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Re:How Myst Taught a Generation of Gamers to Explore New Worlds by setr on Saturday December 08, 2018 @02:44AM (#18634330)
My preferred model for describing games is: a simulation of some universe, and a way to interact with it. In such a model, learning a story/plot through interaction (with the simplified simulation) is only natural, and storytelling through direct means in the fashion of books/movies, in a game, is clearly a hack, directly conflicting with the nature of a simulation.

And ofc myst was no innovator in this — environmental/interactive storytelling was well established by interactive fiction (IFs), MUDs, text adventures, etc — but it is the quintessential example for modern video games (but thats not saying much imo, since few modern game developers seem to even believe games actually existed before 1990, let alone learn from them)

And thats not to say that all games fit my described model well (eg asura’s wrath has almost no simulation/interaction at all, but derives decent impact from the qte mechanic) but at the same time, a lot of games that don’t fit the model were doing a job in the wrong medium (the uncharted series has a sufficiently engaging plot [kinda], but it was really just an action/adventure plot told very innefficiently, with a sufficiently engaging but almost totally seperate third-person shooter game interspersed. Both plot/gameplay would have been better served by their own mediums, instead of being composed into an awkward hybrid)

Re:How Myst Taught a Generation of Gamers to Explore New Worlds by resu_nimda on Saturday December 08, 2018 @03:24AM (#18634427)
I think the true innovators in that realm are games like Ultima Online and Star Wars Galaxies, both of which were heavily influenced by Raph Koster, who came from a background of roleplaying in MUDs.

There have been lots of "sandbox" games before and after, but those two really captured the right balance between creating a rich world to explore and giving the player(s) the tools to shape it and create their own stories. They really understood the concept that "it takes a village" of different players and playstyles to form a dynamic community. I think they were really ahead of their time and hinted at what might be possible in terms of creating compelling alternate realities in VR.