends considerably
on the perspective you choose. When playing from a first-
person or third-person perspective, the player needs a way of
steering her avatar around the world, as in an action game.
Games featuring context-sensitive perspective commonly use
one of two user interfaces: point-and-click or direct control.
Point-and-Click Interfaces
In this user interface, the player clicks with a mouse cursor (or
taps with his finger) somewhere on the screen. If the
corresponding location in the game is accessible, the avatar
walks to it. If the player clicks an active object, the avatar
walks to that object and picks it up or manipulates it in an
appropriate way. (The section “Manipulating Objects,” later in
this e-book, discusses object management more extensively.)
The disadvantage of a point-and-click UI is that the player can
easily point to areas that aren’t accessible to the avatar
(halfway up a cliff for example). Sometimes an area that looks
as if it should be perfectly accessible is actually inaccessible,
which can be frustrating for the player.
The point-and-click interface is an indirect control mechanism
and was for many years the de facto standard for adventure
games. It makes the player feel as if the avatar is a person
separate from himself rather than a puppet whose every
movement is directly controlled, and this contributes to the
depth of the character. First the player clicks, then the avatar
walks—if she can; if she can’t, she will usually say so aloud. It
works well in traditional adventure games with no action
challenges. However, because traditional adventures are
increasingly rare and action-adventure hybrids have become
more common, the point-and-click interface is gradually being
replaced by direct control interfaces.
Direct Control Interfaces
In a direct control user interface, the player steers the avatar
around the game world, rather like driving a car. On a console
controller, the joystick or D-pad normally manages this; on a
personal computer, the mouse or keyboard steers the avatar as
in an action game. This is now the standard for action-
adventure games, whether in third-person or context-sensitive
camera models. Many traditional adventure games have started
to adopt a direct-control interface also. Grim Fandango from
LucasArts was an early example. This has the advantage that
the game does not have to implement a pathfinding algorithm;
the avatar only goes exactly where the player tells it to.
Some games have begun supporting both point-and-click and
direct control interfaces, allowing the player to choose
whichever she likes, although this is naturally more work for
the developers. A third option, suitable for touch screen
devices, is to have the avatar walk toward the point where the
player’s finger is dragging over the screen. This lets the player
“pull” the avatar along, but the software does not need to do
pathfinding.
Movement Speed
No matter what camera model or user interface you choose,
you may need to implement both walk and run movement
modes so the player can move slowly through unfamiliar
spaces and quickly through familiar ones. If the game requires
the player to move repeatedly through areas he already knows
well, the player may find watching the avatar walk deliberately
from place to place boring. On the other hand, if you offer a
rich, detailed world and your game expects the player to
examine everything closely for clues, the user interface must
make slow and accurate movement possible.
MANIPULATING OBJECTS
Determining how the player should manipulate objects
presents one of the greatest challenges of designing an
adventure game. Typically the player must figure out what to
do with particular objects to solve puzzles and advance the
game. In text adventures, this amounted to guessing the correct
verb. Play often produced interchanges that look like this:
> OPEN DOOR
The door is locked, but it looks
pretty flimsy.
> BREAK DOOR
I don’t know how to do that.
> SMASH DOOR
I don’t know how to do that.
> HIT DOOR
I don’t know how to do that.
> KICK DOOR
The door flies open.
Sometimes this was fun; a lot of the time it wasn’t. In graphic
adventure games in which the player uses a mouse, touch
screen, or handheld controller, designers no longer face this
sort of problem but still have to decide how to allow the player
to manipulate objects. The following sections outline some
approaches.
Identifying Active Objects
With the advent of 3D-modeled worlds and powerful physics
engines, just about every object that’s not part of the scenery
can, theoretically, be manipulated or picked up by the avatar.
However, most objects in a scene don’t actually play a role in
the story; they’re just part of the set decoration. The player
needs a way of recognizing the active objects in a particular
location. Text adventures used to print a list of active objects.
Graphic adventures typically use one of four mechanisms:
• Hunt and click. Active objects don’t look any different
from anything else; the player simply has to click
everything in the scene to see which parts are active. This
makes the scene look realistic, but the player may find it
annoying, especially if some active objects are small or
partially hidden. Designers have generally abandoned this
method in favor of the following ones.
• Permanently highlighted objects. The active objects in a
scene appear permanently highlighted to make them stand
out from the background. You can do this in a number of
ways; for example, make them slightly brighter than the
rest of the scene or surround them by a line of light or dark
pixels. The moment the scene appears on the screen, the
player can tell which objects are active. It’s convenient, if
artificial.
• Dynamically highlighted objects. The active objects in a
scene normally look like part of the background but
appear highlighted when the mouse cursor passes over
them. You can, for example, change the shape of the
mouse cursor, have the object light up, or have the object’s
name appear momentarily. It still requires the player to do
some hunting, but hunting is much easier than hunting and
clicking; a quick wave of the cursor tells the player if
there’s an active object nearby.
• Avatar-focused highlighting. This mechanism is
typically used with handheld controllers when the player
doesn’t have a cursor. As the avatar moves around, active
objects that he comes near to are highlighted. When he
moves away, this highlighting disappears. A related form
is focus-of-attention highlighting, in which the avatar must
face the object, as if paying attention to it. If two active
objects are close together, however, the player may find it
tricky to point the avatar in exactly the right direction to
put the focus of attention on the desired object.
