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Show HN: Compile-Time Vibe Coding

https://github.com/Michael-JB/vibecode
1•michaelchicory•1m ago•0 comments

Show HN: Ensemble – macOS App to Manage Claude Code Skills, MCPs, and Claude.md

https://github.com/O0000-code/Ensemble
1•IO0oI•4m ago•1 comments

PR to support XMPP channels in OpenClaw

https://github.com/openclaw/openclaw/pull/9741
1•mickael•5m ago•0 comments

Twenty: A Modern Alternative to Salesforce

https://github.com/twentyhq/twenty
1•tosh•6m ago•0 comments

Raspberry Pi: More memory-driven price rises

https://www.raspberrypi.com/news/more-memory-driven-price-rises/
1•calcifer•12m ago•0 comments

Level Up Your Gaming

https://d4.h5go.life/
1•LinkLens•16m ago•1 comments

Di.day is a movement to encourage people to ditch Big Tech

https://itsfoss.com/news/di-day-celebration/
2•MilnerRoute•17m ago•0 comments

Show HN: AI generated personal affirmations playing when your phone is locked

https://MyAffirmations.Guru
4•alaserm•18m ago•3 comments

Show HN: GTM MCP Server- Let AI Manage Your Google Tag Manager Containers

https://github.com/paolobietolini/gtm-mcp-server
1•paolobietolini•19m ago•0 comments

Launch of X (Twitter) API Pay-per-Use Pricing

https://devcommunity.x.com/t/announcing-the-launch-of-x-api-pay-per-use-pricing/256476
1•thinkingemote•19m ago•0 comments

Facebook seemingly randomly bans tons of users

https://old.reddit.com/r/facebookdisabledme/
1•dirteater_•21m ago•1 comments

Global Bird Count

https://www.birdcount.org/
1•downboots•21m ago•0 comments

What Is Ruliology?

https://writings.stephenwolfram.com/2026/01/what-is-ruliology/
2•soheilpro•23m ago•0 comments

Jon Stewart – One of My Favorite People – What Now? with Trevor Noah Podcast [video]

https://www.youtube.com/watch?v=44uC12g9ZVk
2•consumer451•25m ago•0 comments

P2P crypto exchange development company

1•sonniya•39m ago•0 comments

Vocal Guide – belt sing without killing yourself

https://jesperordrup.github.io/vocal-guide/
2•jesperordrup•44m ago•0 comments

Write for Your Readers Even If They Are Agents

https://commonsware.com/blog/2026/02/06/write-for-your-readers-even-if-they-are-agents.html
1•ingve•44m ago•0 comments

Knowledge-Creating LLMs

https://tecunningham.github.io/posts/2026-01-29-knowledge-creating-llms.html
1•salkahfi•45m ago•0 comments

Maple Mono: Smooth your coding flow

https://font.subf.dev/en/
1•signa11•52m ago•0 comments

Sid Meier's System for Real-Time Music Composition and Synthesis

https://patents.google.com/patent/US5496962A/en
1•GaryBluto•59m ago•1 comments

Show HN: Slop News – HN front page now, but it's all slop

https://dosaygo-studio.github.io/hn-front-page-2035/slop-news
6•keepamovin•1h ago•1 comments

Show HN: Empusa – Visual debugger to catch and resume AI agent retry loops

https://github.com/justin55afdfdsf5ds45f4ds5f45ds4/EmpusaAI
1•justinlord•1h ago•0 comments

Show HN: Bitcoin wallet on NXP SE050 secure element, Tor-only open source

https://github.com/0xdeadbeefnetwork/sigil-web
2•sickthecat•1h ago•1 comments

White House Explores Opening Antitrust Probe on Homebuilders

https://www.bloomberg.com/news/articles/2026-02-06/white-house-explores-opening-antitrust-probe-i...
1•petethomas•1h ago•0 comments

Show HN: MindDraft – AI task app with smart actions and auto expense tracking

https://minddraft.ai
2•imthepk•1h ago•0 comments

How do you estimate AI app development costs accurately?

