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Why
text adventures aren't commercially viable
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1 June 2004
by Mike Rozak
Recently I've been pondering the following question: Why
aren't text adventures commercially viable? The obvious answer is that they use
outdated technology, have no graphics, and hence are like watching a black-and-white 50's
TV show on a high-definition TV with surround sound. This is true to an extent, but it
isn't the whole answer... Many people still watch 50's TV shows despite their
colourlessness. Not nearly as many people play old text adventure games.
This paper discusses some of the reasons why text adventures
are no longer commercially viable, and what lessons can be learned.
History of adventure games
First, let me provide a very brief history of adventure games:
| Late 1970's |
The first adventure game, Adventure,
was created by Will Crowther in 1975. It was fairly similar to what is now referred to as
a "text adventure" except that it had a simpler parser, no plot and only a few
puzzles, and it required a very expensive computer to run. |
| Early 1980's |
The early 1980's were the golden age
of text adventure. During this time the classic Infocom games such as Zork, Deadline,
Trinity, and The Hitchhiker's Guide to the Galaxy were produced. A second form of text-adventure began to appear around this time, the
multi-user dungeon (MUD). Roy Trubshaw and Richard Bartle wrote the first on-line
text-adventure. Interestingly, the on-line adventure transformed into a completely
different beast, but that is another tale. See http://www.mxac.com.au/drt/TroubleWithExplorers.htm
for more details. |
| Late 1980's |
By the mid-80's every PC manufacturer
provided graphics, and adventure games took advantage of them. The later part of the
1980's saw the rise of the graphical adventure and fall of the text adventure. One form of graphical adventure was pioneered by "Mystery House",
which was basically a text adventure with static 1st-person graphics (mostly stick
figures) bolted on. Because the graphics occupied so much of the screen the text elements
were cut back to only a few lines. The parser was inferior to Infocom's.
The second form was popularised by the King's Quest series. The
screen was filled with a static background-image of the room, and the player was allowed
to move a sprite-based character around the room. Text was still shown on the screen, but
it was secondary to the image. |
| Early 1990's |
Commercial text adventures completely
disappeared. First person graphical adventure games faded, while third person games
(King's Quest) dominated the market. Graphics improved, but little else. |
| Late 1990's |
1995 was an important year for
adventure games with the introduction of Myst. Myst returned to the 1st person view with
stunning pre-rendered 3d-graphics and sounds. It excluded all text except for diary
entries. Commands were no longer typed, but instead a single click of the mouse
appropriately manipulated the object it was clicked on. Parsers no longer existed. The late 1990's also saw a short-lived trend in adventure games where a game
was constructed from a series of short video clips. As in Myst, user input consisted of
mouse clicks. The most famous video adventure of the time was Phantasmagoria.
Third-person graphical adventure games seemed to fade away. |
| Early 2000's |
2000-2004 has provided a few styles
of adventure games: First-person games like Myst
are still around, although not doing terribly well.
Third-person games derived from King's Quest are once again a
successful category. The backgrounds are pre-rendered 3D images, while the characters are
rendered real-time with 3d accelerators. The most popular such game is Syberia.
First-person 3D accelerated adventure games, such as Uru, are
just beginning to appear. All graphics are rendered real-time using the 3D graphics
accelerator. Users move around with keystrokes and can manipulate the world by clicking on
objects. |
So why do text adventures matter at all? Aren't they the
deceased ancestors of modern graphical adventure games.
Yes.
And, no.
While graphics have greatly improved over the last two decades,
adventure games have lost some important properties as a result of losing language (text
being the means to convey the language):
- More than a game - In the mid 1980's, before
text adventures disappeared from commercial viability, they began evolving into something
that was more than a game. They began experimenting with ideas, actually expressing a few
deep thoughts and trying to get the reader to ponder them. They (almost) became
"literature". Graphical adventures abandoned trying to be more than a game, even
though non-commercial text adventures (now called Interactive Fiction) have run with the
concept.
The reason why text adventures have headed towards literature and graphical
adventures have not, is the same reason why books express ideas and Hollywood succeeds in
special effects blockbusters. The more money needed to produce content (either adventure
game or movie), the more that the developer caters to the mass-market and lowest-common
denominator.
