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Warren Robinett's Adventure for the VCS: But is it an Adventure?

By mattbarton.exe – Mon, 2005 – 08 – 15 13:59

I've been reading Brenda Laurel's groovy Computers as Theatre book and saw that she classifies Robinett's old Adventure cartridge for the Atari 2600 (or VCS) as the first graphical adventure game. According to Robinett's homepage, Adventure was released in 1978, a year earlier than Roberta William's Mystery House, which was released in 1979. At first I dismissed Laurel's classification as a simple misunderstanding of the genre, but now I'm not so sure. I am especially piqued by Robinett's Powerpoint lecture on the history and development of the game, where he juxtaposes the original text Adventure with what he was able to accomplish in his Atari cartridge. The lecture makes for very interesting reading. Robinett calls his game an "action adventure," a genre I would associate with games like Tomb Raider.

After reading the lecture, playing the game, and seriously thinking not only about Robinett's Adventure but also his intentions behind it, I'm now inclined to agree with Laurel that this VCS cartridge really is the first graphical adventure game. Sure, it's simple--almost fiendishly simple--but, in principle, it's based on the same concept as Myst or any later GAG we want to talk about. I suppose we could argue that it is really more of an arcade game since you have to dodge giant chickens (er, dragons), but we see the same kind of precision manuevering required in Williams' King's Quest, which no one to my knowledge denies its GAG classification. To win Adventure, you have to manipulate objects and chart your progress through a maze. There's even a secret room with an arcane message (the famous first easter egg).

I want to know what other people think. Is Robinett's Adventure cartridge for the Atari 2600 a graphical adventure game, and thus the first of its kind, or is it merely an arcade or "twitch" game that happens to bear some resemblance to other games in the genre?

Better yet, how do you define the terms "adventure game" and "graphical adventure game?" Or do you lump them together under the moniker, "Interactive Fiction?"

Works Cited:

View more information about this reference.

Laurel, Brenda. Computers as Theatre. Reading, MA, USA: Addison-Wesley Publishing Company, 1991.

View more information about this reference.

Robinett, Warren. Adventure. [Atari 2600] Dev. Atari. : Atari, 1978.

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Williams, Roberta, Ken Williams. Mystery House. [Apple II] Dev. Sierra On-line. Oakhurst, CA: Sierra On-line, 1982.

At first I was leaning toward ...

Submitted by Zach Whalen – Tue, 2005 – 08 – 16 17:51

At first I was leaning toward the "Adventure really is a GAG" argument, but after reading Robinett's powerpoint, it seems to me that his primary challenges and subsequent innovations emphasized the "action" over the "adventure" in his own terms. I always try to avoid essentializing definitions, especially when it comes to something as problematic as genre--and it's especially worrisome in the case of Adventure since its chronology basically guarantees it to be the primal case of whatever genre you ascribe it to. That said, I think I'm going to vote for "First ever GAG" because of its inheriting the basic game play idea from the text Adventure. I'm not prepared to defend that position (given its definitely essentialist logic), but there it is.

I know where you're coming fr...

Submitted by mattbarton.exe – Wed, 2005 – 08 – 17 09:09

I know where you're coming from, Zach. It always seems to me that, ultimately, what most gamers think of as "genres" are only categories created by marketers or retailers for their convenience. It's undoubtable that these categories often work more to pidgeonhole and limit a developer than anything else. I've yet to read the essay you posted above, but I'm eager to do so!

Please forgive some all too ha...

Submitted by Ruffin (not verified) – Fri, 2005 – 08 – 19 13:57

Please forgive some all too hasty remarks... I keep waiting until have time to properly reply, and, well, we all know how that works out. So let's keep this in the "defense-less position" Zach has mercifully carved out and let 'er rip.

Adventure can be very easily argued as a GAG, no doubt. What I find more interesting is considering Adventure as one in a long line of "R&D" engines that showcase what a system is capable of doing. That there is an Adventure map for Quake 3 is no coincidence; they are both quite simply the most trivial amount of content needed to showcase a new engine. Find key, unlock door, wax some mobs, wash, rinse, repeat. One narrative is "minimum fantasy" (again no coincidence the //'s to HeXen) and the other's some strange demonic excuse to frag.

Along the 'Adventure as engine" lines, I was surprised to see that Robinett said that 2600 games all had new kernels. In some senses he's obviously right on the money. In others, though, that's a gross oversimplification. Superman, iirc, reused Adventure's code as a sort of proto-engine (vet me there) and the intro to the Stella programmers' list (a listserv for 2600 programmer hobbyists) talks about how different game companies would decompile others' releases and borrow code from one another.

Bottom line is that Adventure showcased how to bring an IF-style narrative to a machine made to play Video Olympics (as those are the abilities Adventure uses; I'm not sure the 2600's missiles see the light of day in the game. We're not Combatting. Heck, the little guy is the ball, I think), and those ideas, both technical and conceptual, helped create years' worth of games for the system and its successors.

Genre is an interesting topic that certainly seems to receive what could be considered undue commercial bias. In _The Medium of the Video Game_ ed. Mark Wolf, the genres listed follow very closely with the categories pubbing houses provide and gamers expect. I expect, as computer science and cultural studies become better friends, we'll finally have enough axes to construct something tailored more for the field in specific.