1•insights123•1h ago•0 comments

Going Through Snowden Documents, Part 5

https://libroot.org/posts/going-through-snowden-documents-part-5/
1•goto1•1h ago•0 comments

Show HN: MCP Server for TradeStation

https://github.com/theelderwand/tradestation-mcp
1•theelderwand•1h ago•0 comments

Canada unveils auto industry plan in latest pivot away from US

https://www.bbc.com/news/articles/cvgd2j80klmo
3•breve•1h ago•1 comments

The essential Reinhold Niebuhr: selected essays and addresses

https://archive.org/details/essentialreinhol0000nieb
1•baxtr•1h ago•0 comments
Open in hackernews

The Rise of Computer Games, Part I: Adventure

https://technicshistory.com/2025/12/13/the-rise-of-computer-games-part-i-adventure/
136•cfmcdonald•1mo ago

Comments

reactordev•1mo ago
Some fantastic text adventures can still be had online. There are MUDs (my favorite), Roguelikes, Sims, and even cyberpunk adventures. A half dozen Star Wars ones as well.

This was peak 1986. A few years later and we’d be jumping a little pixel plumber on cathode ray tubes.

Can’t wait for the next part…

ktallett•1mo ago
Text adventures whilst sometimes infuriating, if played as they are meant to be back when released with a piece of graph paper to help map out where you have been and where you go, there is still some magic about them that isn't had with graphical games. Every room becomes exciting which just isn't the case even in my favourite games such as Fallout New Vegas. Oh more bottle caps again in a drawer but I can begin to tell what rooms will be essential to look in and which won't buy the middle of the game. There is none of that in text games, you just have to explore and get truly lost, another thing that is much harder to do nowadays.
glimshe•1mo ago
One of my dream games is a truly open world text adventure. I got a glimpse of it by having ChatGPT run this game, but it started hallucinating and misremembering after a few rounds. It has to be perfect to avoid breaking the immersion, but I'd pay $100 for such a game even without graphics.
hackshack•1mo ago
You're on to something. I tried this too, a few months ago, with offline Ollama/Magistral on Mac. "You're a dungeonmaster for a single player adventure game, with me as the player..."

It lost track of things almost immediately. But the foundation was there.

Maybe if we had a MUD-tuned model...

If it has an approximate way to track state, and a "pre-caching" method where it can internally generate an entire town all at once, room by room, so hallucinations are rarer... actually starts to sound like a traditional DM's method of world building for a campaign.

Maybe something like an LLM-assisted Inform (interactive fiction engine). https://ganelson.github.io/inform-website/

Side note: been playing Aesir, then the Aesir 2 MUD since 1994. It's still up!

c22•1mo ago
Maybe you could ask an LLM to build a campaign then ask another one to run it.
TylerLives•1mo ago
Instead of relying on the model's memory alone, you could have it read/write to a file.
alisonatwork•1mo ago
Isn't this what MUDs are? I tried a few in the early days of the internet and even back then they were like much bigger and more dynamic versions of text adventures of the 80s. For me I bounced off the idea that I had to role-play with other humans - I thought it was far more interesting to chat with other humans about real-world topics - but if you are looking for a large, text-based role-play experience then it's probably worth trying out a few. There might even be some that can be soloed these days, there are so many.

I think the challenge of trying to make an "endless" game using an LLM is the same challenge that all procgen games face - they are boring for people who are seeking a well-paced narrative. There are players who enjoy the mechanics of looting/crafting/trading/etc who will gladly play games where the story is incidental or emergent, but if you're specifically looking for something with a bit more narrative depth, I'm not sure procgen will ever work. Even if there is a system that tries to project coherent storylines onto the generated world, you still need the player to do things that fit into a storyline (and not break the world in such a way that it undermines the storyline!), otherwise the pacing will be off. But if the system forces the player into a storyline, then it breaks the illusion that the world was ever truly open. So you can't have it both ways - either there is a narrative arc that the player submits to, or the player is building their own narrative inside a sandbox.

