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.” | Kompjuterske igre su nekada bile jedinstvene. U 1993. godini čak nije ni postojao pojam "ležerna igra"ostavivši usamljenom ideju da je prva osoba pucač (tada neimenovanog žanra) bila posmatrana kao "okoreli naslov". Postojali su ljudi koji su igrali kompjuterske igre i ljudi koji to nisu činili. Ljudi koji su se uneli u golf ili Harpun ili srca ili tekstualne avanture - oni koji su "okoreli" igrači, u smislu da su u odabranom polju opsesivno igrali. Kada su se Mist i CD - ROM konačno raširili na masovno tržište, ovaj ekosistem je bio dešifrovan. Mist je, kako je Robin Miler pojasnio, bio označen da pridobije neigrače. Prodat je njima. Časopisi za entuzijaste, kao što je Svet kompjuterskih igara nije više mogao da ima sluha za industriju: milioni ljudi koji nisu čitali ove časopise kupovali su ove igre. Jedna potpuno nova skupina igrača. U ovoj situaciji, šta bi moglo da bude prirodnije od izmišljanja jedne mi - i - vi formule? U realnom smislu, to je već bilo tačno. Velika priča o Mist-u glasi da su ga "okorela" medijska igra i baza igrača kritikovali kada je lansiran. Odrekli su ga se. Nazivali su ga prezentacijom. Besmislene, idiotske zagonetke; lepa grafika ali bez mnogo dubine. Kritičari i okoreli igrači univerzalno su ga kritikovali kao prezentaciju koja je imalo malo stvarne interakcijske igre, tvrdio je PC igrač Majkl Volf 2001. godine. Iste godine, kolumnist za Maximum PC je opozvao Mist kao "dosadno razbijanje koda i bacanje prekidača" i video je tada - današnji rimejk stvarnog Mist-a kao "naglašeni podsetnik pitanja zašto je štampa tako jako napala original kada se pojavio". |