[HN Gopher] The Rise of Computer Games, Part I: Adventure
       ___________________________________________________________________
        
       The Rise of Computer Games, Part I: Adventure
        
       Author : cfmcdonald
       Score  : 124 points
       Date   : 2025-12-13 20:19 UTC (23 hours ago)
        
 (HTM) web link (technicshistory.com)
 (TXT) w3m dump (technicshistory.com)
        
       | reactordev wrote:
       | Some fantastic text adventures can still be had online. There are
       | MUDs (my favorite), Roguelikes, Sims, and even cyberpunk
       | adventures. A half dozen Star Wars ones as well.
       | 
       | This was peak 1986. A few years later and we'd be jumping a
       | little pixel plumber on cathode ray tubes.
       | 
       | Can't wait for the next part...
        
       | ktallett wrote:
       | Text adventures whilst sometimes infuriating, if played as they
       | are meant to be back when released with a piece of graph paper to
       | help map out where you have been and where you go, there is still
       | some magic about them that isn't had with graphical games. Every
       | room becomes exciting which just isn't the case even in my
       | favourite games such as Fallout New Vegas. Oh more bottle caps
       | again in a drawer but I can begin to tell what rooms will be
       | essential to look in and which won't buy the middle of the game.
       | There is none of that in text games, you just have to explore and
       | get truly lost, another thing that is much harder to do nowadays.
        
       | glimshe wrote:
       | One of my dream games is a truly open world text adventure. I got
       | a glimpse of it by having ChatGPT run this game, but it started
       | hallucinating and misremembering after a few rounds. It has to be
       | _perfect_ to avoid breaking the immersion, but I 'd pay $100 for
       | such a game even without graphics.
        
         | hackshack wrote:
         | You're on to something. I tried this too, a few months ago,
         | with offline Ollama/Magistral on Mac. "You're a dungeonmaster
         | for a single player adventure game, with me as the player..."
         | 
         | It lost track of things almost immediately. But the foundation
         | was there.
         | 
         | Maybe if we had a MUD-tuned model...
         | 
         | If it has an approximate way to track state, and a "pre-
         | caching" method where it can internally generate an entire town
         | all at once, room by room, so hallucinations are rarer...
         | actually starts to sound like a traditional DM's method of
         | world building for a campaign.
         | 
         | Maybe something like an LLM-assisted Inform (interactive
         | fiction engine). https://ganelson.github.io/inform-website/
         | 
         | Side note: been playing Aesir, then the Aesir 2 MUD since 1994.
         | It's still up!
        
           | c22 wrote:
           | Maybe you could ask an LLM to build a campaign then ask
           | another one to run it.
        
         | TylerLives wrote:
         | Instead of relying on the model's memory alone, you could have
         | it read/write to a file.
        
         | alisonatwork wrote:
         | Isn't this what MUDs are? I tried a few in the early days of
         | the internet and even back then they were like much bigger and
         | more dynamic versions of text adventures of the 80s. For me I
         | bounced off the idea that I had to role-play with other humans
         | - I thought it was far more interesting to chat with other
         | humans about real-world topics - but if you are looking for a
         | large, text-based role-play experience then it's probably worth
         | trying out a few. There might even be some that can be soloed
         | these days, there are so many.
         | 
         | I think the challenge of trying to make an "endless" game using
         | an LLM is the same challenge that all procgen games face - they
         | are boring for people who are seeking a well-paced narrative.
         | There are players who enjoy the mechanics of
         | looting/crafting/trading/etc who will gladly play games where
         | the story is incidental or emergent, but if you're specifically
         | looking for something with a bit more narrative depth, I'm not
         | sure procgen will ever work. Even if there is a system that
         | tries to project coherent storylines onto the generated world,
         | you still need the player to do things that fit into a
         | storyline (and not break the world in such a way that it
         | undermines the storyline!), otherwise the pacing will be off.
         | But if the system forces the player into a storyline, then it
         | breaks the illusion that the world was ever truly open. So you
         | can't have it both ways - either there is a narrative arc that
         | the player submits to, or the player is building their own
         | narrative inside a sandbox.
         | 
         | AAA games try to have it both ways, of course, but it's always
         | pretty clear when you are walking through procgen locations and
         | leafing through stacks of irrelevant lore vs when you are
         | playing a bespoke storyline mission that meaningfully
         | progresses the state of the world.
        