AAA games try to have it both ways, of course, but it's always pretty clear when you are walking through procgen locations and leafing through stacks of irrelevant lore vs when you are playing a bespoke storyline mission that meaningfully progresses the state of the world.

shevy-java•1mo ago
> chat with other humans about real-world topics

You can do this with regard to a MUD too, but typically out of character and not every MUD would allow OOC chatting within the game world, as that is disruptive to those players who seek immersion.

It seems to me as if you may not have found a good roleplaying MUD back when you played MUDs. You may be missing out on that experience. I retired from playing MUDs about 11 years ago permanently, but the in-world roleplay was the only thing that was interesting to me since it was the creation of a unique storyline potentially involving many other playercharacters.

alisonatwork•1mo ago
I think I just don't really vibe with roleplaying in realtime with other humans, to be honest. I grew up trying to play tabletop RPGs (my dad was a DM and used D&D mechanics as a way to make storytime more engaging), but while I really enjoyed making up characters, I never had much fun actually doing a campaign.

The thing I love about computer games is that I can go through them at my own pace, pause whenever I like, hang around looking at a cool visual, go back to an old save and try something different, whatever. Multiplayer takes all that freedom away because everything has to progress on somebody else's timetable, which isn't as fun for me. Nowadays being expected to perform on a time limit just reminds me of work, which is the last thing I want when I'm playing a game.

JKCalhoun•1mo ago
What I wanted in MUDs was a simple editor to allow people with little technical skill a means to create a world—or extend an existing one. And then I wanted a way to join MUDs together—like if you leave a forest by a certain path you are, unbeknownst to you, rerouted to a different MUD that picks up where the forest left off.

In this way I imagined in time a world larger and richer than any that had come before it—where you could really just keep going, keep playing, never see all of it.

alisonatwork•1mo ago
I never got deep into it, but I remember reading magazine articles back in the 90s that that's exactly what the new generation of MUDs were. Wiki has pages on MOO, TinyMUCK, MUSH etc - these are basically platforms where the players themselves can expand out new objects and locations, presumably in a similar way to Second Life or other MMO sandboxes do today.

So the tools already exist, but it seems to me that they primarily appeal to a very specific type of gamer, one that doesn't have much overlap with the type of gamer who would like an "endless" open world or the type of gamer who would like a tightly-plotted narrative experience. I think it's more something that appeals to fans of table-top RPGs, people who are looking for a collaborative storytelling environment.

I think many gamers have the imagination of an epic infinite metaverse style game, but then when they actually get the opportunity to participate in one, it turns out that that's not really what they wanted after all, because it requires a level of creative labor that they weren't expecting. This is why I think the market has naturally segmented into sandbox builders, survival/roguelikes, traditional narrative adventures etc.

egypturnash•1mo ago
My experience was that in practice all that mapped-out world of most social mu*s was largely ignored by players; they'd all end up in a few gathering spots, or in private spaces disconnected from the main map, open only to their owners and people they teleported in.
breve•1mo ago
> What I wanted in MUDs was a simple editor to allow people with little technical skill a means to create a world—or extend an existing one.

Those are MOOs. They're fully programmable in MOO code. Here's the original MOO: https://lambda.moo.mud.org/

There's no point to a MOO other than to be itself, although LambdaMOO does have an RPG system in it you can play: https://en.wikipedia.org/wiki/LambdaMOO

Server resources: https://www.wrog.net/moo/

Programmer's manual: https://www.wrog.net/moo/progman.html

yduJ's venerable duck tutorial: https://jkira.github.io/moo-cows/docs/tutorials/wind-up-duck...

glimshe•1mo ago
MUDs are a low-tech version of what I'm describing. It relies on other people being available and generally leverages the usual tropes with repetitive killing-based gameplay.

LLMs are limited today, but one day they may be able to provide the well-paced narrative you're talking about. The LLM would be a skilled fiction writer that would introduce interesting events as I explore the world.

If I decide to go to a bar and talk to random strangers, it could give me interesting life stories to listen without any action. But, suddenly, a mysterious man walks in, gives me a sealed envelope and departs without saying a word... What is in the envelope?

miki123211•1mo ago
It is my understanding that muds (and all the flavors of Mush in particular) can sort-of do it, by letting players create their own story through roleplay, supported by an extremely open (and often player-modifiable) world, as well as good admins / GMs.

