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.” | Ó bunaíodh é, tá cluichí físeáin teoranta do dhá phríomh-eochracha: an poitéinseal a thairgeann crua-earraí gach ré agus cumais na bhforbróirí a theorainneacha a shárú agus an leas is fearr a bhaint astu. Cheadaigh sé seo cluichí iontais a theacht ag amanna nuair a bhí an chuma orthu go raibh siad dodhéanta go teicniúil, agus d’éascaigh sé éabhlóid mharthanach a d’fhág go raibh tréimhse ann nuair a thosaigh an fhotorealism mar “chaitheamh cloiche.” Sa chiall seo, bhí ról lárnach ag consóil cluichí físeáin freisin. Tá a fhios agam gur maith le go leor againn imirt ar ríomhaire níos mó, ach is iad consóil inneall mór an tionscail, an oiread sin ionas go mbeidh a meáchan chomh mór sin sa lá atá inniu ann go bhfuil timthriallta forbartha monaplachta acu. Imithe na blianta sin nuair a cruthaíodh cluichí eisiacha ríomhaire a bhain an-leas as crua-earraí an ardáin, inniu tá gach rud dírithe ar phríomhchonsóil gach glúin, agus tá iarmhairtí an-soiléire aige seo. Bhí éifeachtaí an-dearfacha ag consóil do shaol na gcluichí físe, ach bhí éifeachtaí diúltacha acu freisin. Tá na saolréanna ag síneadh go mór, rud a chríochnaigh, mar aon leis na forbairtí eisiacha a díríodh orthu, ar úsáid na crua-earraí giniúna is déanaí i ríomhaire agus chuir siad moill ar éabhlóid na gcluichí físe sa chiall leathan. |