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Adventure Games: Rise & Fall - Part 1: The Early Years - Sierra OnLine & LucasArts Games

#gamingdocumentary #videogamesdocumentary #sierradocumentary #lucasartshistory Join the channel for exclusive benefits & perks: https://www.youtube.com/channel/UCqhKL7aiJOWEf-BmnExJxew/join A gaming documentary about the creation, rise & fall of the graphical adventure games, split in 3 parts! Follow the first steps of this genre from its text origins in the late 70s up until the rise of the Point & Click interface in the late 80s. Along with that, we will also have the first steps of two giants of the genre, Sierra On Line & LucasArts Games ⏱️TIMESTAMPS⏱️ 00:00​ - Intro 02:15 - Colossal Cave Adventure 05:11 - Early days of Sierra 15:00 - The Point & Click Interface 17:38 - LucasArts Games 29:45 - End of Part 1

Tholin Gamer

2 years ago

An adventure game is by definition a video game in which the player assumes the role of a protagonist in an interactive story driven by exploration and narrative that includes puzzle solving. Adventure games are considered today a genre of the past, with only a few new releases here and there, mainly by indie developers. Of course, we have also seen some remakes of old classics, like HD versions of Monkey Island or Grim Fandango and some new series that were created in latter years, like Deponia
. But all in all, the adventure games genre is in decline for decades now. However, if we go back during the 80s up until the mid 90s, this type of video games was dominating the market, especially in the personal computer gaming scene. This series of documentaries will focus on the rise and fall of the adventure games, as we will try to show the birth and first steps of the genre, its golden years, and their declined to obscurity. Along with that, we will try to follow the history of some key d
evelopers of adventure games like Sierra and LucasArts. Join me as we take a trip to the past in order to revisit old classics and some iconic games that have helped shape the gaming industry as it is today. We will begin with the early years of adventure games, how they were conceived and evolved to become a standard for the industry. We need to also specify that we are going to focus in the Western Hemisphere. I'm saying that because along with the evolution of the adventure games in the Weste
rn markets, a similar genre was created in Japan. I'm talking about visual novels, a type of game that should not be mixed with our topic, since they focus more on the narrative and less on puzzle solving. Back to our subject, the term adventure game originated from the 1970s text computer game Colossal Cave Adventure, often referred to as simply as adventure, which pioneered a style of gameplay which many developers imitated and which became a genre in its own right. It was developed between 19
75 and 1977 by Will Crowther and Don woods for the PDP-10 mainframe. Will Crowther was a programmer and experienced caver having previously helped to create vector map surveys of the Mammoth Cave in Kentucky in the early 1970s for the Cave Research Foundation. In addition, Crowther enjoyed playing the tabletop role playing game Dungeons and Dragons. Crowther wanted to connect better with his daughters and decided a computerized simulation of his cave exploration with elements of his role playing
games would help. He created a means by which the game could be controlled through natural language input so that it would be a thing that gave you the illusion anyway that you typed in English commands and it did what you said. Crowther's original game consisted of about 700 lines of Fortran code, which portrayed 78 different map locations of the actual Mammoth Cave in Kentucky, and 193 vocabulary words, travel tables and miscellaneous messages. Once the game was complete, Crowther showed it o
ff to his co workers for feedback and then consider his work on the game complete, leaving the compiled game in a directory before taking a month off for vacation. During that time, others had found the game and it was distributed widely across the ARPANET network. Although titled in game as Colossal Cave Adventure, its executable file was simply named Advent, which led to this becoming an alternate name for the game. One of those who had discovered the game was Don Woods, a graduate student at
Stanford University in 1976. Woods wanted to expand upon the game and contacted Crowther to gain access to the source code. Woods built upon Crowther's code in Fortran, including more high fantasy related elements based on his love of the writings of JRR Tolkien. He also introduced a scoring system within the game and expanded Crowther's game to approximately 3000 lines of code, 140 Map Locations, and 293 vocabulary words. Other programmers created variations of the game and ports to other syste
ms in the following years like the MS DOS version by Level 9 Computing which also included images and not just text as the original. A new video game genre was born and eager talented programmers from around the world would jump on the adventure game train. One of those young and aspiring programmers was Ken Williams. At the end of the 1970s Ken Williams sought to set up company for enterprise software for the market dominating Apple II computer. One day he took a teletype terminal to his house
to work on the development of an accounting program. Looking through a catalogue, he found an executable named Advent, which was of course, the Colossal Cave Adventure. He bought a game and introduced it to his wife Roberta, and they both played through it. They began to search for something similar but found the market under developed. Rebecca decided that she could write her own and conceived the plot for Mystery House. Recognizing that, though she knew some programming, she needed someone els