That is more like "computer tabletop", however, and doesn't scale beyond a small number of players.

mynjin•1mo ago
Would Avalon count?

https://www.avalon-rpg.com/intro/mud

glimshe•1mo ago
I've never played Avalon but it looks like a better text adventure. I'm not talking about hardcoded or randomized worlds, but truly reactive worlds.

In my experiment with ChatGPT, I was walking around in a museum (that was the scenario) and decided to flirt with a woman who happened to be there. The flirting was something I decided to do on the spot with no prompting from the AI. The woman had just been part of the room description up to that point. But it reacted to this new situation in a semi-realistic way, essentially creating a new "adventure" on the spot. I met her on the next day, brought a gift (and so did she), but then it started hallucinating... :(

thom•1mo ago
Would D&D not work for you?
glimshe•1mo ago
It did for a long time, but depending on busy friends makes it so I can't play this whenever I want. My "dream" game is a single-player game I can play as many times I want without having to rely on others.
itomato•1mo ago
I wonder how a book of type-in AI prompts would do…
nottorp•1mo ago
... with generative "AI" being nondeterministic, it will be a different experience for every "player".

Sometimes it will even match what the prompt author intended.

itomato•1mo ago
Yes, the fun of variability between LLMs is part of the appeal.

Typing isn’t even required any more, but as a book of templates, there are more possibilities than the average LLM user can conceive of in the moment.

griffzhowl•1mo ago
There was a Hitchhiker's Guide to the Galaxy text adventure, with writing from Douglas Adams. It's entertaining, but insane what you have to figure out to get the babel fish...

https://en.wikipedia.org/wiki/The_Hitchhiker%27s_Guide_to_th...

stevekemp•1mo ago
There's a good three-part writeup starting here, covering Douglas and the game:

https://www.filfre.net/2013/11/douglas-adams/

For my money the "best" adventure game was and is The Hobbit, but that may well be because it's the first one I was haunted by.

Similar two-part writeup starts here :

https://www.filfre.net/2012/11/the-hobbit/

glimshe•1mo ago
The Hobbit had randomness and emergent gameplay in ways that even Infocom didn't quite reproduce. A classic.
WillAdams•1mo ago
For a fascinating insight into "The Colossal Cave Adventure" see the Literate Program version of the source:

http://literateprogramming.com/adventure.pdf

cmos•1mo ago
I loved this game. I want to make it into a mud.
shevy-java•1mo ago
I guess nowadays nobody would want to play e. g. King's Quest and what not, but in the 1980s or so that was novel and creative. Today the games tend to have powerful 3D engines, but the creativity was lost for the most part. Sometimes there is still innovation (Little Nightmares brought something new to the table, for instance) and of course the graphics and sounds are great, but something is gone now. In part this may be me getting older, but in part I also think that the whole computer game segment got much more boring over time.
shmerl•1mo ago
People play such games today too.
JKCalhoun•1mo ago
When the first-person shooter arrived, somehow we collectively decided that's what all games should now be.

I think we've learned that creativity comes from constraints. Early computing platforms certainly were replete with that.

egypturnash•1mo ago
I've never been into Doom clones (to use the term from back in the day) and yet I have enjoyed playing countless video games from about 1984 through to the present. Very few of them are first-person games, whether they're head-clickers or other forms of first-person gaming.
JKCalhoun•1mo ago
To be sure, all games are not FPS. But you know, what are the so-called "AAA" game companies constantly grinding out…
01HNNWZ0MV43FF•1mo ago
It might be that they're targeting the 8 - 18 year old boy demographic, and that's always a huge cash cow, whereas older gamers have refined taste but don't spend that much money on games because they don't spend that many hours on gaming
Apocryphon•1mo ago
AAA companies might pump out a lot of FPS- though it's arguable that they also grind out all sorts of other reliable and less-than-groundbreaking genres, from flavor of the decade trends (MMORPGs/MOBAs/live service battle royales/extraction shooters) to annual sports titles to Assassin's Creed sequels. The Call of Duty machine aside, I'm not sure if FPS is as much of a cash cow as it used to be.

