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.” | Wasannin kwamfuta sun kasance, a lokaci guda, a haɗe. Ba mu ma da kalmar "wasa na ɗan-lokaci" a 1993, balle tunanin cewa maharbin-farko (sannan wani nau'in mara-suna) za’a iya ɗaukarsa a matsayin "taken shago." Akwai mutanenda suka yi wasannin kwamfuta, da mutanenda ba su yi ba. Mutanenda suka sami dama cikin golf ko Harpoon ko hearts ko wasannin rubutu - waɗannan sune 'yan wasan "shagwannin ’yan wasa", domin suna buga zaɓaɓɓun fagensu cikin shaƙuwa. Lokacin da Myst da CD-ROM suka shigo babbar kasuwa daga karshe, wannan yanayin muhallin ya rikice. An yi Myst, Robyn Miller ya bayyana, don faranta ran waɗanda ba ’yan wasa ba. Ya sayar musu. Mujallun Enthusiast kamar Computer Gaming World basu iya saita dandanon masana'antar kuma ba: akwai miliyoyin da ke sayen wasannin waɗanda ba su karanta waɗannan mujallun ba. Wani sabon nau'in ɗan wasa. A wannan halin, menene zai iya zama mafi asali fiye da haɗa wani tsarin mu-da-su? A wata hanyar gaskiya sosai, ya rigaya ya zama gaskiya. Babban labarin Myst shine cewa jaridun wasanni da ‘’yan wasa "shagwanni" sun far masa lokacin da aka ƙaddamar da shi. Musanta shi. Wani hoto mai-wucewa, suka ce da shi. Rikitacce, wassani cike da shakka; kyawawan zane-zane kuma basu da zurfin gaske. "Masu sukar ra'ayi da shagwannin 'yan wasa a duniya gaba daya sun yi masa lakabin hoto mai-wucewa wanda ba shi da ma'amalar ainihi ta wasa", in ji Michael Wolf na PC Gamer a 2001. A waccan shekarar, wani marubuci na Maximum PC ya tuno da Myst a matsayin "shirme mai karya doka da sauya makunni ", kuma ya kalli sabon sake sarrafin realMYST a matsayin" tunatarwa mai ma'ana game da dalilinda yasa jaridu suka yashe asalin sosai lokacinda ya fito. " |