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Letters

From: Michael Edward J.
Subject: Hall of Shame Choice.


This might be a controversial choice, but it's my personal belief that 'The 7th Guest' should top the Hall of Shame list.

Seriously, now. I think I'm entitled to say this. I'm not some pink-bottomed johnny-come-lately fan whose only exposure to gaming is Grand Theft Auto. I've been playing and collecting for well over fifteen years. I've played everything from the original 'Thexder' to 'The Blue and the Grey' to 'Leisure Suit Larry 5." The history and broad trends of gaming are no mystery to me, and so from a technical perspective, I think I can make a reasonable argument.

I'm also a young guy. I'm a law student in my early twenties, and I became a gamer during the golden age of adventure games. Just from the timing of my interest in games, I think I'm well-suited to take a step back and look at what f*cked everything all up.

I blame The 7th Guest for a large part of the death of the adventure game. There were a lot of other factors -- the rise in popularity in other genres, the move to icon-based game engines, and, really, the popularity of gaming itself -- as computer games became more popular and more mainstream, they were much more ripe to "go Hollywood" and cater to a less demanding audience that just wanted to shoot stuff. But, I do think that The 7th Guest killed what we would call the classic adventure game with what has to be a tool of Satan, himself -- forced story-integrated puzzle solving.

I remember when real companies made games -- companies with names like Sierra On-Line and Lucasfilm (or Lucasarts, if you must). There, the puzzles had something to do with unravelling the story. You could imagine them occurring in real life. They weren't straight-up inventory puzzles where one item used on one problem solves the situation. But they involved searching the environment, engaging in dialogue, thinking creatively (which was very necessary given old parsers), and having fun. Imagining yourself BEING there.

Sure, there were mazes, and every now and then you'd be called upon to solve the Towers of Hanoi puzzle AGAIN, but it was mostly very creative, very thoughtful, and even-brained. 'Myst' paved the way for The 7th Guest by creating a game where unapologetic logic puzzles were relevant to the environment. Mind you, I don't think Myst is much fun at all, but at least those verdamnt puzzles were reasonable for the type of world Myst tried to create. Gears and charts and all that crap.

Whereas, there was no reason to make The 7th Guest as mind-numbing as it was. The Cake Puzzle does it for me. You're in a haunted house. Okay. There's loads of ways you can make fun, story-relevant puzzles out of that. You come into a room where there's a cake on the table. And what do you have to do? Arrange the cake into pieces so that every piece has an equal number of symbols on it?

Okay, THIS is what really gets my goat. When I want to play with a Rubix Cube, I will, thank you very much, and I won't need to spend $39.95 to do it. Similarly, if I want word-puzzles straight out of one of those crossword books you can get at the drugstore, I can find cheaper means of satiating myself, also. The designers took a question straight out of the SATs and gave it the thinnest of veneers so they could put it in their rotten game.

And what was the consequence? Well, boring as it was, The 7th Guest was a very pretty game, especially for its time. I loaded it up this last summer, actually, and I was amazed at how good it still looked. Heralded as a breakthrough in the industry (also the first game I got on CD-ROM, if that means anything). So, it got a lot of press. And, pretty soon, misguided folks were calling it an adventure game. It got so that every game you bought that didn't purport to be a World War II simulation or a 3D shooter was crammed full of these idiotic puzzles. Even Sierra bought into it, so you got shameful little works like 'Shivers' and 'Lighthouse.' Lucasarts held out for a while...Sierra had long since given in to the masses and started making tripe like that one Diablo rip-off with the samurai when Lucasarts made what I hold to be the last, true adventure game: Grim Fandango. A masterpiece. A swansong, really.

And, like I say, very important other factors played a role in killing adventure games off. But I think that most games stopped being fun after The 7th Guest. Companies (mistakenly?) discerned that that sort of puzzle was what the consumer was looking for, and they just cranked out load after load of pushy logic puzzles. Those aren't fun -- who the hell wants to take an IQ test for fun -- and so whatever new gamers might have become interested in this great genre were turned away.

Thanks,

Mike J.

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