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.” | Winning entries could not be determined in this language pair.There was 1 entry submitted in this pair during the submission phase. Not enough entries were submitted for this pair to advance to the finals round, and it was therefore not possible to determine a winner.
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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. | Entry #31885 — Discuss 0 — Variant: Not specifiednone
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