"My definition of an adventure game is an interactive story set with puzzles and obstacles to solve and worlds to explore"
About this Quote
Roberta Williams draws a boundary line that feels less like a genre definition and more like a manifesto: adventure games aren’t primarily about systems, reflexes, or winning. They’re about being led, seduced, and occasionally stonewalled by a story you can touch. Calling it an “interactive story” foregrounds authorship at a moment when games were still fighting to be seen as something other than arcade loops. Williams is staking a claim for games as narrative spaces, with the player as co-pilot rather than spectator.
The loaded phrasing is “set with puzzles and obstacles.” Puzzles aren’t decoration; they’re the grammar of interaction. In classic Sierra-era design, obstacles are how the story gains teeth: they slow you down, force attention, make the world feel resistant enough to be real. That resistance is also a quiet power move. A puzzle gate keeps the player in the author’s pacing, turning curiosity into compliance. The subtext: agency is curated. You’re free to explore, but along rails laid by a storyteller who knows the beats.
“Worlds to explore” does cultural work, too. It anticipates a modern promise - immersion - while staying rooted in an older tradition: fairy tales, mystery novels, and theme parks. Williams helped codify that early home-computer fantasy that the screen could be a doorway. Her definition defends the adventure game against both technological churn and genre sprawl by insisting the heart of the form is narrative wonder plus friction, not just freedom.
The loaded phrasing is “set with puzzles and obstacles.” Puzzles aren’t decoration; they’re the grammar of interaction. In classic Sierra-era design, obstacles are how the story gains teeth: they slow you down, force attention, make the world feel resistant enough to be real. That resistance is also a quiet power move. A puzzle gate keeps the player in the author’s pacing, turning curiosity into compliance. The subtext: agency is curated. You’re free to explore, but along rails laid by a storyteller who knows the beats.
“Worlds to explore” does cultural work, too. It anticipates a modern promise - immersion - while staying rooted in an older tradition: fairy tales, mystery novels, and theme parks. Williams helped codify that early home-computer fantasy that the screen could be a doorway. Her definition defends the adventure game against both technological churn and genre sprawl by insisting the heart of the form is narrative wonder plus friction, not just freedom.
Quote Details
| Topic | Adventure |
|---|---|
| Source | Help us find the source |
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