e to code the game she convinced her husband to help. Kenn agreed and borrowed his brother's Apple II computer to write the game on. Ken suggested that adding graphical scenes to the otherwise text based game would make it more interesting for players. The resulting game is a text based adventure, with depiction of the characters location displayed above the text. The game's code was completed in only a few days and was finished on May 1980. The couple took out an advertisement on Micro magazin
e as OnLine Systems and mass produced Ziploc bags containing a floppy disk, and a set of instructions to be sold at $24.95 which in today's money is the equivalent to a bit more of $77. To the couple's surprise, the game sold more than 15,000 copies through mail order. The Williams saw the opportunity and founded the company Online Systems to further develop adventure games for the personal computers of the time. Mystery house became the first of their High Res adventure series, which continued
with Mission Asteroid and then with Wizard and the Princess, considered a prelude to the later kings Quest series in both story and concept. High Res adventure series kept strong through the early 80s with the release of Cranston Manor, Ulysses and the Golden Fleece, Timezone and the adult only Soft-porn Adventure, leading to the unsuccessful Dark Crystal, a licensed game based on the movie with the same title by Jim Henson of the Muppets fame. This game however, led to another young programmer
stepping up inside the company, now rebranded to Sierra with a new logo inspired by the Sierra Nevada mountain range. This man was Al Lowe who re-wrote the Dark Crystal for a younger audience and renamed the game to Gelfling Adventure. The success of Gelfling Adventure established Al Lowe as one of the best programmers of Sierra. The advancement of the personal computer technology led to the development of Sierra's new adventure game engine that featured better graphics and a depiction of the ga
me's character on screen, giving a third person perspective to the genre. In 1983, Sierra OnLine was contacted by IBM to create a game for the new PC Jr. IBM offered to fund the entire development and marketing of the game paying royalties. Ken and Roberta Williams accepted and started the project. Roberta created a story featuring classic fairy tale elements. Her game concept included animated color graphics, a pseudo-3d perspective where the main character is visible on the screen, a more comp
etent text parser that understands advanced commands from the player and music playing in the background through the PC Jr sound hardware. In the mid 1984, King's Quest: Quest for the Crown was released to much acclaim, beginning the King's Quest series. The King's Quest series chronicles the saga of the royal family of the Kingdom of Daventry through their various trials and adventures. The story takes place over two generations and across many lands as the heroes and heroines fight villains su
ch as evil witches and wizards. Following the success the first installments the series, it was primarily responsible for building the reputation of Sierra. Unfortunately, the PC Jr struggled in the market, threatening the whole Sierra project as IBM decided to cut the funding of other games. Thankfully, other personal computers dominated the industry, such as the Apple II and the highly successful Tandy 1000. Sierra decided to port their King's Quest games to those systems, further establishing
their position as market leaders. The sequels of the First Kings quest game where huge commercial successes leading to the creation of more Sierra franchises. Al Lowe was asked by Ken Williams to write a modern version of the soft porn adventure, and the Leisure Suit Larry series was born with the release of Leisure Suit Larry, in the land of the Lounge Lizards, a huge hit of the time that led to a lot of sequels and remakes. The Black Cauldron is another adventure game designed by Al Lowe of S
ierra OnLine and released in 1986. The game is based on the Disney film The Black Cauldron, which was itself based on the Chronicles of Prydain novel of the same name by Lloyd Alexander. It was made shortly after the first King's Quest game, so it resembles that adventure in many ways. Along with the Dark Crystal, it remains one of the only few adventure games by Sierra to be based on films. While working to finish the Black Cauldron, programmers Mark Crowe and Scott Murphy began to plan for an
adventure game of their own. After a simple demonstration to Ken Williams, he allowed them to start working on the full game, which was named Space Quest: The Sarien Encounter. The game was released in October of 1986, as an instant success, spawning many sequels in the Space Quest series in the following years. The games parodied both science fiction properties, such as Star Wars and Star Trek (The theme song itself is a parody of the Star Wars theme) as well as pop cultural phenomena. The ser
ies featured a silly sense of humor, heavily reliant on puns and wacky storylines. Roger Wilco, a perpetual loser is often depicted as the underdog who repeatedly saves the universe, often by accident, only to be either ignored or punished for violating minor regulations in the process. In the meantime, Ken Williams befriended a retired highway patrol officer named Jim walls and asked him to produce an adventure series based on the police theme. Walls proceeded to create Police Quest: In Pursuit