           | shevy-java wrote:
           | > chat with other humans about real-world topics
           | 
           | You can do this with regard to a MUD too, but typically out
           | of character and not every MUD would allow OOC chatting
           | within the game world, as that is disruptive to those players
           | who seek immersion.
           | 
           | It seems to me as if you may not have found a good
           | roleplaying MUD back when you played MUDs. You may be missing
           | out on that experience. I retired from playing MUDs about 11
           | years ago permanently, but the in-world roleplay was the only
           | thing that was interesting to me since it was the creation of
           | a unique storyline potentially involving many other
           | playercharacters.
        
             | alisonatwork wrote:
             | I think I just don't really vibe with roleplaying in
             | realtime with other humans, to be honest. I grew up trying
             | to play tabletop RPGs (my dad was a DM and used D&D
             | mechanics as a way to make storytime more engaging), but
             | while I really enjoyed making up characters, I never had
             | much fun actually doing a campaign.
             | 
             | The thing I love about computer games is that I can go
             | through them at my own pace, pause whenever I like, hang
             | around looking at a cool visual, go back to an old save and
             | try something different, whatever. Multiplayer takes all
             | that freedom away because everything has to progress on
             | somebody else's timetable, which isn't as fun for me.
             | Nowadays being expected to perform on a time limit just
             | reminds me of work, which is the last thing I want when I'm
             | playing a game.
        
           | JKCalhoun wrote:
           | What I wanted in MUDs was a simple editor to allow people
           | with little technical skill a means to create a world--or
           | extend an existing one. And then I wanted a way to join MUDs
           | together--like if you leave a forest by a certain path you
           | are, unbeknownst to you, rerouted to a different MUD that
           | picks up where the forest left off.
           | 
           | In this way I imagined in time a world larger and richer than
           | any that had come before it--where you could really just keep
           | going, keep playing, never see all of it.
        
             | alisonatwork wrote:
             | I never got deep into it, but I remember reading magazine
             | articles back in the 90s that that's exactly what the new
             | generation of MUDs were. Wiki has pages on MOO, TinyMUCK,
             | MUSH etc - these are basically platforms where the players
             | themselves can expand out new objects and locations,
             | presumably in a similar way to Second Life or other MMO
             | sandboxes do today.
             | 
             | So the tools already exist, but it seems to me that they
             | primarily appeal to a very specific type of gamer, one that
             | doesn't have much overlap with the type of gamer who would
             | like an "endless" open world or the type of gamer who would
             | like a tightly-plotted narrative experience. I think it's
             | more something that appeals to fans of table-top RPGs,
             | people who are looking for a collaborative storytelling
             | environment.
             | 
             | I think many gamers have the imagination of an epic
             | infinite metaverse style game, but then when they actually
             | get the opportunity to participate in one, it turns out
             | that that's not really what they wanted after all, because
             | it requires a level of creative labor that they weren't
             | expecting. This is why I think the market has naturally
             | segmented into sandbox builders, survival/roguelikes,
             | traditional narrative adventures etc.
        
               | egypturnash wrote:
               | My experience was that in practice all that mapped-out
               | world of most social mu*s was largely ignored by players;
               | they'd all end up in a few gathering spots, or in private
               | spaces disconnected from the main map, open only to their
               | owners and people they teleported in.
        
             | breve wrote:
             | > _What I wanted in MUDs was a simple editor to allow
             | people with little technical skill a means to create a
             | world--or extend an existing one._
             | 
             | Those are MOOs. They're fully programmable in MOO code.
             | Here's the original MOO: https://lambda.moo.mud.org/
             | 
             | There's no point to a MOO other than to be itself, although
             | LambdaMOO does have an RPG system in it you can play:
             | https://en.wikipedia.org/wiki/LambdaMOO
             | 
             | Server resources: https://www.wrog.net/moo/
             | 
             | Programmer's manual: https://www.wrog.net/moo/progman.html
             | 
             | yduJ's venerable duck tutorial:
             | https://jkira.github.io/moo-cows/docs/tutorials/wind-up-
             | duck...
        
