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.” | A wani lokaci, wasan kwamfuta wani abu ne da yake a haɗe. Ba mu da wani abu da ake kira "sauƙaƙaƙƙen wasa" a 1993, ba a ma maganar mai harbi na farko (wanda a wancan lokacin ba sanannen abu ba ne) ballantana a ɗauke shi a matsayin wani "sanannen suna". Akwai mtanen da suke wasan kwamfuta, da kuma mutanen da ba sa yi. Mutanen da suka shiga wasan golf ko Harpoon ko hearts ko text anventures — su ake ɗauka a matsayin masu yin wasa "mai tsauri", sabo da sai sun yi tunani mai zurfi kafin su zaɓi mataki na gaba. Lokaci da Myst da kuma CD-ROM suka bayyana a kasuwa, sai al'amura suka sauya. Wasan Myst, kamar yadda Robyn Miller ya bayyana a fili, an yi shi ne domin waɗanda ba sa wasa. Ya fi jan hankalin su. Kwalliya ba ta biya kuɗin sabulu ba ga Mujallu masu karsashi kamar Computer Gaming World: akwai miliyoyin wasanni da suka sami kasuwa waɗanda ba sa karanta waɗannan mujallu. Wani sabon jini na 'yan wasa. A cikin wannan hali, mene ne zai kasance abinda yafi dacewa fiye da ƙirƙirar wata hanya wadda za ta tantance mu-da-kuma-su. A haƙiƙa, wannan shi ne gaskiya. Babbar hikiyar wasan Myst ita ce wasan da ake ganin "mai tsauri" yana dannawa sannan kuma ya tura wanda zai yi wasan zuwa bango lokacin da aka fara shi. Yaƙi amincewa. Suna kiran sa ta-leƙo-ta-koma. Kacici-kacici mai sarƙaƙiya da ban haushi; mai cike da zane-zane kuma wanda ba shi da wani zurfi. "Masharhanta da kuma masu wasa mai tsauri suna ɗaukar sa a matsayin ta-leƙo-ta-koma wanda yake tamkar wasan yara", kamar yadda wani mai wasan kwamfuta mai suna Michael ya faɗa a shekara ta 2001. A cikin wannan shekara dai, wani marubuci a Mujallar PC Maximum ya kira Myst "ƙazamin wasa mai cike da gajiyarwa da kuma ɓata lokaci", sannan kuma yana ganin sabon yinƙurin da aka yi na yin realMYST a matsayin "wata manuniya dake tunasarwa a kan dalilin da ya sa kafafen watsa labarai suka yi jifa da wasan na ainihi a kwandon shara lokacin da ya fito." |