And if you look at this best-selling video games list, there's only a single FPS in the top ten (PUBG, which is technically also third-person):

https://en.wikipedia.org/wiki/List_of_best-selling_video_gam...

Apocryphon•1mo ago
Adventure games became FPS as early as 1992 (only one year before DOOM, so maybe I'm not making much of a point here) with the coming of Ultima Underworld.
ido•1mo ago
Wasn't UU an RPG rather than an adventure game?
Apocryphon•1mo ago
That’s a fair point. I suppose if I wanted to focus on the first person perspective I could have mentioned Myst coming out the same year as DOOM, though I doubt it was even the first FP adventure game.
rsanheim•1mo ago
It was really a blending of multiple genres. Was really ground breaking by for its time.
anthk•1mo ago
UU was an RPG. What adventure games became were either full hybrid 3D mechanics (Tomb Raider) and niche point and click ones.
nottorp•1mo ago
Tomb Raider isn't an "adventure" game, no matter what the "mainstream gaming press" says. Monkey Island is.
anthk•1mo ago
It was a real time action-adventure game with puzzles. TR made point and click adventures obsolete as they drove a puzzle-event bound game with free exploration. OTOH, text adventures would still be featureful and playable as they achieved incredible things very expensive to do with graphical games.
jhbadger•1mo ago
If Tomb Raider is an "adventure game" so is Donkey Kong. Tomb Raider is basically a platformer like Donkey Kong but in 3D. Neither made actual adventure games "obsolete" because taxing your hand-eye reflexes is a different sort of fun than taxing your brain.
anthk•1mo ago
TR has more to do than platforming, and more convoluted puzzles than DK.
anthk•1mo ago
Also, definitively, what killed the adventure genre would be the PS1 survival horrors. You have everything there: items, combinations, loads of puzzles, action and a shitfed perspective. Silent Hill, Resident Evil, Parasite Eve...

Pretty much the definition of an old 'point and click' aventure with action points.

nottorp•1mo ago
Alone in the Dark predates those by like 4 years though...
Apocryphon•1mo ago
It does and there were also plenty of horror adventure games, but Alone of the Dark would also make the jump to RE-style survival horror.
finaard•1mo ago
Almost none of the FPS shooters try to to something creative, though. Duke Nukem 3D is still unbeaten for fun in multiplayer (and we still get it out now and then for that) with simple gimmicks like the holo duke, pipe bombs and laser mines.

Even just looking at "game uses 3D engine" we don't really have many great things. There's portal, and while some of the other stuff have promising ideas (like infinifactory), for all of them the controls tend to get in the way of fun.

For ease of use and fun pretty much all simulations - even as far back as the 90s - just using isometric projection are still unbeaten by attempts to go full 3D.

maccard•1mo ago
Here’s the highest rated games on PS5, Xbox and switch this year. There is _one_ first person shooter in the top ten of all three of these lists combined

[0] https://www.metacritic.com/browse/game/ps5/all/current-year/... [1] https://www.metacritic.com/browse/game/xbox-series-x/all/cur... [2] https://www.metacritic.com/browse/game/all/all/current-year/...

alisonatwork•1mo ago
I agree that mainstream games tend to feel more predictable in their mechanics than what we got in the 8-bit era, but I'm not sure that that means they're more boring. There were a lot of crap games that came out in the old days that only seemed interesting at the time because our access was so limited. Nowadays anyone can play thousands of games for free, on pretty much any device, so they can choose to spend their time in the kinds of games that they actually prefer.

I'm not sure it's worth lamenting that the most popular games today tend to have addictive mechanics and otherwise little novelty. Clearly that's what people enjoy. If you are interested in experimental or avant garde games, then that stuff is still out there in the indie scene. Lots of them are bad games, but they still might be good ideas.

