Monday, November 18, 2013

Games you probably haven't played but should: Myst

The next console generation is upon us, and with it comes a new standard for video game graphics. Depending on your personal opinion on the topic, this may or may not be a good thing. On one hand, new graphics can make for a more immersive experience. On the other hand, many people assert that gaming has become too graphics-focused, and that we should return to the good old days of gameplay-focused games. While both sides have valid points, a common mistake that is made is that the focus on graphics is purely a modern phenomenon. For an explanation of why this is incorrect, one needs only to look to Wikipedia's list of best-selling PC games.

First on the list are The Sims 2 and The Sims, followed by Minecraft, with Diablo III in a close fourth. Next is Half-Life 2, the quintessential FPS, along with Battlefield 2, Starcraft, The Sims 3, and the original Half-Life. Next up is Guild Wars, followed by…
Wait, what the hell is Myst?
I’m glad you asked.

Myst is a Point-and-Click adventure puzzle game, made by Cyan (Now known as Cyan Worlds) in 1993. The game was made by seven people.
It has sold 6 million copies, more than Counter-Strike, Diablo II, Portal 2, RollerCoaster Tycoon, Doom 3, Guild Wars 2, Crysis, or the original Diablo or Far Cry.

Holy crap.
The gameplay must have been amazing, right?
Not really. It was basically an interactive slideshow.
The real magic of the game came from three things. First of all, the graphics in Myst were leaps and bounds above other games at the time.
The second key to Myst’s success was the story, told through notes and messages rather than through cutscenes. You interact with a grand total of three people throughout the game, and the interaction with them is essentially limited to having them talk at you.
The third and most vital aspect of Myst that made it successful was its atmosphere. The rustling of leaves and the lapping of water as you traverse the titular abandoned island created a sense of realness that no game had ever conveyed before.

Now, I bet you’re wondering, “Should I buy it?”
Well… Maybe.
The graphics were spectacular back when it was released, but nowadays they aren’t nearly as awe-inspiring.
The average modern gamer should also note that, unlike more recent games, Myst does not hold your hand along the way. You’re dropped on a dock next to a partially-sunken ship and you’re expected to figure out what to do next by yourself.
Speaking of which, you should also know that Myst is very puzzle-heavy. There are no hints, there are no tokens to spend if you can’t figure out a certain puzzle. You’re expected to be smart enough and determined enough to figure out the puzzles by yourself.
At the same time, Myst is still one of the most immersive games to date, and the puzzles, while somewhat brutal by modern standards, give a real sense of accomplishment when you finally figure them out. If you’re not so sure about the lack of modern graphics, the game has been re-released in a first-person view as RealMyst. Both the original and RealMyst are available on Steam and GOG.

Oh… And if you reach the end of Myst and are disappointed by the lack of spirit-breakingly difficult puzzles?
Just wait for my article on Riven, the sequel to Myst.
You might change your mind.

Saturday, February 2, 2013

The four play styles of highly effective gamers

Back in 1996, a man named Richard Bartle wrote an article called "Hearts, Clubs, Diamonds, Spades:    Players Who Suit MUDs", in which he placed people who played what are now called MMOs into four groups. Personally, I think that the classifications he describes go beyond MMOs, and could be used to describe the gaming world in general. In Bartle's article, he classified players as being part of one of four groups, called (you guessed it) hearts, clubs, spades and diamonds.

If you're a Diamond, you love to achieve things. High score and fastest completion time mean everything, and that little "Achievement Unlocked" sound is music to your ears. This was the first player archetype that games focused on, with games like Pac-Man urging players to get the high score. Single-player, linear games appeal to people in the Diamond category. In an MMORPG, you'll find Diamond players doing quests, killing monsters and level grinding.

If you fall into the Spade group, you like to explore. If there are secret areas, easter eggs or anything hidden at all, you'll be the first to find it. Spades write the walkthroughs and find the glitches that Diamonds use to speedrun games. Spades tend to be fans of the game's lore and story, and sometimes role play. Many recent games focus on this group of players, something that wasn't possible with the limited technology of earlier games. Spades are drawn towards sandbox and open-world games. In an MMORPG, Spades can be found anywhere, reading every book, talking to every NPC, and examining every single object on the screen.

Clubs love to affect other players, either by helping them or killing them. The multiplayer FPS market relies entirely on Clubs. Clubs are the hardest player group to describe, since the behavior they're known for, AKA helping and killing, seems mutually exclusive. Clubs like being in control. Whether they're healing or harming, Clubs like the knowledge that they can control another player's fate. The unusually large number of Clubs is the reason that Call of Duty hasn't faded into oblivion like most games would. In an MMORPG, Clubs will either be helping and teaching newer players, or killing other players in the nearest PvP area.

Hearts are one of the least recognized groups of players, because they focus on the social aspect of gaming. Hearts play games so they can talk to their friends and socialize. The actual game they're playing is often irrelevant, as long as their friends are there. Hearts have no interest in single-player games, and only a weak interest in competitive multiplayer. Only MMOs, co-op games and some casual games appeal to Hearts. In an MMORPG, you can find Hearts anywhere, as long as there are other people there.

Suppose a Heart, a Diamond, a Spade and a Club are playing a fantasy MMORPG, and find a mysterious monument in the woods. The Diamond will investigate the monument to see if it gives them a buff or a unique item, the Spade will examine the monument to find out what it is and who built it, the Heart will plan to use it as a meeting place for their friends, and the Club will take advantage of the distraction to kill the other three players and loot their bodies.

Not all players fall squarely into these four categories, and many players fall into all of the categories, depending on what and when they're playing. In any case, it's still a good system for describing players and their actions when playing games.