
In recent years, the once flourishing adventure genre has died a slow an agonizing death, with games like Syberia being the last bastion of hope for those in love with the genre long after its demise. Despite the popularity of titles like Capcom’s Gyakuten Saiban series (逆転裁判) and Nintendo’s Hotel Dusk, the genre remains a shadow of its former self. There are many reasons for the genre’s demise: a lack of player interest, a lack of talented developers looking to develop in the genre, and even a shift in game design philosophy.
What gamers now thirst for, for the most part, is not what adventure games used to offer: brain-teasing puzzles, interesting characters to speak with, and a wealth of atmosphere. Adventure games primarily offered no action elements, except in rare circumstances to break up the heavily cerebral gameplay.
Some adventure games also suffered from nonsensical puzzles. Players had to perform unusual tasks, and use items in unusual ways to advance. While earlier titles in the genre were merciless in punishment for failure, later games in the genre did away with a death penalty, simply leaving players stuck if they were unable to discern the next mystery.
The genre’s general lack of constant visceral action and violence prevented it from catching on to a strong degree when gaming started to become more and more mainstream. Titles began to metamorphose to fit popular genres (Police Quest slowly but surely became the SWAT series), while others simply died out (Space Quest, Snatcher/Policenauts, Famicom Detective Club).
When Tim Schafer left Lucasarts to form Doublefine Studios, his first game, Psychonauts, was a departure from his previous adventure titles, incorporating more battle and platforming elements to cater to the changing audience. Is that the only way to break back into the mainstream? Has the traditional face of adventure gaming really died? Will we never see a third Famicom Detective Club from Nintendo?
There’s no question that the adventure genre needs to make a return, and this may be the best time for its revival. Gyakuten Saiban is increasing in popularity, and the impending release of the third and fourth installments as well as titles like Hotel Dusk and Lost in Blue on DS might be exactly what the genre needs in this critical time. What can the industry to facilitate the genre’s revival? It might be more complicated than we think.
There’s no question that the American gaming audience values visceral entertainment. Speed, violence, detailed and malleable environments as well as good music have become required aspects of a best selling game. Why not capitalize on those aspects? Adventure gaming could benefit from current technology to a great extent. An adventure game’s fully realized world has spoken volumes about the story, far more than any conversation.
There’s no question that adventure gaming is based largely around using items, talking to local denizens, and exploring a new environment. That doesn’t mean there can’t be any combat, as long as it doesn’t become the main focus of the game. Games like Blade Runner showed that an adventure game can have a compelling action element seamlessly introduced to the player. In addition, the game also offered breaks from the detective work, in the form of Voight-Kampff tests, that players could administer on virtually anyone.
Along with additional elements to break up the main gameplay, future adventure games could work on improving replayability. One of the major problems with the adventure genre is that many times, the game has only one path the player can take, leaving the game unplayable after finishing the first time, especially in circumstances where much of the allure of the game was mystery.
Blade Runner solved this to some extent, by randomizing who in the game was a replicant, as well as how NPCs would react to the player’s various questions. Modern adventure games could go a step farther, by randomizing responses within a dialogue tree, NPC locations, and even their mood when the player encounters them. Include multiple endings that either diverge greatly from each other, or offer slight differences in the way multiple events unfold, creating a slightly different experience each time.
Two of the biggest problems with older adventure games were dialogue, and puzzles. Not only would some games require that you exhaust every dialogue option (twice!) before revealing a new option, but some of the item based puzzles were downright nonsensical, requiring that players guess-and-test everything at their disposal, ruining much of the game’s fun. Modern adventure games would have to eliminate both of these problems to make the games less frustrating, and more accessible. Instead of stumping players with nonsensical puzzles, instead require that they do research in-game, by reading books or talking to other characters, which would be far more fun, and would draw them farther into the world.
If we were to use past games as examples of where to take the genre, what better place to look than at the most successful modern adventure game: Gyakuten Saiban? While the game is a murder mystery like many, the game takes the unique attorney stance, making the game unique in its own right. Why not set games in unusual environments, like hospitals, or schools? Additionally, offer gameplay that is not necessarily a murder mystery, or even a mystery of any kind. Such change is just crazy enough to work.
The gaming industry has changed, and those who play games have changed their minds multiple times about what they wish to play. This doesn’t mean developers cannot offer a gameplay experience the audience never asked for. Developing experimental titles on a system like the DS would be the best course of action, as it would allow developers to use limited resources to work on a game that could likely make quite a bit of profit, provided the game is actually worth playing.
It’s merely a question of making a title that will turn some heads, and get people asking questions. Adventure has become an untapped genre. Its revival is imperative.

Well, the genre has already seen a moderate revival within the DS. Outside of Gyakuten Saiban you have (American names): Trace Memory, Hotel Dusk, Touch Detectives, and Lost in Blue. Not that I’m a huge fan of Adventure games, but I always thought that they would end up going the way of Shenmue, which was pretty much the only representation of the genre for a while on any console.
I think Hotel Dusk and Lost in Blue are headed in the right direction, but I think I’d rather pretend Touch Detectives and Trace Memory don’t exist…
Occasionally, they exist, even today. Not in any great amount of commercial success, but they’re still chugging along.
The Syberia series, for one, and most recently to my mind, the Sherlock Holmes game, set to the Lovecraftian mythos. (Which for some completely unknown reason, uses the PhysX card/system.)
…we’ll just forget things like Lulu3D exist, though.
It certainly only seems to be smaller companies making it on smaller budgets. Consoles are ignored almost completely, though there were ports of Syberia to XboX and the like.
This is exactly the type of points I encountered when doing some research into the genre. A very good point, and I myself believe the genre is dying to burst out of it’s current existence and be reborn into something more compelling.
Secret Files: Tunguska and Runaway are attempts into the genre, but they rely a little too much on the old traditional ways. I agree with you that Blade Runner was done quite right, and I would like to see more games in the same style in the future.
The commercial adventure may be dead, but the
amatuer adventure game community is alive and well. The quality of the games it produces may fluctuate wildly, but the will to make these kind of games is apparent.
As for commercial adventures, the DS seems the perfect format to house games of this genre, beyond the Visual Novel-esque Phoenix Wright/Hotel Dusk type games. I don’t see why the LucasArts back catalog couldn’t be ported to the handheld, beyond the reluctance of LucasArts to do so.
Snatcher and Policenauts DS ports would seem to be a no-brainer on Konami’s part. But then again…