Files
puzzle-design-kb/src/resources/history/README.md
Bryce d926595135 Organize adventure game resources into 7 category subdirectories
Created category structure:
- criticism/ (5 articles) - Design critiques and anti-patterns
- defense/ (2 articles) - Praise and genre defense
- puzzle-design/ (7 articles) - Puzzle mechanics and methodology
- technical/ (4 articles) - SCUMM and engineering history
- history/ (6 articles) - Genre evolution and decline analysis
- moon-logic/ (5 articles) - Moon logic puzzle psychology
- community/ (2 articles) - Community discussions and analysis

Each category has README.md with summaries and key themes.
Main index.md updated to link to all categories.
2026-03-19 14:37:45 -07:00

2.2 KiB

History & Analysis

Articles examining the adventure game genre's evolution, decline, and the factors that shaped its history.

Articles

File Title Source Summary
fall-point-click-adventure-game.md The Fall of the Point-and-Click Adventure Game Game Developer Analysis of how internet walkthroughs fundamentally changed point-and-click viability and the challenge of designing puzzles that don't require external assistance.
who-really-killed-adventure-games.md Who Really Killed Adventure Games? Slatt Studio Argument that hardware progress enabled other genres to offer "exploration experiences" that adventure games couldn't replicate without fundamental mechanic changes.
death-of-adventure-games-part-1.md Death and Rebirth of Adventure Games Part 1 Genesis Temple First in a series examining the FMV era, 3D revolution, and how LucasArts and Sierra's decline led to genre collapse.
death-rebirth-adventure-games-part-3.md Death and Rebirth Part 3 Genesis Temple Analysis of the Kickstarter era and Double Fine's 2012 campaign as a turning point for reviving classic 2D adventure gaming.
without-readability-decline-adventure-games.md Without Readability Game Developer Argument that adventure games' combinatorial action space (768 possible actions) created poor "readability" where players couldn't understand game dynamics.
thimbleweed-park-ron-gilbert-rockpapershotgun.md Thimbleweed Park Preview Rock Paper Shotgun Ron Gilbert interview on making adventure games that don't suck, discussing his return to the genre with Thimbleweed Park.

Key Themes

  • Genre death causes - FMV era, 3D revolution, market forces
  • Exploration experience - What made adventure games unique and irreplaceable
  • Hardware constraints - How technical limitations shaped genre possibilities
  • Kickstarter revival - Community-driven resurrection of classic adventure gaming
  • Design lessons learned - How modern developers apply historical knowledge

Usage

These articles provide historical context for understanding why certain design patterns became dominant and how the genre's低谷 shaped modern adventure game design philosophy.