There's plenty of examples I am sure people can share on the thread, but here's one that comes to mind for me as interesting but not very fun: Bokida - Heartfelt Reunion. It's a gigantic monochromatic world with impenetrable puzzles and weird geometry that reminded me of those old freescape games like Driller. I don't think I enjoyed it very much but somehow I did play it all the way through and it still sticks in my mind today because no other game I played really did the same stuff. But, then, it's possible that that's just my subjective experience and for someone who plays Minecraft or something similar, Bokida was just derivative and forgettable? I dunno.

There's a lot out there, though. I think we're in a golden age of games! As a kid I could never have imagined having a literal "backlog" of dozens of games I've already bought but not even started yet because there's so much to play.

vunderba•1mo ago
It's less mainstream, but there are still a lot of good adventure games released in the indie scene. The Crimson Diamond released last year got a lot of good press and is a text parser + graphical adventure game with an EGA style palette.

https://en.wikipedia.org/wiki/The_Crimson_Diamond

Gormo•1mo ago
The Crimson Diamond is unique in that it's deliberately trying to evoke a very specific era and platform: late '80s, Sierra SCI engine. It's particularly inspired by The Colonel's Bequest. That's why it uses EGA-style graphics and parser input.

But adventure gaming never went away, it just became more and more of a niche. There are lots of high-quality amateur games, but there's been a steady tricky of high-quality "indie" commercial games since the '90s. I'd recommend Wadjet Eye Games' entire catalog: https://wadjeteyegames.com/games/

ido•1mo ago
I think it's mostly that you're no longer interested in computer games and as such aren't aware of what's currently available. IMO there has never been a bigger and more varied supply of good games as there are today, in pretty much every genre (my personal taste is mostly for small indie games, not AAA). I started playing computer games in the late 1980s myself and have never stopped.
Tuna-Fish•1mo ago
100% agreed. The golden age of gaming is right now, Kickstarter and Steam have opened up the field to smaller studios in a way that has never happened before.

The biggest, most advertised titles are often very good-looking and very "bubblegum", for the exact same reason that the most popular genres of pop are like they are. To appeal to the widest audience, you have to file off all the sharp corners, and if that's the market you see then modern games can seem soulless.

But that's not all of the market! No matter what genre you are interested in, there's probably more work ongoing in it and better games coming out right now that there ever has been in history. Most of them are less refined and sell a lot less than the mainstream games, but occasionally one succeeds well enough to expand past the small niche audience, which inevitably brings a lot more people into the niche, followed by imitators which grow the niche.

1313ed01•1mo ago
I feel like the indie-games are almost as clustered in small areas of potential "game design space" as AAA-games are, but just clustered in different areas, in particular around "games inspired by ha handful of SNES games and early Playstation JRPGs" (and maybe a tiny amount of vague Rogue-like-likeness). If you read much about old games (e.g. [1]) it is obvious that the history of games is full of evolutionary dead-ends and forgotten mainstream games (and entire almost-forgotten mainstream genres).

[1] https://www.cgwmuseum.org/

sillyfluke•1mo ago
Yeah, it's hard not to consider the runaway success of games like Stardew Valley as counterexamples to the idea that the creativity is completely gone. But you wouldn't blame someone if they superficially looked at screentshots and thought it was a run of the mill retro pixel game. But it's wild to me that there are people who come from broken homes or rough childhoods who say the game was literally therapy for them and showed them a vision of domestic life or human interaction that they could realistically replicate or at least shoot for in real life.
Marazan•1mo ago
Stardew Valley is HarvestMoon++

It is a lovely, very enjoyable game but it is _incredibly_ derivative.

II2II•1mo ago
I'm currently playing a game that is a blatent rip-off of Stardew Valley to the point where I frequently question why they were so obvious. (Or maybe those elements are rip-offs of Harvest Moon, I haven't played Harvest Moon to know.) Still, it's enjoyable. The design elements and places where it does diverge from Stardew Valley make it more enjoyable in my opinion.

As the saying goes, "good artists borrow, great artists steal."

Marazan•1mo ago
Harvest Moon defines the "Turning round a dilapidated farm in a small village where you give everyone gifts all the time" genre. It all comes from there.