of the Death Angel, which was released in 1987. Several sequels followed, and the series was touted for adherence to police protocol, several parts of which were explained in the game's manuals, and presenting some real life situations encountered by Walls during his career as an officer. The lack of traditional puzzles made the game stand out at the time of its release, although it also resulted in some criticism of the dry police work. Unlike many games on this genre, their style of play depe
nds largely on a strict adherence to standard police rules and procedures. Failure to abide to proper procedure typically leads to the player being penalised on points or having his character killed. Another notable Sierra franchise is the Quest for Glory or Hero's Quest as it was originally known. Quest for Glory is a series of hybrid adventure - Role Playing video games, which was designed by Corey and Laurie Ann Cole. The series combines humor with puzzle elements, themes and characters borro
wed from various legends, puns and memorable characters, creating a five part series in the Sierra stable. The series was originally titled Hero's Quest. However, Sierra failed to trademark the name. The Milton Bradley company successfully trademarked an electronic version of their unrelated joint Games Workshop board game called Hero Quest, which forced Sierra to change the series title to Quest for Glory. The series consisted of five games, each of which followed directly upon the events of th
e last. The new games frequently referred to previous entries in the series, often in the form of cameos by recurring characters. The objective of this series is to transform the player character from an average adventurer to a hero by completing non linear quests. The game was also considered revolutionary in its character input system. This allowed players to import their individual character, including the skills and wealth they had acquired from one game to the next. Sierra grew through the
80s, making the company one of the main driving forces of the adventure game genre, entering strong in the 90s, with a new generation of games upgraded both visually and in their narrative quality. Sierra, of course, was not alone during the early days of the adventure games. Other companies and developers emerged, building and expanding on this gaming genre that led to adventure games dominating the sales charts of that decade. As computers gained the ability to use pointing devices, and point
and click interfaces, graphical adventure games moved away from including the text interface, and simply provided appropriate commands the player could interact with on screen. The first known game with such an interface was Enchanted Scepters of 1984 from silicon beach software, which used drop down menus for the player to select actions from while using a text window to describe the results of those actions. The gameplay is much like a text adventure game. The screen shows a picture of the roo
m that the player is currently in and to the right is a description of the room. The description mentions any items that can be used or picked up, but to do that, the player must click on the item in the picture. The picture change as the player moves to a new scene. There is no movement in the picture but enemies are inserted when encountered, accompanied by sound effects. The player can then choose from the drop down menu whether to flee, in which way north south, east or west, and occasionall
y up or down, or to fight and with which weapon. Enchanted Scepters was created with the World Builder adventure authoring system, which was later released to consumers in 1986. Similar to Enchanted Scepters, another adventure game of the early 80s focused on a more point and click interface. Deja Vu was released in 1985 for Macintosh and later ported to several other systems including the Amiga. Initially, the game featured black and white graphics and later releases introduced color. This game
and its sequel Deja Vu 2: Lost in Las Vegas, require significant lateral thinking. Some situations are based in common detective techniques, while others require simple violence. Point and Click interface gradually grew and received wider acceptance from consumers even though the market was full of Sierra games that used a different interface focusing on written commands. It grew so rapidly that later on, the genre was directly associated to that interface, leaving the legacy of many gamers ref
erring to adventures as point and click adventure games. The turning point came in the late 80s through a company founded by a true legendary figure of all narrative forms, George Lucas. Lucas wanted to explore other areas of entertainment and created the Lucasfilm Computer Division in 1979, which included a department for computer games, the Games Group, and another one for graphics. The early charter of Lucasfilm games focus was to make experimental, innovative and technologically advanced vid
eo games. Habitat, an early online role playing game, and one of the first to support a graphical front end was one such title. Lucasfilm games began to design its first adventure, titled Labyrinth: the computer game in 1985. Company head George Lucas had requested a tie in video game for the movie of the same name, which was in production at Lucasfilm. As was common with Lucasfilm games projects, Lucas himself provided very little direction to the team, leading to the game having a different pl
ot compared to the actual movie it was based on. Labyrinth the computer game is a graphic adventure game, in which the player maneuvers a character through a maze while solving puzzles and evading dangers. The players goal is to locate and destroy Jareth within 13 real time hours. Otherwise, the protagonists will be trapped in the maze forever. Unlike other adventure games of the period, Labyrinth does not require a command line interface. Instead of typing commands, the player selects them fro
