Look behind you! A three-headed monkey!
July 5th, 2008Remember Guybrush Threepwood? How about Bernard, Hoagie and Laverne? Sam and Max? Manny Calavera? Zak McKracken? Ben Throttle? Commander Low, Dr. Brink, Maggie Robbins, Ken Borden and Cora Miles? Gabriel Knight? April Ryan? Sirrus, Achenar and Atrus? Maybe even Putt-Putt?
Chances are you’ve had a run-in with an adventure game at some point in your life. And if you’re like me, those games stuck with you with an unusual tenacity. Something about the characters, probably, or the unique, bizarre narrative that advances in such a peculiar way.
Adventure games have always been paradoxical to me in the greater context of game design. While most popular genres have exploded in new directions with user-created content — think open-world sandbox game design, user-created content like Garry’s Mod and Halo’s Forge — adventure games have stayed the course like the saltiest lunatic sea captain this side of Melville. But by and large (with a few disappointing exceptions) the adventure genre has benefited from sticking to its roots: brilliant writing, expert voice acting and clever context-based puzzle solving.
And now, thanks to companies like Telltale Games, we’re experiencing what could probably be called the dawn of a second renaissance of adventure gaming. Sam and Max hasn’t been perfect, but the quality of the experience makes a new episiode’s arrival almost as exciting as the release of a new Tim Schafer game. (In other words, groin-grabbingly good.)
So then you have to wonder what happened at LucasArts that led them to abandon their acclaimed, albeit niche adventure titles. Surely the steady production regurgitation of Star Wars-related games on every conceivable platform would have kept the company in a good enough financial state to fund these critical darlings?
Hard to say. You might try calling LucasArts, but I’m pretty sure there isn’t going to be anyone to answer the phone before too long. The studio laid off a huge number of internal developers, with the rest rumored to follow once Star Wars: The Force Unleashed (which admittedly sounds like an awesome rental at the least) goes gold.
These things happen in business. In order for companies to stay competitive, sometimes major reconstruction is required. But a company like LucasArts had such a unique legacy — the money and intellectual property rights of insane genius George Lucas mixed with the ingenuity of people like Ron Gilbert and Tim Schafer — and it’s a tragedy to see how it’s dwindled into near-obscurity. I hope the LucasArts staff finds a better home in the future.
Now, I told you this long story to make an important point. Many of the biggest publishers have found they are able to block out competition and generate Scrooge McDuck-like mountains of money by acquiring rights to franchises and iterating on them yearly. Look at Activision; they take established, AAA franchises like Guitar Hero and Call of Duty and essentially buy them up and squeeze out new spinoffs and iterations at a fever pitch. Treyarch’s not a bad studio and Call of Duty 3 isn’t a bad game, but compared to a game like Infinity Ward’s Call of Duty 4 — with an incredible and unique campaign and the best online multiplayer experience on a console — you have to wonder why we need a new CoD game yearly if it means the property is licensed out to different studios each time. And Guitar Hero, now developed by Neversoft, has lost both its aesthetic charm and its finely-tuned setlists and gameplay. While not a terrible game either, it’s just unplayable for someone like me who got so deep into the previous two games.
Electronic Arts was guilty of this for the longest time, espeically in the sports genre. While that’s largely still the case, their EA Partners program has created some gems like skate and Rock Band.
My point is that consumers will only put up with these rehashes before they tire of the product entirely. By the time Guitar Hero: Steely Dan comes around, the userbase will have moved onto something else to spend their time — and money — on. Companies that innovate are riskier initial investments, of course, but the ones that do it right generate the most press attention, the most rumblings on message boards, and the most engaging hands-on experiences. I’ll never forget the thrill of the first time I played Rock Band on-stage at PAX, awkwardly belting out “Creep” in front of dozens of people. Up to that point, I would have never sung in front of anybody, regardless of whether I knew them. But the game was just too fucking cool; I didn’t really have a choice!
Clearly I don’t have the best idea of how a game studio operates. I’ve never worked for one and I’ve only talked to game developers in passing. But I know that in any market where intellectual property and the individual experience are king, innovation is of the utmost importance. And as I’ve aged and played probably thousands of games, I’m much more eager to pay money for something that tried something new and didn’t quite succeed than something that plays just like fifty or a hundred other games but does it slightly better than ever.
I don’t think I’m alone in that regard.




