Mon 12 Apr 2010
The Grand Unified Genre: a vision for the Adventure Game
Posted by Mark Richards under Features, Games & Game Design
[14] Comments

I'm better than this at image editing. Honest.
There are many types of games. Many different ways to provide the player with a gaming experience. Each genre of game provides the player with a different route to a different experience, the gaming medium isn’t unified. In Physics, a Grand Unified Theory is some model of the universe that combines all our theories into one. At the moment, Physics works by switching between different perspectives in order to explain different events – relativity for the large, quantum for the small. This made me think: could gaming be unified? What if we could design a game that captures everything a player could want? Then we wouldn’t have to switch genres, like Physicists switch theories, in order to have different experiences.
Why would we want to do this? Obviously I’m not suggesting that this new genre replace all others but what if a game was designed that puzzle gamers and role-playing fans could equally enjoy? As game designers, especially indie game designers, this would be an exciting aim – to design a game to bring players together, rather than supply more of the same, to the same people.
Where would we start? Why would I be here if I didn’t say the Adventure Game? The Adventure Game ticks quite a few gaming boxes, it is characterised by a distinct setting, dialogue and story. Its most famous aspect is its use of puzzles. Anyone could agree there isn’t much missing… I haven’t always been an adventure gamer, however. My love for gaming was solidified when I played Knights of the Old Republic, the Bioware RPG. The game sported the strong characters, unique locations and great writing that I later found in Adventure Games but there was something else it had: a sense of investment in the characters. As a player you could directly influence the fate of our own character and their companions, providing a connection to the game world distinct from what I experienced in adventures. For example, in Beneath a Steel Sky, when I was fond of the characters purely because they were well written.

The 'Knights of the Old Republic' series allowed players to directly influence a character's moral compass.
So, the RPG provides the first addition to the Adventure Game: character progression in the hands of the player. Which other genres can contribute to this vision? How about strategy games? You might wonder how on Earth I’m going to blag this one but there is something Adventure Games can learn from the strategy canon. Traditional strategy games put the gamer in a non-static game world, a game world that progresses due to the player’s efforts. In Age of Empires for example you can build a civilisation, its nature and success dependent on your decisions throughout the game. What if, rather than the player affecting the local environment i.e. escaping a room or solving a mystery, they affected the game world globally, deciding the fate of a city or the outcome of a war. Why could an Adventure Game not be developed where the solving of puzzles and interactions with characters built and shaped a civilisation?

Could an Adventure Game revolve around the building of an Empire, it's nature and fate decided by the player's actions?
There is one concept that many game genres have employed and must therefore be a key ingredient in our Grand Unified Game: the open world. RPGs have used it, with The Elder Scrolls III: Morrowind boasting one of the largest, most atmospheric game worlds for players to freely explore. The Grand Theft Auto series is defined by it, providing the player with a sand box city to manipulate and again, explore. So why has this exploration of huge open worlds not been utilised more in the Adventure Game? Adventure Games tend to be confined to discrete locations that the player progresses between, presumably to keep the storytelling nice and linear and controlled. But with games becoming more complex and studios becoming more capable of handling this complexity, why not have the story take place in a huge world free to explore?

Never a shortage of interesting places to explore in The Elder Scrolls III: Morrowind.
This issue brings us neatly to the subject of linearity in Adventure Games. Story has always been important in Adventure Games but the less linear this story becomes, the more one would have to rely on side-quests and content not essential for the main story. You could easily argue that the inclusion of side-quests in an Adventure Game would make it an RPG but remember RPGs have other more defining aspects, for example the levelling-up mechanic. In fact, side-quests wouldn’t just add an extra dimension to Adventure Gaming but build on what’s been done before. In his article for Hardy Dev, Making History, Volume III: Constructing an artificial history Jan Jacob Mekes talks about ‘minor historical events’ that can be used to enrich the game world. Think about how enriched your game world could be if the ‘events’ were extra puzzles themselves.
Many readers will have realised before now that I’ve left ‘the big one’ until last. What can the Action genre bring to our Grand Unified Game? If its treatment is going to be balanced, one can expect it to bring a lot! After all, it is a very popular and successful genre. The Action genre includes games from the traditional platformer to the more modern Action Adventure right through to the First Person Shooter and online Deathmatch titles. At a basic level, the platformer really isn’t that different from the Adventure Game. There is often a quest on which the player finds themselves, with obstacles to overcome along the way. The first game I ever played was Prince of Persia. In my mind, it plays like an Adventure but the puzzles follow a different format. You are on a quest to save the Princess from the evil Jaffar, however instead of combining the key with the gate to open it and progress to the next area, you have to active a switch, scale a wall and jump over some spikes before the gate closes. Could the collapsing tunnel sequence in Beneath a Steel Sky have been extended, with the player using precise timing to dodge falling debris?