           | glimshe wrote:
           | MUDs are a low-tech version of what I'm describing. It relies
           | on other people being available and generally leverages the
           | usual tropes with repetitive killing-based gameplay.
           | 
           | LLMs are limited today, but one day they may be able to
           | provide the well-paced narrative you're talking about. The
           | LLM would be a skilled fiction writer that would introduce
           | interesting events as I explore the world.
           | 
           | If I decide to go to a bar and talk to random strangers, it
           | could give me interesting life stories to listen without any
           | action. But, suddenly, a mysterious man walks in, gives me a
           | sealed envelope and departs without saying a word... What is
           | in the envelope?
        
           | miki123211 wrote:
           | It is my understanding that muds (and all the flavors of Mush
           | in particular) can sort-of do it, by letting players create
           | their own story through roleplay, supported by an extremely
           | open (and often player-modifiable) world, as well as good
           | admins / GMs.
           | 
           | That is more like "computer tabletop", however, and doesn't
           | scale beyond a small number of players.
        
         | mynjin wrote:
         | Would Avalon count?
         | 
         | https://www.avalon-rpg.com/intro/mud
        
           | glimshe wrote:
           | I've never played Avalon but it looks like a better text
           | adventure. I'm not talking about hardcoded or randomized
           | worlds, but truly reactive worlds.
           | 
           | In my experiment with ChatGPT, I was walking around in a
           | museum (that was the scenario) and decided to flirt with a
           | woman who happened to be there. The flirting was something I
           | decided to do on the spot with no prompting from the AI. The
           | woman had just been part of the room description up to that
           | point. But it reacted to this new situation in a semi-
           | realistic way, essentially creating a new "adventure" on the
           | spot. I met her on the next day, brought a gift (and so did
           | she), but then it started hallucinating... :(
        
         | thom wrote:
         | Would D&D not work for you?
        
           | glimshe wrote:
           | It did for a long time, but depending on busy friends makes
           | it so I can't play this whenever I want. My "dream" game is a
           | single-player game I can play as many times I want without
           | having to rely on others.
        
       | itomato wrote:
       | I wonder how a book of type-in AI prompts would do...
        
         | nottorp wrote:
         | ... with generative "AI" being nondeterministic, it will be a
         | different experience for every "player".
         | 
         | Sometimes it will even match what the prompt author intended.
        
       | griffzhowl wrote:
       | There was a Hitchhiker's Guide to the Galaxy text adventure, with
       | writing from Douglas Adams. It's entertaining, but insane what
       | you have to figure out to get the babel fish...
       | 
       | https://en.wikipedia.org/wiki/The_Hitchhiker%27s_Guide_to_th...
        
         | stevekemp wrote:
         | There's a good three-part writeup starting here, covering
         | Douglas and the game:
         | 
         | https://www.filfre.net/2013/11/douglas-adams/
         | 
         | For my money the "best" adventure game was and is The Hobbit,
         | but that may well be because it's the first one I was haunted
         | by.
         | 
         | Similar two-part writeup starts here :
         | 
         | https://www.filfre.net/2012/11/the-hobbit/
        
           | glimshe wrote:
           | The Hobbit had randomness and emergent gameplay in ways that
           | even Infocom didn't quite reproduce. A classic.
        
       | WillAdams wrote:
       | For a fascinating insight into "The Colossal Cave Adventure" see
       | the Literate Program version of the source:
       | 
       | http://literateprogramming.com/adventure.pdf
        
       | cmos wrote:
       | I loved this game. I want to make it into a mud.
        
       | shevy-java wrote:
       | I guess nowadays nobody would want to play e. g. King's Quest and
       | what not, but in the 1980s or so that was novel and creative.
       | Today the games tend to have powerful 3D engines, but the
       | creativity was lost for the most part. Sometimes there is still
       | innovation (Little Nightmares brought something new to the table,
       | for instance) and of course the graphics and sounds are great,
       | but something is gone now. In part this may be me getting older,
       | but in part I also think that the whole computer game segment got
       | much more boring over time.
        
         | shmerl wrote:
         | People play such games today too.
        
