Quest game

Adventure game (synonyms: Quest (Eng. Quest – quest), Adventure (translated from English. – Adventure)) – one of the major genres of games that require the player to solve mental tasks to advance the plot. The plot can be predefined or give the set of outcomes, the choice of which depends on the player’s actions. The first game of this genre was Colossal Cave Adventure (hence the name of adventure). Title quest comes from a series of games company Sierra (Space Quest, King’s Quest, Police Quest, and others). In the Russian language is sometimes divided the concept of “adventure” and “quest”, calling the word adventure game genre action-adventure (eg, Prince of Persia, Another World, Tomb Raider). In English, the word quest never used as a gaming genre – Sierra managed to dissuade people from this (see. Trademarks have become common nouns). The first “ancestors” quest began in the early 1970s, when a programmer and caver William Crowther (Eng.) Russian. – As is customary now considered one of the founders of the genre of quests – has developed a program called Colossal Cave Adventure computer brand PDP-10. The game interface was text, and the plot – the adventures of the hero in a large cave. Later, the game was modified and expanded by Don Woods. Colossal Cave Adventure quickly spread and the ARPANET became popular, giving rise to many imitations and sequels, which then spread everywhere. In 1977, the United States two friends Dave Lebling and Marc Blank, then a student at MIT, found a version of Colossal Cave Adventure Crowther and Woods. After its passage, they expressed a desire to join the project by Tim Anderson and Bruce Daniels to develop games. Their first product, a text adventure game Zork, who worked on the PDP-10, like Colossal Cave Adventure, quickly spread throughout the ARPANET. Due to this success game that requires 1 megabyte on the media (a huge figure by the standards of the late 1970s), many times reprinted and updated until 1981. Friends decided to found a company that was incorporated June 22, 1979 under the name of Infocom. The idea to distribute the game came quite soon, but it was too big for porting to common platforms that time, Apple II and TRS-80, which had only 16 kilobytes of RAM. To solve this problem, a game divided into three episodes. To facilitate porting games for various platforms was written by a special language – ZIL (Eng. Zork Implementation Language, Language implement game Zork), by which a special virtual machine (Z-machine) could run standardized “history file” on almost every available platform. In November 1980 came Zork I: The Great Underground Empire for the PDP-11; a month later was released for the TRS-80. Prior to September 1981 were sold more than 1,500 copies. By this time, Bruce Daniels finished version for Apple II, which was sold in the amount of more than 6,000 copies. Zork series has become one of the most popular text quests. However, the ever-increasing popularity of new graphics microcomputers has led the company to decline. In 1989, Infocom was acquired by Activision and ceased to produce text adventure games. Quests are considered classics of the genre Infocom text adventure and activity period Infocom is considered the “golden age” of this kind of games. Development of computer technology and the emergence of home computers with different advanced graphics system (such as the Apple II) triggered the emergence of the computer games industry. Accordingly, the genre of quests also been further developed. Quests purchased the first graphic illustration of what is happening, which at first were purely decorative. The player still control the actions of a character by introducing a series of commands on the keyboard, and the image was static and only serves to stimulate imagination plays. With the advent of sufficiently capacious removable media (primarily, the diskettes) became possible inclusion in the adventure of color saturated image details, but in general they remain non-interactive. In the late 1970s, Ken Williams decided to found a company that develops software products for the growing popularity of the platform Apple II. Once he caught the eye of Colossal Cave Adventure. He and his wife Roberta carried away with the game, then changed the history of the gaming industry. Disposing of the Colossal Cave Adventure, they began to look like the game, but quickly came to the conclusion that this niche market yet no one is busy. The couple started creating his first adventure – Mystery House. Roberts, as the designer of the game, more like the concept of a text adventure, but knowing that the future of graphics, she did her best to maximize the player immersed in the atmosphere of the mysterious house. Mystery House, a detective story, created based on the novel by Agatha Christie “Ten Little Indians”, became the first quest, in which there was a primitive graphics. Ken also took on the technical side. Spending on the development of the game a few nights, Ken and Roberta rastirazhirovali her five-inch diskette with the accompanying brochure about the game. The first copy of the game was sold in one of the shops selling programs. Runaway success led Ken to think about opening a company that develops and sells exclusively computer games. And in 1980, the couple founded Williams On-Line Systems, which became in 1982 Sierra On-Line. Quickly gained momentum, Sierra was one of the trendsetter of computer games in the 1980s.