One-Button Actions
In a graphic adventure game played with a handheld
controller, designers often assign one button of the controller
to a generic use or manipulate function. The player moves the
avatar near the object and presses the use button for obvious
functions such as opening a door or throwing a switch; the
player can always count on the button to do the right thing
with an object, whatever that might be. Some touch screen and
mouse-based games use a similar mechanism, such that
touching or clicking an object causes the appropriate action.
Players find such games easy to play because there’s no
guessing about what can be done. However, because there can
be only one action per object, this method doesn’t allow the
designer to do as much to challenge the player’s lateral
thinking.
Menu-Driven Actions
A number of games use a menu to allow the player to select
which action to take and which object to manipulate. This
gives the player a clear picture of available choices, but the
presence of the menu does harm the player’s sense of
immersion somewhat. Locating the menu outside the main
view of the scene will help with this somewhat, or you can use
pop-up menus that appear only when needed (see Figure 8).
The player clicks one of the items to perform the desired
action. This mechanism in effect shows the player all the
available verbs that can be used at a particular time and lets
him choose one.
Note
You can allow the avatar to carry an unlimited number of items just
for the humor value of it. In Haunt, a noncommercial text adventure,
the player could walk through a haunted house wearing a wetsuit
and carrying a stereo, an antique chair, an oil painting, and anything
else he found.
Managing Inventory
Adventure games have always required the player to pick
things up and carry them around until they’re needed later.
Most games present the player with a visible inventory
mechanism—usually a box that pops up on the screen and
shows everything that the avatar is currently carrying. A box
with a fixed size on the screen creates a natural limit on the
amount a player can carry. When the box is full, she can’t put
anything else in it unless she takes something out first. It may
help to give the avatar a natural container in which things can
be carried—a backpack, saddlebags, or the like—so that the
inventory mechanism is a close-up view of the container and
its contents.
The player will need to stop frequently for inventory
management tasks, so you should make adding, removing, and
viewing inventory items as easy as possible. You may choose
to devote a part of the screen to the inventory all the time.
Players find this easy to work with, although it tends to remind
the player that she’s using a computer, and unless you sacrifice
a lot of screen area or implement a scrollbar, the inventory
area can’t be very big.
Most designers choose to give the player an inventory
mechanism that she can open and close on demand. She
should be able to do this with a single keystroke or button
click. The mechanism should not obscure the whole screen—
that feels like a major mode change and tends to compromise
suspension of disbelief. A good many games use slide-out
inventories that open at the edge of the screen; this works well
for small screen sizes. The game should allow the player to
drag objects into and out of the inventory bag or box quickly
and efficiently. The Longest Journey included convenient
shortcut keys that allowed players to change the object
currently being held in the avatar’s hand without opening the
inventory box. Allowing the player to manage the inventory
with such shortcut keys also means that you won’t have to
create animations of the avatar picking up and dropping every
possible item in the game. Asheron’s Call, an online CRPG,
includes pick up and drop animations but doesn’t actually
show the object in the avatar’s hand.
Most adventure games feature inventories, but not all. Loom,
which was designed to be especially accessible to people who
are not already familiar with adventure games, doesn’t require
the player to keep an inventory. Instead, the player performs
all actions in the game by spinning musical spells on a distaff,
which is the only object he carries (see Figure 9). Although
short and considered by die-hard adventurers to be too easy,
Loom remains one of the most imaginative and beautifully
executed adventure games ever created. (Note, too, the clever
pun: The game combines the idea of a walking staff, a distaff,
and a musical staff in a single object.)
Figure 9 Loom. Note the musical distaff at the bottom of the
screen; this is used for all actions other than movement.
Summary
Adventure games are best known for their storytelling, but
they also offer deeply challenging puzzles and intriguing
exploration. To design an adventure game, your most
important task is to create compelling characters and an
interesting story, and then combine them seamlessly with
puzzle and other challenges to give the player a rewarding
gameplay experience. Your challenges should heighten
dramatic tension when the player encounters them and
help move the story forward when she solves them, while
also providing a change of pace. Although adventure game
features are now common in action and role-playing
hybrids, classic puzzle- and exploration-based adventure
still have a devoted following.
REFERENCES
Campbell, Joseph. 1972. The Hero with a Thousand Faces.
Bollingen reprint edition. Princeton, NJ: Princeton University
Press.
Vogler, Christopher. 1998. The Writer’s Journey: Mythic
Structure for Writers. Second edition. Studio City, CA:
Michael Wiese Productions.
Fundamentals of Adventure Game Design
Ernest Adams
New Riders
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the preparation of the book, neither the author nor Peachpit
shall have any liability to any person or entity with respect to
any loss or damage caused or alleged to be caused directly or
indirectly by the instructions contained in this book or by the
computer software and hardware products described in it.
Trademarks
987654321
Printed and bound in the United States of America
Fundamentals of Game Design
You understand the basic concepts of game design: gameplay,
user interfaces, core mechanics, character design, and
storytelling. Now you want to know how to apply them to
individual game genres. These focused guides give you
exactly what you need. They walk you through the process of
designing for game genres and show you how to use the right
techniques to create fun and challenging experiences for your
players.
Fundamentals of Music, Dance, and Exercise Game Design
Fundamentals of Role-Playing Game Design
Fundamentals of Vehicle Simulation Design
Fundamentals of Adventure Game Design
Fundamentals of Action and Arcade Game Design
For a complete listing visit peachpit.com/ernestadams