         | JKCalhoun wrote:
         | When the first-person shooter arrived, somehow we collectively
         | decided that's what _all_ games should now be.
         | 
         | I think we've learned that creativity comes from constraints.
         | Early computing platforms certainly were replete with that.
        
           | egypturnash wrote:
           | I've never been into Doom clones (to use the term from back
           | in the day) and yet I have enjoyed playing countless video
           | games from about 1984 through to the present. Very few of
           | them are first-person games, whether they're head-clickers or
           | other forms of first-person gaming.
        
             | JKCalhoun wrote:
             | To be sure, all games are not FPS. But you know, what are
             | the so-called "AAA" game companies constantly grinding
             | out...
        
               | 01HNNWZ0MV43FF wrote:
               | It might be that they're targeting the 8 - 18 year old
               | boy demographic, and that's always a huge cash cow,
               | whereas older gamers have refined taste but don't spend
               | that much money on games because they don't spend that
               | many hours on gaming
        
               | Apocryphon wrote:
               | AAA companies might pump out a lot of FPS- though it's
               | arguable that they also grind out all sorts of other
               | reliable and less-than-groundbreaking genres, from flavor
               | of the decade trends (MMORPGs/MOBAs/live service battle
               | royales/extraction shooters) to annual sports titles to
               | Assassin's Creed sequels. The Call of Duty machine aside,
               | I'm not sure if FPS is as much of a cash cow as it used
               | to be.
               | 
               | And if you look at this best-selling video games list,
               | there's only a single FPS in the top ten (PUBG, which is
               | technically also third-person):
               | 
               | https://en.wikipedia.org/wiki/List_of_best-
               | selling_video_gam...
        
           | Apocryphon wrote:
           | Adventure games became FPS as early as 1992 (only one year
           | before DOOM, so maybe I'm not making much of a point here)
           | with the coming of Ultima Underworld.
        
             | ido wrote:
             | Wasn't UU an RPG rather than an adventure game?
        
               | Apocryphon wrote:
               | That's a fair point. I suppose if I wanted to focus on
               | the first person perspective I could have mentioned Myst
               | coming out the same year as DOOM, though I doubt it was
               | even the first FP adventure game.
        
             | anthk wrote:
             | UU was an RPG. What adventure games became were either full
             | hybrid 3D mechanics (Tomb Raider) and niche point and click
             | ones.
        
               | nottorp wrote:
               | Tomb Raider isn't an "adventure" game, no matter what the
               | "mainstream gaming press" says. Monkey Island is.
        
               | anthk wrote:
               | It was a real time action-adventure game with puzzles. TR
               | made point and click adventures obsolete as they drove a
               | puzzle-event bound game with free exploration. OTOH, text
               | adventures would still be featureful and playable as they
               | achieved incredible things very expensive to do with
               | graphical games.
        
               | jhbadger wrote:
               | If Tomb Raider is an "adventure game" so is Donkey Kong.
               | Tomb Raider is basically a platformer like Donkey Kong
               | but in 3D. Neither made actual adventure games "obsolete"
               | because taxing your hand-eye reflexes is a different sort
               | of fun than taxing your brain.
        
               | anthk wrote:
               | TR has more to do than platforming, and more convoluted
               | puzzles than DK.
        
               | anthk wrote:
               | Also, definitively, what killed the adventure genre would
               | be the PS1 survival horrors. You have everything there:
               | items, combinations, loads of puzzles, action and a
               | shitfed perspective. Silent Hill, Resident Evil, Parasite
               | Eve...
               | 
               | Pretty much _the_ definition of an old  'point and click'
               | aventure with action points.
        
               | nottorp wrote:
               | Alone in the Dark predates those by like 4 years
               | though...
        
               | Apocryphon wrote:
               | It does and there were also plenty of horror adventure
               | games, but Alone of the Dark would also make the jump to
               | RE-style survival horror.
        