- Loss of language - The loss of language has
limited where graphical adventure games can go thematically. Language allows for
"hyper-reality", allowing the user to be "told" about more than just
the visual and audio happenings. For example, it's trivial to slip a few lines into a text
adventure describing how the character feels, or what happened in the past. Media without
a narrator, such as graphical adventure games or movies, cannot easily convey such ideas.
- Less sophisticated mechanics - Adventure game
graphics became more impressive over the decades, so impressive that Myst III took 2.5
years of development, peaking at 25 developers. Most of that work obviously went into
graphics and sound, because the underlying mechanics have gotten simpler. If Myst III were
written as a text adventure game, it would be easier to write than most of the Infocom
text games. The world of Myst III (and other graphical adventure games) allows for only
very simple actions (mouse clicks), and relatively little interaction. Myst III only
included a handful of objects, most of them being scraps of paper. A standard Infocom text
adventure included 50+ objects, many of which had multiple and complex uses.
This loss of capabilities bothers me. Stunning graphics are
certainly a good thing, but I get the uneasy feeling that the genre has gone backwards.
(It's not just adventure games. Other computer-game genres have followed a similar path.
The fundamentals of CRPGs haven't changed much since Wizardry, also from the early
1980's.) I wonder if this is how the Romans felt as their empire crumbled and civilisation
decayed into the dark ages.
A fresh look at text adventures
While I was pondering these thoughts, I decided to take a look
at old (1980's) text adventures and new text IF to see if my memory of them wasn't overly
rosy. I hadn't played a text adventure game for 15 years.
I downloaded and installed a few of these games only a few
minutes. (I remember when 150 KB took hours to download at 300 baud.) I excitedly ran the
game and was...
Well, I was bored.
My memory of text adventure games was a bit distorted, and I
had gotten used to all the snazzy graphics and sounds of modern adventures. The
sophistication of the parser, and the "depth" of the text adventures did impress
me though.
Here's a summary of my thoughts about text adventures as seen
through my 2004 eyes:
- I have become used to graphics and sound, just as I am used to
colour on my television. Going back to mere text and utter silence felt like a step
backwards; maybe my attention span has shortened and I'm addicted to the stimulation.
- Reading text off a computer monitor is difficult. As I recall,
it was easier in the early 1980's because I used a green-screen monitor (as did most
people). Green (or orange) screen monitors use a slower phosphor than televisions, which
means that there's no flicker. (They sucked for fast-moving games though because the image
would stay ghosted for half a second after it had moved on.) Modern monitors flicker at
60-80 Hz, which still makes text difficult to read. Even with a slower flat-panel display
some flicker is noticeable.
The other (minor) issue is that the text adventures I tried defaulted to small type
and only occupied a small portion of my 1024x768 screen. Text adventures in the 1980's
used larger type and occupied the entire screen, but that was all they had. Large type is
easier to read, and it seems silly for text IF to default to a small font.
- I expected to be able to use my mouse. The older games didn't
allow this, but surprisingly many new IF titles do.
- Early text adventure games required that the user create a paper
map of the environment. Creating a map, in my opinion, is drudgery. Early games couldn't
create a map because they didn't have graphics, but I expected the modern IF titles to
have automatic mapping features. I didn't find any.
- As a said earlier, the parser and depth of the worlds impressed
me, although I still ran into "guess the verb" problems that my memory had
neglected to recall with its nostalgia.
- The new IF was much more experimental (and intellectually
interesting) than the older commercial work. I suspect this is because IF has been taken
over by intellectual hobbyists who don't cater to the masses.
These are just my observations. Many people enjoy playing text
IF.
The larger question remains... Why aren't text adventures
commercially viable? Here are some hypothesis:
Reason: Shrinking market for adventure games
While the number of computer users has increased by several
orders of magnitude since the early 1980's (when text adventures were popular), the market
share for adventure games has gone down. They are now a minor genre (only 1%-2% of the
market), and are dwarfed by the market for first-person shooters, sports games, role
playing games, and the sims. Occasional successes, like Myst, do arise, but the category
does not dominate like it used to.
Why is this?
- Only certain personality types are attracted to adventure games,
namely those people that like to solve problems and "explore" new ideas. In the
early 1980's, people that purchased computers were oddballs, spending a thousand (or more)
dollars on very expensive calculator. I suspect that the same personality traits that
attracted the early-adopter computer users were also the same traits that attract people
to adventure games.
