![]() I approach this goal by analyzing the puzzles of a point-and-click adventure game Day of the Tentacle, using a close reading method. The research goal of this study is to find out ways in which adventure game puzzles are pleasurable for the player to solve. Starting with the presumption that puzzles are at the core of adventure games, studying them can provide insight on adventure games as a whole. ![]() The purpose of this thesis is to study the puzzles of adventure games. This problem emerged from the initial success of adventure games, which led to a multiplicity of adventure games of varying quality. One reason behind people losing interest in adventure games is agreed as the abundance of designer puzzles, where the connection between the puzzles of adventure games and their solutions is left unclear to the player. Before the end of the 20th century, however, adventure games lost their position in the market, becoming a niche genre of digital games. Originally text-only in representation, and using the parser to guide the player character, adventure games soon adapted graphics and a point-and-click user interface, features that made them more accessible and greatly successful in the 1990s. Adventure games emerged as a new form of digital games in the late 1970s, via the release of the first adventure game, Adventure.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |