As for the future, allow me to take out my crystal ball and slip into my fortune-teller's turban.
I believe the future development of adventure games will involve (like Jane Jensen said in an interview) something more holodeck-like. And not only in terms of being three-dimensional, but in other ways as well. In fact the closer the experience of playing a game gets to the ease and enjoyability of the holodecks in
Star Trek: The Next Generation (when they work!), the more I enjoy them.
The technology already exists to add virtual three-dimensional elements to actual physical environments. Currently the technology requires wearing special glasses, but sometime in the future even that will not be necessary.
But aside from the technological challenges, I think there is something more fundamental missing from most adventure games these days. I have spent years and years thinking about this and the conclusion I have reached is that adventure games almost never any longer speak to the fantasy-fulfilling aspects of our psyches. In their aim for supposed non-derivativeness or so-called realism or verisimilitude, storylines have become so specific and so elaborated that they have lost that appeal.
Keepsake, for example, just to use the first example that comes to mind. I can only speak for myself, but I have never had any particular wish to wander endlessly around a large deserted academy with only a guy who has been turned into a wolf for company. Or
CSI. I have never wanted to be a drudge (no matter how personable a drudge) going over one depressing crime scene after another with various technological gadgets.
But I
have fantasised at some stage in my life about the roles I get to experience in certain classic detective games, and in
Police Quest, and the couple of
Star Trek games from Interplay, and yes, in the
Larry games as well, to name just a few.
These classics fulfil the simple desire to act out an archetypal role, just as Captain Picard will go into the holodeck to act out the part of Dixon Hill, the hard-boiled detective, or Commander Riker will recreate a New Orleans bar of the early 20th century.
This is what I miss in adventure games these days. (Well, that and a sense of fun and adventure, and the ability to affect the outcome of conversations and at least minor parts of the story. As was already done some
15 years ago by Interplay.)
[
From a posting on CORT-X, The Unofficial Gray Matter Website.]