           | finaard wrote:
           | Almost none of the FPS shooters try to to something creative,
           | though. Duke Nukem 3D is still unbeaten for fun in
           | multiplayer (and we still get it out now and then for that)
           | with simple gimmicks like the holo duke, pipe bombs and laser
           | mines.
           | 
           | Even just looking at "game uses 3D engine" we don't really
           | have many great things. There's portal, and while some of the
           | other stuff have promising ideas (like infinifactory), for
           | all of them the controls tend to get in the way of fun.
           | 
           | For ease of use and fun pretty much all simulations - even as
           | far back as the 90s - just using isometric projection are
           | still unbeaten by attempts to go full 3D.
        
           | maccard wrote:
           | Here's the highest rated games on PS5, Xbox and switch this
           | year. There is _one_ first person shooter in the top ten of
           | all three of these lists combined
           | 
           | [0] https://www.metacritic.com/browse/game/ps5/all/current-
           | year/... [1] https://www.metacritic.com/browse/game/xbox-
           | series-x/all/cur... [2]
           | https://www.metacritic.com/browse/game/all/all/current-
           | year/...
        
         | alisonatwork wrote:
         | I agree that mainstream games tend to feel more predictable in
         | their mechanics than what we got in the 8-bit era, but I'm not
         | sure that that means they're more boring. There were a lot of
         | crap games that came out in the old days that only seemed
         | interesting at the time because our access was so limited.
         | Nowadays anyone can play thousands of games for free, on pretty
         | much any device, so they can choose to spend their time in the
         | kinds of games that they actually prefer.
         | 
         | I'm not sure it's worth lamenting that the most popular games
         | today tend to have addictive mechanics and otherwise little
         | novelty. Clearly that's what people enjoy. If you are
         | interested in experimental or avant garde games, then that
         | stuff is still out there in the indie scene. Lots of them are
         | bad games, but they still might be good ideas.
         | 
         | There's plenty of examples I am sure people can share on the
         | thread, but here's one that comes to mind for me as interesting
         | but not very fun: Bokida - Heartfelt Reunion. It's a gigantic
         | monochromatic world with impenetrable puzzles and weird
         | geometry that reminded me of those old freescape games like
         | Driller. I don't think I enjoyed it very much but somehow I did
         | play it all the way through and it still sticks in my mind
         | today because no other game I played really did the same stuff.
         | But, then, it's possible that that's just my subjective
         | experience and for someone who plays Minecraft or something
         | similar, Bokida was just derivative and forgettable? I dunno.
         | 
         | There's a lot out there, though. I think we're in a golden age
         | of games! As a kid I could never have imagined having a literal
         | "backlog" of dozens of games I've already bought but not even
         | started yet because there's so much to play.
        
         | vunderba wrote:
         | It's less mainstream, but there are still a lot of good
         | adventure games released in the indie scene. The Crimson
         | Diamond released last year got a lot of good press and is a
         | text parser + graphical adventure game with an EGA style
         | palette.
         | 
         | https://en.wikipedia.org/wiki/The_Crimson_Diamond
        
         | ido wrote:
         | I think it's mostly that you're no longer interested in
         | computer games and as such aren't aware of what's currently
         | available. IMO there has never been a bigger and more varied
         | supply of good games as there are today, in pretty much every
         | genre (my personal taste is mostly for small indie games, not
         | AAA). I started playing computer games in the late 1980s myself
         | and have never stopped.
        
           | Tuna-Fish wrote:
           | 100% agreed. The golden age of gaming is right now,
           | Kickstarter and Steam have opened up the field to smaller
           | studios in a way that has never happened before.
           | 
           | The biggest, most advertised titles are often very good-
           | looking and very "bubblegum", for the exact same reason that
           | the most popular genres of pop are like they are. To appeal
           | to the widest audience, you have to file off all the sharp
           | corners, and if that's the market you see then modern games
           | can seem soulless.
           | 
           | But that's not all of the market! No matter what genre you
           | are interested in, there's probably more work ongoing in it
           | and better games coming out right now that there ever has
           | been in history. Most of them are less refined and sell a lot
           | less than the mainstream games, but occasionally one succeeds
           | well enough to expand past the small niche audience, which
           | inevitably brings a lot more people into the niche, followed
           | by imitators which grow the niche.
        