What if?
What about the Shooter, then? It would be ignorant to exclude one of the most successful genres in gaming history. It’s not as if combat hasn’t be done before in an Adventure Game, either. Blade Runner (1997) used it and the recent trailer of Boryokudan Rue hints at something similar. However, serious integration of combat elements in Adventure Games seems to have died out in recent years, to make way for comedy or investigation titles like Tales of Monkey Island or Sherlock Holmes. The original Alone in the Dark trilogy relied heavily on action, whilst remaining an Adventure Game and Realms of the Haunting provided an interesting mix of first person Adventure and Doom clone.
For Action, then, it is most important to remember what Adventure Games have already achieved in the past. That just leaves the online game: will we ever see an Adventure Gamer wearing a headset? I’ve always been interested in the idea of a co-op Adventure Game, where two or more players have to work together maybe combining their inventories, to solve a puzzle. What if, in Ben There, Dan That! the ‘Dan verb’ was your real life best friend?
To summarise our Grand Unified Game:
- Basic Adventure Game principles: strong characters, unique setting, well written story and dialogue, ‘logic’ bases puzzles.
- From the RPG: player and non-player character progression.
- From strategy games: a non-static game world. Some essence of the player ‘building’ the world around them.
- The use of an ‘open’ game world, free for the player to explore. This would lead to a non-linear story.
- The use of side-quests to enrich our new, open game world.
- From the platformer: obstacles that have to be overcome through precision and timing.
- Re-unite the Adventure Game with Shooter mechanics it’s used before.
- Incorporate some kind of online co-op puzzle solving.
Note to Physicists: I know, I cheated a little with the Grand Unified Theory (GUT). What I talk about is more like a Theory of Everything (TOE). Then again, if it offended you, you probably just need to GAL (Get a Life)
About The Author
Mark Richards is a physics undergraduate, making games with AGS in his spare time. His big project is called The Longevity Gene (a dystopian sci-fi game) and he has a couple of collaborations lined up that will happen with a bit of luck. The Longevity Gene’s progress, vids, screenshots & other goodies can be followed here.





