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From the late 1970s and throughout the 1980s, adventure games generally fell into two camps: graphical adventure games and text adventure games. The first, represented mainly by home video games, relied mainly on graphics that had an on-screen character the player could control and spaces that were navigated graphically. The graphics were simple, and often mixed perspectives, showing the playing field itself in top view, while the characters and objects were shown in side view (the practice of mixed perspectives existed long before video games, and appeared in a variety of places including maps, medieval drawings, and chess diagrams). What the games lacked in visual richness and narrative depth they attempted to make up for in direct, on-screen action which was more immediate than verbal descriptions and typed responses. The other type of adventure game, the text adventure or interactive fiction described above, relied on words for description and interaction, which enabled it to have much larger worlds with hundreds of room and character responses, although the player’s interaction with the world was more indirect, even if it was more in-depth conceptually. From 1980 onward, beginning with Roberta Williams’s Mystery House, these games began to include graphics which acted as illustrations for the game’s text. Although very low resolution by today’s standards, these illustrations were much more detailed than the typical graphical adventure games of the time, but they were for the most part little more than slides in a slide show with which players could not directly interact. These images did introduce a first-person perspective into the games, which helped to engage the player more and compensate for the lack of a graphical user interface. The reason for the bifurcation of the adventure genre is due mainly to the technologies of home video game systems versus home computers during the late 1970s and 1980s. Home computers (like the Apple II) had keyboards and could display more text, and they had more memory, which allowed for more detailed graphics and a larger world, while home video game systems (like the Atari 2600) had smoother movement and were capable of fast action.
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