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 svojevremeno bile objedinjene. Godine 1993. nije čak ni postojao izraz “kežual igra”, a kamoli pomisao da bi se pucačina iz prvog lica (tada nepostojeći naziv žanra) mogla smatrati “gejmerskim naslovom”. Postojali su oni koji igraju kompjuterske igre i oni koji ne igraju. Oni koji su duboko ušli u golf ili Harpoon ili srca ili tekstualne avanture - oni su bili “gejmeri”, s obzirom da su opsesivno igrali svoju izabranu oblast. Kada su napokon Myst i CD-ROM prodrli na masovno tržište, ovaj ekosistem se poremetio. Myst je, objašnjava Robin Miler, bio kreiran da privuče one koji nisu gejmeri. I oni su ga kupovali. Časopisi za entuzijaste poput Computer Gaming World-a više nisu mogli da kreiraju ukus u ovoj industriji: milioni onih koji ne čitaju ove časopise kupovali su igrice. Jedna potpuno nova vrsta igrača. U takvoj situaciji, ima li šta prirodnije nego kreirati formulu „mi i oni“. U suštini, tako je već i bilo. Čuvena priča sa Myst-om je da su ga „gejmerska“ štampa i igrači žestoko napadali kad je izašao. Odbacili su ga. Nazvali su ga običnom projekcijom slajdova. Nerazumljive, idiotske slagalice; lepa grafika i bez mnogo dubine. „Kritičari i gejmeri su ga bez izuzetka kritikovali kao projekciju slajdova koja ima malo igračke interakcije“, naveo je 2001. godine Majkl Vulf iz PC Gamer-a. Te iste godine, kolumnista časopisa Maximum PC prisetio se Myst-a kao „dosadne zbrke razbijanja šifara i pritiskanja prekidača“, a njegov tada novi rimejk realMyst doživeo je kao „gorak podsetnik na to zašto je štampa tako žestoko odbacila original kad se pojavio.“ |