Then, as I noted at the beginning of this article, 1996 brought with it an unprecedentedly large lineup of ambitious, earnest, and expensive games of the Siliwood stripe, with some of them at least much more thoughtfully designed than anything Trilobyte had ever come up with. Nonetheless, as the year went by an alarming fact was more and more in evidence: this year’s crop of multimedia extravaganzas was not producing any towering hits to rival the likes of
Sherlock Holmes: Consulting Detective in 1992,
The 7th Guest in 1993,
Myst in 1994, or
Phantasmagoria in 1995. Arguably the best year in history to be a player of graphic adventures, 1996 was also the year that broke the genre. Almost all of the big-budget adventure releases still to come from American publishers would owe their existence to corporate inertia, being projects that executives found easier to complete and hope for a miracle than to cancel outright and then try to explain the massive write-off to their shareholders — even if outright cancellation would have been better for their companies’ bottom lines. In short, by the beginning of 1997 only dreamers doubted that the real future of the gaming mainstream lay with the lineages of
DOOM and
Warcraft.
Before we rush to condemn the philistines who preferred such games to their higher-toned counterparts, we must acknowledge that their preferences had to do with more than sheer bloody-mindedness. First-person shooters and real-time-strategy games could be a heck of a lot of fun, and lent themselves very well to playing with others, whether gathered together in one room or, increasingly, over the Internet. The generally solitary pursuit of adventure gaming had no answer for this sort of boisterous bonding experience. And there was also an economic factor: an adventure was a once-and-done endeavor that might last a week or two at best, after which you had no recourse but to go out and buy another one. You could, on the other hand, spend literally years playing the likes of
DOOM and
Warcraft with your mates.
Then there is one final harsh reality to be faced: the fact is that the Sierra vision never came close to living up to its billing for the player. These games were never remotely like waking up in the starring role of a Hollywood film. Boosters like Ken Williams were thrilled to talk about interactive movies in the abstract, but these same people were notably vague about how their interactivity was actually supposed to work. They invested massively in Hollywood acting talent, in orchestral soundtracks, and in the best computer artists money could buy, while leaving the interactivity — the very thing that ostensibly set their creations apart — to muddle through on its own, one way or another.
Inevitably, then, the interactivity ended up taking the form of static puzzles, the bedrock of adventure games since the days when they had been presented all in text. The puzzle paradigm persisted into this brave new era simply because no one could proffer any other ideas about what the player should be doing that were both more compelling and technologically achievable. I hasten to add that some players really, genuinely love puzzles, love few things more than to work through an intricate web of them in order to make something happen; I include myself among this group. When puzzles are done right, they’re as satisfying and creatively valid as any other type of gameplay.
But here’s the rub: most people — perhaps even most gamers — really don’t like solving puzzles all that much at all. (These people are of course no better or worse than those who do — just different.) For the average Joe or Jane, playing one of these new-fangled interactive movies was like watching a conventional movie filmed on an ultra-low-budget, usually with terrible acting. And then, for the
pièce de résistance, you were expected to solve a bunch of boring puzzles for the privilege of witnessing the underwhelming next scene. Who on earth wanted to do
this after a hard day at the office?
All of which is to say that the stellar sales of
Consulting Detective,
The 7th Guest,
Myst, and
Phantasmagora were not quite the public validations of the concept of interactive movies that the industry chose to read them as. The reasons for these titles’ success were orthogonal to their merits as games, whatever the latter might have been. People bought them as technology demonstrations, to show off the new computers they had just purchased and to test out the CD-ROM drives they had just installed. They gawked at them for a while and then, satiated, planted themselves back in front of their televisions to spend their evenings as they always had. This was not, needless to say, a sustainable model for a mainstream gaming genre. By 1996, the days when the mere presence of human actors walking and/or talking on a computer monitor could wow even the technologically unsophisticated were fast waning. That left as customers only the comparatively tiny hardcore of buyers who had always played adventure games. They were thrilled by the diverse and sumptuous smorgasbord that was suddenly set before them — but the industry’s executives, looking at the latest sales numbers, most assuredly were not. Just like that, the era of Siliwood passed into history. One can only hope that all of the hardcore adventure fans enjoyed it while it lasted.