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patted 31-10-2012 à 16:15 Karma: 0  
With the power of microcomputers increasing and the demand for graphics (which it refused to include in its games until 1987), Infocom saw sales decline and in 1989, having been swallowed up by Activision in 1986, the Infocom division had shrunk to a mere ten employees, compared to 100 at its peak. Although later _title_s were marketed under the Infocom brand, the Infocom division was shut down, and games developed after 1989 would have no _link_ with the original team.

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There have since been a number of 3D third-person adventure games with direct character control interfaces, such as Sega's Shenmue II (2001), Konami's Shadow of Memories (2001), Irem's Disaster Report series (since 2002), Cing's Glass Rose (2003), Catherine (2011) by Atlus, and the Quantic Dream _title_s Omikron: The Nomad Soul (1999), Fahrenheit (Indigo Prophecy) (2005) and Heavy Rain (2010). In addition, some other adventure games have also attempted to adopt aspects of first-person shooter games in an attempt to modernize the genre, such as with Frictional Games's Penumbra series (2007–2008) and Amnesia: The Dark Descent (2010). Other examples of adventure game elements being incorporated into other genres include L.A. Noire and The Testament of Sherlock Holmes. On the other hand, other adventure games have moved away from traditional game conventions, and more closely resemble interactive stories,[1] a major example being the visual novel genre that is popular in Japan.



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Despite their lack of graphics, text adventures include a physical dimension where p_layer_s move between rooms. Many text adventure games boasted their total number of rooms to indicate how much gameplay they offered.[2] These games are unique in that they may create an illogical space, where going north from area A takes you to area B, but going south from area B did not take you back to area A. This can create mazes that do not behave as p_layer_s expect, and thus p_layer_s must maintain their own map. These illogical spaces are much more rare in today's era of 3D gaming,[2] and the Interactive Fiction community in general decries the use of mazes entirely, claiming that mazes have become arbitrary 'puzzles for the sake of puzzles' and that they can, in the hands of inexperienced designers, become immensely frustrating for p_layer_s to navigate.
 
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