EDIT: Stardew Valley has so many QoL improvements over harvest moon though. The early HM games are punishing.

Tuna-Fish•1mo ago
> I feel like the indie-games are almost as clustered in small areas of potential "game design space" as AAA-games are, but just clustered in different areas, in particular around "games inspired by ha handful of SNES games and early Playstation JRPGs

Huh? That is also an artifact of what kind of games you follow. Just of the top of my head:

  - colony sims
  - strategy games (tactical/operational/grand-, with rt, rt+pause, turnbased options for each)
  - racing games
  - 4x games
  - flight sims
  - spaceflight sims 
  - rpgs
  - survival games
  - shmups/ bullet hell
  - roguelike/roguelite
  - exploration
  - rhytm games
  - horror
  - factory builder / management sim
are all having a great time.
fragmede•1mo ago
Monkey Island. The difficulty of the first game and the difficulty of the last game. The last game was still a game, but the challenge wasn't there. It just wasn't there. We might as well just be playing Progress Quest.
mancerayder•1mo ago
Monkey Island 1 and 2 have deep memories for me. I'll never forget playing Monkey Island 2 during a cold Christmas when I was a kid. The PC speaker music was great (King's Quest V was my other present and I still remember the opening music). One day I got the Sound Blaster on my 486 SX and it blew my mind.

The Monkey Island that came out a few years ago sadly felt like a puzzle-free story for children and their parents to sit together to play. Elaine lacked humor and cynicism, there was a child's voice in some of the narration, the graphics were strangely cubic and stylistic instead of warm, and the characters seemed caricatures of themselves (like season 5 of a comedy series where the writing devolves into self-referential insider jokes about the past seasons).

I feel terrible saying that.

Will Adventure games come back, or are we lost on the new ADHD world of interruptible short content?

mancerayder•1mo ago
Is that true? While there's a much larger overall volume of content out there, many many games to choose from... Don't you see a pattern around first person shooters, real life 'simulators' built on repetitive OCD grind, and a general sense of sameness?

Nothing feels really novel. Where the innovation is seems to focus on graphical realism, which of course I love.

I'm strongly attached to Kingdom Come Deliverance 2 and while I'm near the end of the game, I'm dragging my feet so I don't have to go back to the drawing board of sorting through endless terrible FPS and retro hack and slash games on Steam that don't interest me and are copies of 20 year old games.

Adventure games (the topic here) are my favorite though, and it's very rare that anything comes out. The Sierra and LucasArts days are over (RIP). That said a few gems come out here and there, like Lucy Dreaming.

ido•1mo ago

    Don't you see a pattern around first person shooters, real life 
    'simulators' built on repetitive OCD grind, and a general sense 
    of sameness?
In short, no. There were >19,000 games released on steam this year alone in all possible genres (most of them not FPSs or simulators). Even if 90% are "bad" (because 90% of anything is bad) the top 10% (1,900) still span every possible genre including many that didn't exist in the 80s. I suggest that if you're truly interested in finding some modern gems that you try to search for communities that revolve around your interests (for example on reddit).
mancerayder•1mo ago
How many of those are puzzle-based classical Adventure Games like the recent Lucy dreaming?

Many of the genres are baloney, at least the stuff that comes back in search results as recent - it's all Work Simulator, a slow grind, the ubiquitous first person shooter, horror or everyone's favorite hack and slash genre.

We're drowning in numbers, is all you're really telling me.

ido•1mo ago
It’s not a genre I care about so I don’t know. What I’m saying is that discoverability is bad but the supply is there. You need to work to find it. I find the games I like most via recommendations on genre-specific subreddits and discord servers.
tietjens•1mo ago
If anything, now there is a discovery problem where the novel, incredible inventive games take longer to surface via word of mouth because there are so many. The quality and choice have never been higher. But that feeling that we’re all playing and enjoying the same things is gone.

Just started KCD2 last night by the way.

