
Withlimitedsound,simplegraphics,andtinyamountsofcomputingpower,thefirstgamesonhomecomputerswouldhardlyraiseaneyebrowinthemoderneraofphotorealismandsurroundsound.InaworldofQuake,Half-LifeandHalo,itisexpectedthatasuccessfulgamemustbeloud,fast,andfullofblazinglife-likeaction.Butintheearly1980s,anentireindustryroseoverthetellingoftales,thesolvingofintricatepuzzlesandtheartofwriting.Likelivingbooks,thesegamesdescribedfantasticworldstotheirreaders,andtheninvitedthemtolivewithinthem.Theywerecalled"computeradventuregames",andtheyusedthemostpowerfulgraphicsprocessorintheworld:thehumanmind.Risingfromsideprojectsatuniversitiesandengineeringcompanies,adventuregameswoulddescribeaplace,andthenaskwhattodonext.Theypresentedpuzzles,tricksandtrapstobeovercome.Theywerefilledwithsuspense,humorandsadness.Andtheyofferedauniquetypeofjoyasplayersdiscoveredhowtonegotiatetheobstaclesandthinktheirwaytovictory.Theseplayershavecarriedtheirmemoriesofthesetextadventurestothemodernday,andawholenewgenerationofauthorshavetakenupthetorchtopresentanewsetofplacestoexplore.GetLampisadocumentarythatwilltellthestoryofthecreationoftheseincrediblegames,inthewordsofthepeoplewhomadethem.WrittenbyNocseiz<br/> BeforetheFirstPersonShooter,therewastheSecondPersonThinker.