m two scrolling word wheels, one for verbs and one for nouns. For instance, if the user wants to open a chest, he will have to select the verb "open" from the first wheel and the noun "chest" from the second one. In the end, Labyrinth was more commercially successful than the film upon it was based, as the users enjoyed its plot and pazzles. Its biggest legacy, however, was the influence it had on the next game developed by Lucasfilm games. Maniac Mansion was a 1987 graphic adventure video game
developed and published by Lucasfilm games. It follows teenage protagonist Dave Miller, as he attempts to rescue his girlfriend Sandy Pants from a mad scientist whose mind has been enslaved by a sentient meteor. Gameplay is nonlinear, and the game must be completed in different ways based on the player's choice of characters. The game was conceived in 1985 by Ron Gilbert and Gary Winnick, who sought to tell a comedic story based on horror films and b-movies. They mapped out the project as a pape
r and pencil game before coding commenced. While earlier adventure titles have relied on command lines, Gilbert disliked such systems and he developed Maniac Mansion's simple point and click interface as a replacement. To speed up production he created a game engine called S.C.U.M.M, which was used in many later LucasArts titles. S.C.U.M.M, which stands for Script Creation Utility (for) Maniac Mansion falls somewhere between a game engine and a programming language, allowing designers to create
locations, items and dialogue sequences without writing code in the language in which the game source end up. This also allowed the game script and data files to be cross platform ie. to reuse across various platforms. Most S.C.U.M.M games feature a verb - object design paradigm. The player controled character has an inventory and the game world is littered with objects with which the player can interact using a variety of verbs. Puzzles generally involve using the right verb action with the ap
propriate object. "Talk to" commonly produces dialogue sequences in which the player selects from the list of predefined questions or comments and the character they are talking to replies with a predefined response. Maniac Mansion was critically acclaimed. Reviewers lauded its graphics, cutscenes, animation and humor. Writer Orson Scott Card praised it as a step toward "computer games becoming a valid storytelling art". It influenced numerous graphic adventure titles, and its point and click in
therface became a standard feature in the genre. The game's success solidified Lucasfilm as a serious rival to other adventure game studios such as Sierra. The success of Maniac Manson led to the creation of other famous Lucasfilm games franchises. Zak McCracken and the Alien Mindbenders, the second game to use S.C.U.M.M after Maniac Mansion was released in 1988 for the Commodore 64 and then ported to other systems. The project was led by David Fox, with Matthew Allen Kane as a co-designer and
co-programmer. The game was originally meant to be more serious, resembling the Indiana Jones series, but Ron Gilbert persuaded David Fox to increase the humorous aspects of the game. The game was consequently heavily inspired by many popular theories about aliens, ancient astronauts and mysterious civilizations. The many places visited in the game are common hotspots for these ideas, such as the Pyramids of Egypt and Mexico, Lima, Stonehedge, the Bermuda Triangle and the Face on Mars. The game
received high scores in general press and was a bigger success in Europe compared to the United States. Indiana Jones and the Last Crusade: The Graphic adventure released in 1989, to coincide with the release of the film of the same title, was the third game to use the S.C.U.M.M engine. It expanded LucasArts' traditional adventure game structure by including a flexible point system, the IQ score, or "Indy Quotient" and by allowing the game to be completed in several different ways. The point sys
tem was similar to that of Sierra's adventure games. However, when the game was restarted or restored, the total IQ of the previous game was retained. The only way to reach the maximum IQ of 800 was by finding alternative solutions to puzzles, such as fighting a guard instead of avoiding him. This was also an answer to the criticism the whole adventure games genre received due to the lack of replayability. Last Crusade was also the first Lucasfilm game to include the verbs "look" and "talk". In
several situations, the latter would begin a primitive dialogue system in which the player could choose one of several lines to say. This system was later expanded in the release of the first Monkey Island. LOOM, released in 1990, was the fourth game to use the S.C.U.M.M adventure game engine and the first of those to avoid the verb-object interface introduced in Maniac Mansion. The project was led by Brian Moriarty, a former Infocom employee and author of classic adventure games, like the Wishb
ringer, Trinity and Beyond Zork. A departure from other Lucasfilm adventure games in many senses, LOOM is based on a serious and complex fantasy story. With its experimental interface, it deviated from the traditional adventure games norm, where puzzles usually involve interactions between the game character, the environment and items the character has in their possession. LOOM's gameplay centers instead around magical four note tunes known as drafts that the protagonist can play on his distaff.