Nowadays half the population owns the computers. While the "oddballs" still
exist, they're a smaller percentage of the computing population.
- In the early 1980's, there were half a dozen major operating
systems and no standardisation for graphics (if the computer even had graphics). Text
adventure games had the advantage in this environment because they were easy to port to
different operating systems; graphics-based software, on the other hand, was difficult to
impossible to port. A text adventure therefore worked on more platforms and had a much
larger market share, making them more profitable.
- Many computers did not have graphics capabilities at all. Game
players were left will little other choice than text adventure games.
Because adventure games only appeal to a small segment of the
overall population, they will only ever be a niche market. First-person shooters, sports
games, and others less intellectual games will dominate.
Reason: Old technology
As I said earlier, running a text adventure on a computer
that's capable of fancy 3D graphics, sound, and Internet communications feels like a
waste. Having said that, I still occasionally watch black-and-white movies on my colour
television. User's feeling like they're wasting technology is probably only a small part
of the text-adventure's demise.
I suspect that a lot of what drives games sales is new
technology. People like games that use the latest and greatest technology. If you look at
the history of games you'll see that those games that use the latest technology at the
knee of the technology adoption curve are major successes. If a game uses a technology
before it's widely available, such as Ultima IX's use of 3D, it will fail. If it waits
until the technology is established, another game will have become wildly successful
instead.
Here are some examples:
- Text adventure games were big hits in the early 1980's, partly
because computers themselves were a new technology, and anything that showed off the
computer was potentially a hit. The text adventure games relied on two new technologies
though: The floppy disk and natural language parsers.
While text adventure games could be run off tape, they didn't take off until the floppy
disks provided rapid access to over 100 KB of data. The natural language parser was also
impressive... just think, being able to "talk" to your computer. (Since then,
natural language has been forgotten by the public; I suspect it will be revived when
people become interested in speech recognition.)
- Doom, the classic first-person shooter from 1993, was wildly
successful because it was one of the first games to provide high-framerate 3D.
It also included some sound, although sound cards were not yet ubiquitous. Doom couldn't
have succeeded a year earlier because computers weren't fast enough.
- Myst was a huge hit in 1995. It was the first adventure game to
take advantage of the latest computers with cool new CD-ROMs, 8+
bit colour, audio, and mice. Two years earlier, 4-bit colour was
the norm, and CD-ROMs, audio, and mice were rare.
- Everquest is a hugely successful MMORPG from 1999. It came out
just as 3D accelerators and 56 KBaud modems became
common. Meridian 59, a 3D MMORPG that came out a few years earlier, when only software 3D
graphics and 14 KBaud modems were common, failed.
Text adventures are not commercially viable any more not just
because they fail to use 3D graphics, sound, and CD-ROMs, but because they don't use the
latest and greatest technology. (This is also a strength, because using the latest
technology increases development costs, which would change the nature of text IF.)
Following this line of thought though, one can predict that the
next big gaming hits will use the next big technologies:
- DVDs - No game uses a DVD yet because the
drives aren't common enough. I suspect the first DVD success will be an adventure game
that uses multiple DVDs, just like current adventure games use multiple CD-ROMs.
- 3D accelerators with bump maps, shadows, etc. -
They provide much more impressive graphics than current 3D games. MMORPGs and first-person
shooters are already racing towards this goal. Expect to see the first batch at the end of
2004.
- High speed internet connections - At some point
more than a fraction of the population will use broadband, potentially changing the nature
of gaming.
- Speech recognition - This one has been
predicted for quite some time but failed to materialise. One reason that speech
recognition in games hasn't taken off is that headset microphones aren't common. High
speed internet connection will allow for voice-chat instead of text-chat, radically
improving multiuser games. Speech recognition may come along for the ride.
- 3D monitors - I've read reviews about these.
They sound like they work passably, but they still cost a lot of money.
- Virtual reality headset - Although potentially
revolutionary, VR headsets will first need to get cheap enough and stop causing headaches.
- Data gloves - Yet another technology waiting to
happen.
- Video cameras that detect facial queues - When
this works it will radically alter online chat.
Adventure games could take advantage of most of these future
technologies. Luckily, only the 3D modelling aspects are development syncs. Some
technologies, such as DVDs and speech recognition, are particularly useful to an adventure
game genre. (Interestingly, speech recognition is less useful for other genres, although
one first-person shooter has tried to incorporate it.)
