Lengthy games where the PC's express purpose is the exploration of a single complex structure, such as a museum or mansion. Progress in the game is usually measured by the segments of the structure the player has rendered accessible. Concealed passages and rooms are a common device, as is the presentation of backstory belonging to the previous inhabitants of the structure; exploration of the geography usually coincides with exploration of its past. Although the game may take detours into external locations, these are always related in some way to the central structure, and it forms the vast majority of the gamespace.
An honorable mention goes to Anchorhead, which draws upon this "genre" but doesn't fully qualify as the focus of exploration is on a village rather than a single complex structure.
1. The Mulldoon Legacy, by Jon Ingold (1999)
Average member rating: (42 ratings)
Jim Kaplan says:
2. Savoir-Faire
by Emily Short
(2002)
Average member rating: (131 ratings)
Jim Kaplan says:
3. Curses
by Graham Nelson
(1993)
Average member rating: (129 ratings)
Jim Kaplan says:
4. The Dreamhold
by Andrew Plotkin
(2004)
Average member rating: (176 ratings)
Jim Kaplan says:
5. Christminster, by Gareth Rees (1995)
Average member rating: (84 ratings)
Jim Kaplan says:
6. Building
by Poster
(2005)
Average member rating: (13 ratings)
Jim Kaplan says:
7. Bronze
by Emily Short
(2006)
Average member rating: (290 ratings)
Jim Kaplan says:
8. Planetfall
by Steve Meretzky
(1983)
Average member rating: (118 ratings)
Jim Kaplan says:
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