Really nice articles there!!
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Igor Hardy Reply:
April 12th, 2010 at 10:57 pm
You’re not fooling anyone, Dual – we know very well you’re not a bot.
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Great article! It would certainly be an ambitious project. The sheer depth of such a game might make it too much of an uncertain experiment for big publishers to pick up. Unless large cuts are made to things like the graphics and voice acting, it might be too much for an indie studio. However, indie developers would have the advantage of time, not having a publisher nagging them to just get enough done to ship the game.
One other aspect of a GUG, I think, would be a large population. If the world is to be large and exploration-friendly, there should certainly be an equally large and varied populace with whom to interact. Having enough personality to keep each person from seeming like merely a copy-paste of the last one would also be ambitious.
Of course, there’s always Duke Nukem Forever.
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If I was to make a game that tried to combine all genres into one, the game it’d end up resembling the most in the end would probably be a lot like Beyond Good and Evil.
With less stealthy bits.
And written by the guys who wrote Torment.
With roleplaying elements similar to Bloodlines.
…it’d be pretty darn great, and nobody would ever buy it because of Halo 9 and Grand Theft Auto: Tibet
Nice read, btw.
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Okay, the entire article brings-up some interesting points, but I have to point something out here:
In fact, side-quests wouldn’t just add an extra dimension to Adventure Gaming but build on what’s been done before.
Side quests also add red herrings. Here’s the thing: unless the game is extremely well-designed, a side quest will be misinterpreted as being 1. either essential to the main arc, maybe as a subplot, or 2. contributing to it. Let’s say, for example, that Monkey Island decided to incorporate that idea, and there were a trio of pirates who promised you a reward if you got them a certain treasure map. Kneejerk instinct dictates that players will think the reward will be part of the overall plot – maybe the pirates will give you a membership card to some club you need to enter. The reaction to finding out it’s just a useless side quest would be bad, I imagine.
However, games do need to start blending genres. Adventure games have something going for them, if story-driven games are the next right step (there’s part of me that thinks that games aim at something different than story – something more emotional), and it’s important we try and see how we can merge them with different genres. I’d actually like to see a game where I played a detective and things did depend on how I proceeded, but where I had direct control. Almost like a game version of a Raymond Chandler novel, or even Agatha Christie, but not done in the Adventure Game style that’s been employed so far.
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But there is a risk that the player actually could be obligated to play a genre that they don’t like much. A case where game success is provided after giving strategic decisions or being able to jump over four hard platforms should be prevented.
I really loved the clan system of VtM: Bloodlines, this could be used for the problem I pointed out. We can learn what player enjoys or not on the start of game.
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Jan Jacob Mekes Reply:
April 19th, 2010 at 10:29 am
This is something that came to my mind as well. Genres are sometimes unnecessarily restrictive, but sometimes they also provide safety. When I want to play a calm game, a traditional adventure game would be a safe bet. If I want an adrenaline rush, I’ll go for a more action-oriented game.
That said, I think it’s definitely an interesting suggestion to blend genres like this, and I think plenty of people (including me) would be interested in such a game.
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I spent ages trying to iron out all the problems with this article. For example, whether it had really been done before (because some games have had a bloody good try) and whether it was RPGs that should inspire AGs or the other way around…
But in the end I just wrote it as notion, rather than a solid and complete concept. At the end of the day it was about the notion of a ‘Grand’ idea about a game that would appeal to lovers of all genres.
I’m not sure how well it could ever be done, or whether if it was done it would work. Maybe it would end up trying to please everyone and pleasing no-one? What I was really in support of and what I wanted to express in the article was the need for it to be explored in game design. Especially by indies. Developers are always merging the boundaries but the idea of trying to incorporate an essence of every genre and therefore hopefully the very essence of gaming would be exciting.
However, I think the main point of this article and the one that has been demonstrated now with all your insightful and rightfully critical comments is that the discussion of a genre defying game (or a Grand Unified Game) is interesting.
Thanks for the comments, everyone.
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I really like the idea of influencing the game world on the scale of an entire civilization (break-through inventions, political events) in an adventure game.
Someone should try at least prototyping a game like this…
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The now-abandoned open AGS project ‘Sphinx’ was meant to have elements of other genres. The story included a parkour-like disciplines that would have lent itself well to Prince of Persia-style gameplay, and it took place at the center of a political crisis where the player’s actions could affect all of society.
For example, one particular puzzle that was planned for Episode 3 involved you interfering with the editing/revision of a holy text (in a Council of Nicaea-type situation) so that the reformed religion would suit your purpose. … This puzzle was inspired by the history of syncretism and revisionism in Egyptian mythology.
That level of ambition probably had something to do with the project being abandoned.
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Igor Hardy Reply:
April 14th, 2010 at 9:50 pm
Would be great to see Sphinx revived at some point. Is that still possible, or did the created resources go bad?
Btw, as it shapes up, Shatten Reyze is another adventure title that will pack all kinds of genres and interaction concepts inside it: Loom’s distaff turned guitar, Rock Band Hero challenges, platformer gameplay, slightly RPG-like town exploration, and finally drunken kung-fu (or simply drunken mode).
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A game which can be played either as an Adventure or a RPG or a shooter is one thing, a game which forces the player to experience different styles of gameplay another. So “Shatten Reyze” sounds like a worthy experiment – but not one I’m going to try as not all the genres are for me.
Thanks for the article, good to think about these issues!
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Igor Hardy Reply:
April 17th, 2010 at 10:46 pm
What if the other genre segments are sporadic and frustration-less, or maybe even do not allow failure?
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Peter RS Reply:
April 18th, 2010 at 2:14 pm
If the other genre segments were optional, or skippable, that would be OK for me. I’m more likely to try a game with plain P&C gameplay, than one that has a range of gameplays including arcade sequences.
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