             | 1313ed01 wrote:
             | I feel like the indie-games are almost as clustered in
             | small areas of potential "game design space" as AAA-games
             | are, but just clustered in different areas, in particular
             | around "games inspired by ha handful of SNES games and
             | early Playstation JRPGs" (and maybe a tiny amount of vague
             | Rogue-like-likeness). If you read much about old games
             | (e.g. [1]) it is obvious that the history of games is full
             | of evolutionary dead-ends and forgotten mainstream games
             | (and entire almost-forgotten mainstream genres).
             | 
             | [1] https://www.cgwmuseum.org/
        
               | sillyfluke wrote:
               | Yeah, it's hard not to consider the runaway success of
               | games like Stardew Valley as counterexamples to the idea
               | that the creativity is completely gone. But you wouldn't
               | blame someone if they superficially looked at
               | screentshots and thought it was a run of the mill retro
               | pixel game. But it's wild to me that there are people who
               | come from broken homes or rough childhoods who say the
               | game was literally therapy for them and showed them a
               | vision of domestic life or human interaction that they
               | could realistically replicate or at least shoot for in
               | real life.
        
               | Marazan wrote:
               | Stardew Valley is HarvestMoon++
               | 
               | It is a lovely, very enjoyable game but it is
               | _incredibly_ derivative.
        
               | II2II wrote:
               | I'm currently playing a game that is a blatent rip-off of
               | Stardew Valley to the point where I frequently question
               | why they were so obvious. (Or maybe those elements are
               | rip-offs of Harvest Moon, I haven't played Harvest Moon
               | to know.) Still, it's enjoyable. The design elements and
               | places where it does diverge from Stardew Valley make it
               | more enjoyable in my opinion.
               | 
               | As the saying goes, "good artists borrow, great artists
               | steal."
        
               | Marazan wrote:
               | Harvest Moon defines the "Turning round a dilapidated
               | farm in a small village where you give everyone gifts all
               | the time" genre. It all comes from there.
               | 
               | EDIT: Stardew Valley has so many QoL improvements over
               | harvest moon though. The early HM games are punishing.
        
               | Tuna-Fish wrote:
               | > I feel like the indie-games are almost as clustered in
               | small areas of potential "game design space" as AAA-games
               | are, but just clustered in different areas, in particular
               | around "games inspired by ha handful of SNES games and
               | early Playstation JRPGs
               | 
               | Huh? That is also an artifact of what kind of games you
               | follow. Just of the top of my head:                 -
               | colony sims       - strategy games
               | (tactical/operational/grand-, with rt, rt+pause,
               | turnbased options for each)       - racing games       -
               | 4x games       - flight sims       - spaceflight sims
               | - rpgs       - survival games       - shmups/ bullet hell
               | - roguelike/roguelite       - exploration       - rhytm
               | games       - horror       - factory builder / management
               | sim
               | 
               | are all having a great time.
        
           | fragmede wrote:
           | Monkey Island. The difficulty of the first game and the
           | difficulty of the last game. The last game was still a game,
           | but the challenge wasn't there. It just wasn't there. We
           | might as well just be playing Progress Quest.
        
             | mancerayder wrote:
             | Monkey Island 1 and 2 have deep memories for me. I'll never
             | forget playing Monkey Island 2 during a cold Christmas when
             | I was a kid. The PC speaker music was great (King's Quest V
             | was my other present and I still remember the opening
             | music). One day I got the Sound Blaster on my 486 SX and it
             | blew my mind.
             | 
             | The Monkey Island that came out a few years ago sadly felt
             | like a puzzle-free story for children and their parents to
             | sit together to play. Elaine lacked humor and cynicism,
             | there was a child's voice in some of the narration, the
             | graphics were strangely cubic and stylistic instead of
             | warm, and the characters seemed caricatures of themselves
             | (like season 5 of a comedy series where the writing
             | devolves into self-referential insider jokes about the past
             | seasons).
             | 
             | I feel terrible saying that.
             | 
             | Will Adventure games come back, or are we lost on the new
             | ADHD world of interruptible short content?
        
