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.” | 早期的电脑游戏并没有分门别类。“休闲游戏”的概念到1993年还没有出现,更不必说堪称“硬核头衔”的第一人称射击游戏(一个当时尚未命名的类别)了。电脑游戏有人玩,有人不玩。高尔夫、鱼叉、红心大战、文字冒险,这些游戏都有各自的拥趸,他们痴迷于自己喜爱的游戏类型,属于“铁杆”玩家。 最终,《神秘岛》和CD光盘进入大众市场,彻底打乱了这种生态体系。罗宾·米勒明确表示,《神秘岛》的创作初衷就是为了吸引非游戏玩家。它的发售,让《电脑游戏世界》之类的发烧友杂志从此无力再引领行业风向:购买游戏的人多达数百万,但这些人并非此类杂志的读者。一个全新的玩家类型从此诞生了。在此背景下,形成一种差异化的派别机制岂不是大势所趋?而现实情况也的确如此。 《神秘岛》一经问世便受到“硬核”游戏媒体和众多玩家的指责。他们排斥它,说它是幻灯片,是复杂而愚蠢的解谜,画面精美但缺乏深度。2001年,《PC Gamer》的Michael Wolf表示:“评论者和铁杆游戏玩家都对这款游戏嗤之以鼻,说它只不过是一套幻灯片,没有什么实质性的游戏互动。” 同年,《Maximum PC》杂志的一位专栏作者在提起《神秘岛》时,称其是“冗长乏味的破译,根本不值一玩”,而后来重新制作的《真神秘岛》,则 “充分说明了为什么初代游戏一经推出就饱受媒体诟病。” |