Notable Titles: Adventure, Zork, Adventureland, The Hitchhiker's Guide to the Galaxy, A Mind Forever Voyaging, Trinity, Curses, Photopia, Anchorhead, Spider and Web, Varicella, Galatea
Notable Creators and Companies: William Crowther and Don Woods, Infocom (Dave Lebling, Steve Meretzky, Brian Moriarty and many others), Adventure International (Scott Adams), Graham Nelson, Andrew Plotkin, Adam Cadre, Emily Short
Very literally, were it not for the games in this industry we would not be talking about these things today. When Crowther and Woods let Adventure out of the bag in 1977, the gaming world was irrevocably changed for every man, woman and wildebeest who have ever read the words "It is pitch black. You are likely to be eaten by a grue.” (Well, it might be possible that it all began a couple of years earlier with a mainframe text adventure creation system called Wander, but since it's unclear whether at least later versions of Wander were heavily influenced by Adventure, we'll just stick to the old story.) Adventure gaming in and of itself has always been one of the easiest things to do – you need a story, which more or less everyone can at least come up with, a reason to go on an adventure (treasure, damsel in distress, need to get your frog into a frog contest with frog steroids while winning a video gaming championship) and a way in which to influence what you're dealing with.
The notion of a simple parser was the real joy that came out of all of this. By giving gamers a way to influence what was on the screen with simple words (PICK UP TORCH, LIGHT TORCH, LOOK, RUN FROM GRUE) there was suddenly a market to be had. The main problem with this genre was, as more or less anyone who has played even some of it knows, that a parser can never be perfect. It's all well and good to know that you need to have the four pieces of pocket lint from all around the galaxy, but not realising that you have to LOOK in your POCKET to get it? It's going to leave some extremely aggravated people! Of course, this is largely down to the quality of the company who creates the game.