           | mancerayder wrote:
           | Is that true? While there's a much larger overall volume of
           | content out there, many many games to choose from... Don't
           | you see a pattern around first person shooters, real life
           | 'simulators' built on repetitive OCD grind, and a general
           | sense of sameness?
           | 
           | Nothing feels really novel. Where the innovation is seems to
           | focus on graphical realism, which of course I love.
           | 
           | I'm strongly attached to Kingdom Come Deliverance 2 and while
           | I'm near the end of the game, I'm dragging my feet so I don't
           | have to go back to the drawing board of sorting through
           | endless terrible FPS and retro hack and slash games on Steam
           | that don't interest me and are copies of 20 year old games.
           | 
           | Adventure games (the topic here) are my favorite though, and
           | it's very rare that anything comes out. The Sierra and
           | LucasArts days are over (RIP). That said a few gems come out
           | here and there, like Lucy Dreaming.
        
         | Apocryphon wrote:
         | > All games involve some kind of exploration, but I'm talking
         | about something like _Myst_ , the long-ago graphic adventures
         | by LucasArts and Interplay, where the whole central mechanic of
         | the game was basically "click on everything everywhere." Today,
         | those games can feel hilariously primitive, and they were
         | probably always pretty boring for the vast majority of people
         | who didn't start playing videogames until they got an iPhone.
         | But there's a serenity to _Myst_ that you can't really find in
         | any major videogame today. It's videogame Tarkovsky, really:
         | The whole point of the game is experiencing the quiet, looking
         | at everything. So _Myst_ is boring, but only in the way
         | Tarkovsky and Russian novels are boring. (The problem isn't
         | that they're slow. The problem is that the world has made you
         | too fast.)
         | 
         | - Darren Franich, "Metal Gear Solid: The strangest great
         | videogame franchise"
         | 
         | https://ew.com/article/2015/09/04/metal-gear-solid-strangest...
        
         | k__ wrote:
         | Terraria and Stardew Valley show that it isn't just about
         | graphics.
        
         | maccard wrote:
         | If this is your view of modern gaming, I think it's you that
         | has changed. This year alone my play list has been - blue
         | prince, hollow knight: silksong, Ball X pit, split fiction,
         | clair obscur, monster hunter wilds, arc raiders, helldivers 2
         | (came to Xbox, so this one is a stretch), nightrein, Indiana
         | jones, dispatch... That's on top of the "big" hitter that are
         | still very fun experiences.
        
       | jgalt212 wrote:
       | > Play was central to the formation of personal computer culture.
       | 
       | In his book, Wonderland: How Play Made the Modern World, Steven
       | Johnson applies this thesis to pretty much all the things.
       | Enjoyable book, but the thesis probably does not hold up too much
       | scrutiny.
        
       | anthk wrote:
       | For Spanish speakers there, there's "Aventura.z5" at IFDB, you
       | can play it with a Frotz interpreter. It's 99% close to the
       | original modulo some odd wordplay. The backstory and all it's the
       | same, with the Mammoth Cave descriptions with the slaves and the
       | like.
        
       | christkv wrote:
       | I think the most annoying thing of a lot of modern games is the
       | whole crafting thing that is bolted onto everything. But there
       | are some real gems out there for old school gamers. I loved
       | Baldurs Gate 3, Divinity 2, Expedition 33 and Disco Elysium for
       | example as really fun and interesting CRPG's. It's just that the
       | cost of taking a risk these days is to high for studios and most
       | kids are playing "free" games for most of their time. So even
       | though the market is big it feels like the "growth" is mostly in
       | the "free" games part of the market which is terrible.
        
       | turkishmonky wrote:
       | I fondly remember playing games typed out from books and
       | magazines when I was younger - although I usually tricked my
       | little brother into typing out the game so we could both play it.
       | 
       | Jokes on me though, since now he can type at over 100 wpm (and
       | uses dvorak)
        
       | sizzzzlerz wrote:
       | I'd just begun my first professional engineering job after
       | college. The company I was working for had a mainframe computer
       | on which there was a copy of Adventure. When I discovered the
       | game, there were a number of late nights playing it. One night,
       | long after everyone had gone home, I was playing in my office
       | with the lights off. The only light was from the green
       | phosphorous monitor I was using. All of a sudden, I stumbled into
       | the breath-taking view room with its erupting volcano. The words
       | describing the scene filled the screen with descriptive prose
       | that simply glowed in the dark room. The effect was mesmerizing.
       | Forty-seven years later, I've never forgotten that.
        
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