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.” | U ovom vremenu kompjuterske igre bile su unificirane. U 1993-ej koncept "casual" igre nije ni postojao, ne spominajući da Pucačina u prvom licu (tada još bezimena vrsta igre) može biti smatrana pravim žanrom. Neki su se ljudi igrali u igrice, a neki ne. Oni koji se udubili u igre poput Golf, Harpoon, Hearts ili u tekstualne igre bili su "hardcore" igrači jer su se postojano igrali u svoje omiljene žanrove. Kada su Myst i CD ploča konačno ušle u masovno tržište narušile ovaj ekosistem. Myst bio je tako izprojektiran, kako je pojasnio Robyn Miller, da privlači neigrače. Bio je prodavan njima. Časopisi za entuzijaste kao Computer Gaming World nisu mogle dalje kreirati okus industrije: miliuni su kupovali igre a nisu ih čitali. Sasvim novi tip igrača. Što lakše u takvom slučaju nego izmišljiti frazu "mi i oni"? Itekako bila je to istina. Velika pripovjest Myst nastala je od toga da tisak "hardcore" igrača i cjela ih skupina jako su ju kricizirali od trenutka kad je nastala. Odrekli su se nje. Nazivali ju prezentacijom. Nejasnom, idiotskom zagonetkom; lijepa grafika i nikakvoj dubini. "Kritičari i hardcore igrači jednoglasno osudili da je to prezentacija koja ima malu igračku interakciju" konstatirao je Michael Wolf u časopisu PC Gamer's u 2001. U istoj godini kolumnist Maximum PC-a nazvao je Myst "iscrpljujućim razbijanjem kodova i tipkajućim neredom" i smatrao je, onda novi, remake realMYST "točnim podsjetnikom toga zašto štampa tako oštro kriticizirala izornik kad se pojavio." |