Action-adventure, or adventure thriller - a mixed genre of computer games that combines elements of a quest and action [1] . Such games offer the player to overcome obstacles of both intellectual and physical kind, for example, player’s endurance test or reaction speed; the very definition of when such a game ceases to be a quest and turns into a pure action game is only a matter of interpretation [2] . Puzzles may belong to quest elements [3] ; plot, numerous characters, dialogues between them, inventory for collected items and other signs of the quest genre [4] . Moreover, compared to quests, action-adventure relies heavily on the movement of the character in the virtual world of the game - this applies to the gameplay, in which battles can predominate, and to the plot: the movement forces the plot scenes to start, in accordance with which the tempo of the game changes and the context of the player’s actions [3] .
Third-person view is extremely common in action-adventure games; Compared to pure action games, quest elements in action adventure require more complex camera behavior and more complex game level devices [5] . This is one of those varieties of computer games that necessarily requires the presence of the plot, and not just the gameplay [6] . For action-adventure, direct control of the character is standard, rather than an interface like point-and-click [7] .
Brett Weiss in the book Classic Home Video Games called the game Superman (1979) a game in the genre of action-adventure [8] ; the game used an unusually complex plot for that time and a set of tasks for the player [9] . Mark Wall in the Video Game Theory Reader book gives the palm to Adventure (1979), based on the text game Colossal Cave Adventure , but containing real-time battles, as in action games [10] . Another early action-adventure game was Castle Wolfenstein (1981) [11] . One of the Wizardry developers, Row Adams, described the early games of the genre simply as “ arcade games in a fantasy setting”, citing the example of the game Castlevania (1986), Trojan (1986) and Wizards & Warriors (1987) [12] . Travis Fas from IGN claimed that the game The Legend of Zelda (1986), while resembling Adventure, laid the foundations for a “new subgenre - action-adventure”, combining elements of a wide variety of genres - exploring the world in the spirit of adventure games, fighting in the spirit action , elements of role-playing game and puzzles [13] .
Notes
- ↑ Rollins, A. Game Architecture and Design / A. Rollins, D. Morris. - Coriolis Ed, 2000.
- ↑ Ernest Adams, 2006 , p. 548.
- ↑ 1 2 Luban, Pascal Designing and Integrating Puzzles in Action-Adventure Games . Gamasutra . Think Services Game Group (December 6, 2002). Date of treatment June 12, 2018. Archived December 21, 2008.
- ↑ Ernest Adams, 2006 , pp. 398-399.
- ↑ Ernest Adams, 2006 , pp. 553–558.
- ↑ Ernest Adams, 2006 , p. 155.
- ↑ Ernest Adams, 2006 , p. 565.
- ↑ Weiss, Brett. Classic Home Video Games, 1972-1984: A Complete Reference Guide. - McFarland & Co. . - P. 119.
- ↑ LMozejko, Michal Superman . Retro Gamer (April 16, 2009). Date of treatment January 31, 2019.
- ↑ Foreword // Video Game Theory Reader . - Routledge, 2003. - P. x. - ISBN 0-415-96578-0 .
- ↑ DeMaria, Rusel. High Score !: The Illustrated History of Electronic Games / Rusel DeMaria, Johnny L. Wilson. - 2nd. - McGraw-Hill Professional, 2003. - P. 224. - ISBN 0-07-223172-6 .
- ↑ Adams, Roe R. (November 1990), Westward Ho! (Toward Japan, That Is): An Overview of the Evolution of CRPGs on Dedicated Game Machines , p. 83–84 [83]
- ↑ Travis Fahs, Lucas Thomas. IGN Presents the History of Zelda . IGN (August 27, 2010). Date of treatment January 31, 2019.
Literature
Ernest Adams. Fundamentals of Game Design. - Prentice Hall, 2006 .-- 700 p.