Apocryphon•1mo ago
> All games involve some kind of exploration, but I’m talking about something like Myst, the long-ago graphic adventures by LucasArts and Interplay, where the whole central mechanic of the game was basically “click on everything everywhere.” Today, those games can feel hilariously primitive, and they were probably always pretty boring for the vast majority of people who didn’t start playing videogames until they got an iPhone. But there’s a serenity to Myst that you can’t really find in any major videogame today. It’s videogame Tarkovsky, really: The whole point of the game is experiencing the quiet, looking at everything. So Myst is boring, but only in the way Tarkovsky and Russian novels are boring. (The problem isn’t that they’re slow. The problem is that the world has made you too fast.)

- Darren Franich, "Metal Gear Solid: The strangest great videogame franchise"

https://ew.com/article/2015/09/04/metal-gear-solid-strangest...

k__•1mo ago
Terraria and Stardew Valley show that it isn't just about graphics.
maccard•1mo ago
If this is your view of modern gaming, I think it’s you that has changed. This year alone my play list has been - blue prince, hollow knight: silksong, Ball X pit, split fiction, clair obscur, monster hunter wilds, arc raiders, helldivers 2 (came to Xbox, so this one is a stretch), nightrein, Indiana jones, dispatch… That’s on top of the “big” hitter that are still very fun experiences.
jgalt212•1mo ago
> Play was central to the formation of personal computer culture.

In his book, Wonderland: How Play Made the Modern World, Steven Johnson applies this thesis to pretty much all the things. Enjoyable book, but the thesis probably does not hold up too much scrutiny.

anthk•1mo ago
For Spanish speakers there, there's "Aventura.z5" at IFDB, you can play it with a Frotz interpreter. It's 99% close to the original modulo some odd wordplay. The backstory and all it's the same, with the Mammoth Cave descriptions with the slaves and the like.
christkv•1mo ago
I think the most annoying thing of a lot of modern games is the whole crafting thing that is bolted onto everything. But there are some real gems out there for old school gamers. I loved Baldurs Gate 3, Divinity 2, Expedition 33 and Disco Elysium for example as really fun and interesting CRPG's. It's just that the cost of taking a risk these days is to high for studios and most kids are playing "free" games for most of their time. So even though the market is big it feels like the "growth" is mostly in the "free" games part of the market which is terrible.
turkishmonky•1mo ago
I fondly remember playing games typed out from books and magazines when I was younger - although I usually tricked my little brother into typing out the game so we could both play it.

Jokes on me though, since now he can type at over 100 wpm (and uses dvorak)

sizzzzlerz•1mo ago
I'd just begun my first professional engineering job after college. The company I was working for had a mainframe computer on which there was a copy of Adventure. When I discovered the game, there were a number of late nights playing it. One night, long after everyone had gone home, I was playing in my office with the lights off. The only light was from the green phosphorous monitor I was using. All of a sudden, I stumbled into the breath-taking view room with its erupting volcano. The words describing the scene filled the screen with descriptive prose that simply glowed in the dark room. The effect was mesmerizing. Forty-seven years later, I've never forgotten that.
xtiansimon•1mo ago
Interesting.

I recently investigated text based adventure games in Python as a possible tool to teach and evaluate outdoor wilderness safety knowledge and awareness (backpacking and overnight camping) for wilderness therapy.

While doing the research I recalled a friend showing me a text adventure game on his i386 PC. I could not understand the appeal. The possibilities the game suggested were vast, but the effective actions were unattainable--I was not able to see even the most basic level of progress before I became bored.

Now, outlining the wilderness safety "game", its obvious to me some understanding of software and programming would have made the game accessible. Then maybe a key in a room would be better understood as a metaphor of the code. In other words, a game at text level can be an attempt to model a complicated problem in an interactive program. If you can write a game where the final product is convincing (suspend disbelief), then maybe the game's model can be useful for other things. In my case instruction and evaluation of basic domain knowledge. And this level of programming awareness is useful in not getting bored (or experiencing cognitive gap between what a text implies and what the game can deliver).

g023•1mo ago
Something about the modern day fails to match the feelings of when MUDs were in their prime. With text you can describe so much more than a picture can paint. You can visualize a smell, a taste, or a feeling in text, but it doesn't translate well when you have graphics painting your imagination for you.