Computer games were, at one time, unified. We didn’t even have the term “casual game” in 1993, let alone the idea that a first-person shooter (then an unnamed genre) could be considered a “hardcore title.” There were people who played computer games, and people who didn’t. People who got way into golf or Harpoon or hearts or text adventures — those were the “hardcore” players, in that they played their chosen field obsessively.
When Myst and the CD-ROM finally broached the mass market, this ecosystem was disrupted. Myst had, Robyn Miller makes clear, been designed to appeal to non-gamers. It sold to them. Enthusiast magazines like Computer Gaming World couldn’t set the taste for the industry anymore: there were millions buying games who didn’t read these magazines. An entirely new breed of player. In this situation, what could be more natural than concocting an us-and-them formula? In a very real way, it was already true.
The great narrative of Myst is that the “hardcore” game press and playerbase lambasted it when it launched. Disowned it. A slideshow, they called it. Abstruse, idiotic puzzles; pretty graphics and not much depth. “Critics and hardcore game players universally panned it as a slide-show that had little actual gameplay interaction”, claimed PC Gamer’s Michael Wolf in 2001.That same year, a columnist for Maximum PC recalled Myst as a “tedious code-breaking and switch-throwing mess”, and saw its then-new remake realMYST as “a pointed reminder of why the press dumped on the original so heavily when it came out.” | Michezo ya kompyuta, wakati mmoja, ilikuwa imeunganishwa. Hatukuwa hata na istilahi "mchezo wa kawaida" mwaka 1993, hata wazo kwamba mtu wa kwanza mlengaji shabaha (wakati huo aina mchezo isiyo na jina) anaweza kuchukuliwa kuwa "jina sugu." Kulikuwa na watu ambao walicheza michezo ya kompyuta, na watu ambao hawakucheza. Watu ambao waliingia kwenye mchezo wa gofu au Mchezo wa chusa au mioyo au matukio ya maandishi - hao walikuwa wachezaji "sugu", kwa kuwa walicheza mchezo waliochagua kwa shauku. Wakati Myst na CD-ROM hatimaye zilipofika soko la molekuli, mfumo huu ukavurugwa. Myst ilikuwa na, Robyn Miller hufanya wazi, ilikuwa imeundwa kuwavutia wasiopenda kucheza. Iliwashawishi. Magazeti ya washabiki kama Dunia ya Mchezo wa Kompyuta hayakuweza kuweka ladha ya tasnia hii tena: kulikuwa na mamilioni ya wanunuzi wa michezo ambao hawakusoma majarida haya. Aina mpya zaidi ya mchezaji. Katika hali hii, ni nini kinachoweza kuwa asili zaidi kuliko kutunga fomula ya sisi-na-wao? Kwa njia halisi kabisa, ilikuwa tayari ni kweli. Simulizi kuu ya Myst ni kwamba waandishi wa mchezo wa "sugu" na mchezajibesi walikosoa wakati ilipozinduliwa. Waliikana. Waliita onesho la slaidi. Isiyoeleweka, mafumbo ya ujinga; michoro nzuri isiyo na maelezo ya kina. "Wakosoaji na wachezaji wa mchezo sugu ulimwenguni waliibandika onesho la slaidi ambalo halikuwa na mwingiliano halisi wa mchezo", alidai mchezaji wa mchezo wa kompyuta Michael Wolf mwaka 2001.Mwaka uo huo, mwandishi wa makala ya Maximum PC alikumbuka Myst kama "usimbuzi wa nambari unaochosha na fujo za kupambana na swichi", na akaona kuwa ni aina mpya ya realMYST wakati huo kama "ukumbusho halisi wa kwanini waandishi walipuuza asili sana wakati ilitoka. ” |