Each draft is a spell that has an effect of a certain type, such as "open" or "bleach". The drafts can also be played backwards, resulting in the opposite action, such as the draft of "open" once played backwards lead to "close". The main character can learn drafts by observing an object that possesses the quality of the desired draft. For example, by examining a blade while it is being sharpened, he can learn the sharpening draft. When the game begins, your character is only able to play draft
s using the notes C, D, and E, limiting his ability to reproduce more powerful drafts. As the game progresses and additional notes become available, so his ability to play new drafts increases. The game can be played as at three difficulty levels, each one different in how clearly the notes being played are labeled The in game music consists of experts from the Swan Lake ballet by Tchaikovsky arranged for MIDI. The original package offered an audio tape with a 30 minute audio drama that explaine
d the nature and history of the world of LOOM and the circumstances that have led to the birth of the main character. LOOM was a critical success but failed to sell in sufficient numbers to warrant a sequel mainly due to its unique gameplay design that did not appeal to a larger audience. The next Lucasfilm game, however, was one of the best adventure games ever, and a member of the video games Hall of Fame. Ron Gilbert returned in 1990 and along with Tim Schafer and Dave Grossman, created the S
ecret of Monkey Island a point and click at graphic adventure game that takes place in a fictional version of the Caribbean during the age of piracy. The player assumes the role of Guybrush Threepwood, a young man who dreams of becoming a pirate, and explores fictional islands while solving puzzles. More specifically, The Secret of Monkey Island is a 2D adventure game played from a third person perspective, via point and click interface, where the player guides protagonist Guybrush Threepwood th
rough the game's world and interacts with the environment by selecting from 12 verb commands. While conversing with other characters the player may choose between topics for discussion that are listed in a dialogue tree. The game is one of the first to incorporate such a system. The ingame action is frequently interupted by cutscenes. Gilbert, Schafer and Grossman's primarily goal was to create a simpler and more accessible gameplay model to those presented in previous Lucasfilm titles. The Secr
et of Monkey Island was the fifth Lucasfilm games project powered by the S.C.U.M.M engine originally developed for Maniac Mansion. The company had gradually modified the engine since its creation. The dialogue tree was added which facilitated conversation options and the sword fighting puzzles. Developers removed the "what is" option (an input command that describes an on screen object to the player) in favor of allowing the player to simply highlight the object with the mouse cursor. The game's
improved interface became the standard for the company's later titles. Critics praised the Secret of Monkey Island for its humor, audio, visuals and gameplay. Several publications list it among the greatest video games of all time. The game spawned a number of sequels collectively known as the Monkey Island series. Gilbert, Schafer and Grossman also led the development of the sequel, Monkey Island 2: LeChuck's Revenge. Those five adventure games established Lucasfilm games as the main rival of
Sierra and one of the biggest players in the genre. Graphical adventure games were considered to have spurred the gaming market for personal computers from 1985 through the next decade, as they were able to offer narrative and storytelling that could not readily be told by the state of graphical hardware at the time. Adventure games convinced consumers that personal computers were not just bulky, ugly, grey spreadsheet devices, but can also be used for serious gaming of the highest quality. The
evolution of the available technology led to the heyday of the genre in the 90s but this is the topic for our next part in this documentary series. I hope you have enjoyed the first video of this new gaming documentary. Please follow the channel as we will have the next part of the series soon.

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