Many Graphical adventure games are designed for a single player, since this emphasis on story and character makes multiplayer design difficult.
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Many Graphical adventure games are designed for a single player, since this emphasis on story and character makes multiplayer design difficult.
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Japanese Graphical adventure-games tend to be distinct from Western Graphical adventure-games and have their own separate development history.
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Term "Graphical adventure game" originated from the 1970s text computer game Colossal Cave Adventure, often referred to simply as Adventure, which pioneered a style of gameplay which many developers imitated and which became a genre in its own right.
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Finally, Graphical adventure games are classified separately from puzzle video games.
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Many Graphical adventure games make use of an inventory management screen as a distinct gameplay mode.
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Since Graphical adventure games are driven by storytelling, character development usually follows literary conventions of personal and emotional growth, rather than new powers or abilities that affect gameplay.
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Primary failure condition in Graphical adventure games, inherited from more action-oriented games, is player death.
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Some early Graphical adventure games trapped the players in unwinnable situations without ending the game.
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The Graphical adventure games developed by LucasArts purposely avoided creating a dead-end situation for the player due to the negative reactions to such situations.
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Puzzle Graphical adventure games are Graphical adventure games that put a strong emphasis on logic puzzles.
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Narrative Graphical adventure games are those that allow for branching narratives, with choices made by the player influencing events throughout the game.
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Some Graphical adventure games have been presented as interactive movies; these are games where most of the graphics are either fully pre-rendered or use full motion video from live actors on a set, stored on a media that allows fast random access such as laserdisc or CD-ROM.
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The action-Graphical adventure genre is broad, spanning many different subgenres, but typically these games utilize strong storytelling and puzzle-solving mechanics of Graphical adventure games among the action-oriented gameplay concepts.
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Origins of text Graphical adventure games is difficult to trace as records of computing around the 1970s were not as well documented.
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When personal computers gained the ability to display graphics, the text Graphical adventure genre began to wane, and by 1990 there were few if any commercial releases, though in the UK publisher Zenobi released many games that could be purchased via mail order during the first half of the 90s.
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Non-commercial text Graphical adventure games have been developed for many years within the genre of interactive fiction.
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Graphical adventure games were considered to have spurred the gaming market for personal computers from 1985 through the next decade, as they were able to offer narratives and storytelling that could not readily be told by the state of graphical hardware at the time.
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Graphical adventure games continued to improve with advances in graphic systems for home computers, providing more detailed and colorful scenes and characters.
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Nevertheless, the American market research firm NPD FunWorld reported that Graphical adventure games were the best-selling genre of the 1990s, followed by strategy video games.
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Whereas once Graphical adventure games were one of the most popular genres for computer games, by the mid-1990s the market share started to drastically decline.
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Notably, Sierra was sold to CUC International in 1998, and while still a separate studio, attempted to recreate an Graphical adventure game using 3D graphics, King's Quest: Mask of Eternity, as well as Gabriel Knight 3, both of which fared poorly; the studio was closed in 1999.
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Traditional Graphical adventure games became difficult to propose as new commercial titles.
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Similar to the fate of interactive fiction, conventional graphical adventure games have continued to thrive in the amateur scene.
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Further, the improvements in digital distribution led to the concept of episodic Graphical adventure games, delivering between three and five "chapters" of a full game over a course of several months via online storefronts, Steam, Xbox Live Marketplace, PlayStation Store, and Nintendo eShop.
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Graphical adventure had tried to find funding support for an adventure game, but publishers refused to consider his proposals for fear of the genre being unpopular.
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Many sequels, remakes, and spiritual successors to classic Graphical adventure games emerged on Kickstarter, leading to a significant increase in traditional Graphical adventure game development during this time.
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Notable 1987 Graphical adventure game was Arsys Software's Reviver: The Real-Time Adventure, which introduced a real-time persistent world, where time continues to elapse, day-night cycles adjust the brightness of the screen to indicate the time of day, and certain stores and non-player characters would only be available at certain times of the day.
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Text Graphical adventure games are suitable for personal digital assistants, because they have very small computer system requirements.
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Early Graphical adventure games were developed for home computers that are not in use today.
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