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.” | 电脑游戏曾一度是大一统的。在1993年的时候,连“休闲游戏”这个术语甚至都还没有出现,更不用说把某款第一人称射击游戏(在当时这是一种尚未命名的游戏类型)视为“硬核产品”这样的主意了。那时的人们有的玩电脑游戏,也有的不玩。那些热衷于《高尔夫(Golf)》、《鱼叉(Harpoon)》、《红心大战(Hearts)》或文字冒险游戏的人们,才是“硬核”玩家,因为他们沉迷于自己所选择的游戏领域而不能自拔。 当《神秘岛(Myst)》这款游戏及其只读光盘(CD-ROM)终于闯入大众市场时,这个生态系统就被打破了。罗宾・米勒(Robyn Miller)明确地表示,当时设计《神秘岛》是为了吸引那些本来并不玩游戏的人们。这款游戏果真赢得了那些人的青睐。像《电脑游戏世界(Computer Gaming World)》这样的游戏发烧友杂志再也无法为这个行业设定品味了:有成百上千万的游戏购买者并不是这些杂志的读者,他们是一类全新的玩家。在这种情况下,还有什么比“针对包含‘我们’这些原有玩家和‘他们’那些新兴玩家的新局势而谋划出一套因应方略”来得更加顺理成章的呢?而这正是已经真真切切地发生了的事实。 关于《神秘岛》游戏的一段“宏伟的记述(great narrative)”就是在它发布伊始,“硬核”游戏的媒体和基本玩家们就异口同声地对它进行了口诛笔伐。他们根本不买它的帐,把它称为“一套幻灯片”, 并直斥它“有着让人感到一头雾水而且很愚蠢的谜题、花里胡哨的图形,但就是没有什么深度”。《个人电脑游戏玩家(PC Gamer)》杂志的迈克尔・沃尔夫(Michael Wolf)在2001年曾断言道:“评论家和硬核游戏玩家普遍地将其指摘为一套几乎没有任何实际游戏互动的幻灯片。”在同一年,《无限个人电脑(Maximum PC)》的一位专栏作家曾回忆道,《神秘岛》游戏“只是弄一堆代码让玩家破解,还要让他们不断地切换开关,既单调乏味又凌乱不堪”,并认为当时还是全新的重制版《真神秘岛(RealMyst)》“一下子就能让人们回忆起在原版问世时媒体为什么会如此落力地对其予以鞭笞”。 |