Reason: People aren't willing to pay for text
adventures
Even if people are willing to play a text adventure, they
aren't wiling to pay for it. There are a few reasons for this:
- Text adventures are obviously old technology,
so they're not worth as much to people. DVDs of black-and-white classics sell for less
than modern blockbusters. Even the distribution medium matters: A DVD movie sells more
than a video tape of the movie (old technology), which sells for more than the paperback
book of the movie (older technology). Interestingly, the DVD is the cheapest media to
manufacture.
- People often value objects by size. Have you
ever noticed how software is sold in large boxes that contain nothing but air, a
registration card, and a CD-case? Text adventures are "small". Thousands of them
can be fit onto a single CD-ROM. Contemporary graphical adventure games take at least four
CD-ROMs. One that required four DVDs would be even more "valuable". Because text
adventures are so small they must not be worth as much money as a graphical adventure that
requires four CD-ROMs.
- Because of their small size, text adventures are distributed on
the Internet. When someone "buys" software over the Internet, they hand over
their credit card number (which people don't like doing over the Internet) and receives a
E-mail with a password. That's it. No box, no CD-ROM, no map, no peril sensitive
sunglasses, nothing. People like to receive tangible objects for their purchases.
- Why pay money for a text adventure when so many free
ones (many of them good) can be downloaded from the web?
Reason: Others
Some other factors also hurt text adventures:
- The computer market has changed from a primarily American market
in the early 1980's to an international market today. For a game to be a success, it must
be localised into a number of different languages. While the strings in
adventure games can be easily localised, the natural language parts are
more difficult.
The text adventure parser needs to be customised for every language, taking into
account word order (such as Japanese), word forms (every non-English language), and
non-Roman character sets. Sentence concatenation code also need to be re-written. English
makes it relatively easy to insert "you" and "the lantern" into the
string "%s pick up %s." Most languages have declensions that turn this into a
very difficult task.
Inevitably this leads to coding. Not only are programmers more expensive than
localisers, but they introduce more bugs, further increasing expenses.
Graphical adventure games have no parser and never concatenate text. They only need
to localise a few strings (such as the text that appears in Myst's journals) and do some
voice dubbing, none of which require changes to the code.
- Piracy is another problem. Text adventures are
no more than a few megabytes and can easily be downloaded off the Internet. If anyone
tried to sell a text adventure, and it became widely popular, pirates would crack it and
provide downloadable copies on the Internet. Pirates can similarly provide cracked
versions of modern graphical adventure games, but most people don't want to download four
CD-ROMs (2.4 GB) of data, even with broadband.
Conclusion
As you already knew at the beginning, text adventure games are
not commercially viable. My examination of the problem merely enforces the conviction.
However, that doesn't mean that that interactive fiction isn't
viable. It does need to change, however, if it's going to be anything more than freeware:
- Graphics and sound are required to make it
commercially viable. Bleeding edge technology would help, but may not be necessary if a
smaller market is acceptable. (Then again, the IF market will never be large, even with
spectacular graphics.) While graphics and sound are incompatible with text, they do not
necessarily eliminate language; either voice recordings or text-to-speech can be used.
- Online content and high speed internet
connections are useful, not only because they are new technologies, but because
they allow the IF title to be distributed over the Internet, avoiding the mass-market
retail channel. A clever client could even download portions of the IF title on demand,
hiding the download times.
Online content also prevents piracy since if part of the content, such as the game's
logic, resides on a safe server then the game cannot be pirated. Players will not be able
to play the full game without first paying the author and receiving a limited-duration
(such as 6 months) registration code. Only one client can use the registration code at a
time. Pirates can crack the client software all they want, but if they can't log onto the
server they can't play the game.
Finally, online IF lets the author see how users interact with their world, allowing
for fine tuning.
- DVD distribution won't work well because it'll
be impossible to get a niche-market IF title into the retail channel (unless it's wildly
popular). Mail-order DVD distribution might though, but users are unlikely to pay unless
they can download at least a sample of the IF first. If they can download a sample, why
can't they download the entire IF?
- Speech recognition and other new technologies
can be used to improve the experience and marketability of the IF, so long as they don't
make authoring too difficult.
- Localisation will be an issue. More emphasis on
mouse clicks may reduce the problem, but some NLP parsing will be needed for any IF,
especially if speech recognition is used.
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