Well, there are some interesting and good considerations (albeit nothing new, some of those comes from Ron Gilbert himself).
I mean the fact that audience for videogames in general grew up in those years, technology went on and they have to ship a “richer” product in terms of graphics, dubbing, and so on… the costs grew up but audience didn’t, for point and click adventure games. Audience remained the same. But they didn’t want to kill p’n’c games at LucasArts. Nor Curse actually did. They tried to expand that audience with no success.
It’s the conclusion that is surprisingly stupid (that gives the article its title).
Yes, but the whole article seems to state that Curse killed adventure games. Curse did everything it could - well, if only it weren’t a Monkey Island game - but the eventual death of the genre couldn’t be avoided.
I think it’s stupid to judge Curse with hindsight. At the time, nobody knew AGs were going to die. Curse was just the right game to make at that time. If the genre hadn’t died, we’d now have an article about how Curse saved the whole industry? I highly doubt it.
Exactly, that’s what I meant with a surprisingly stupid conclusion.
On the death of the genre… I don’t think adventure games are dead at all. And even if we talk of the point and click category within adventure games… well I think that they’re not dead either.
Proportionally speaking, they became a niche in an expanding market of videogames, while before they were greatly important and occupied an important share. It’s the whole market of games that became bigger, while for p’n’c it remained the same. There’s a passage in some interview from Ron somewhere that says this (and the article we’re talking about refers to those considerations). Thus it became impossible to produce them with the standard of games of other more common genres.