Bumpitty-bump.
Deja-vu! A review on Anchorhead prompts me, just as it prompted me months ago, to wonder about player’s expectations of a parser game today. Whoo-hoo!
ifdb.tads.org/viewgame?id=op0uw1 … view=33257
Note that it’s a long review, very detailed, explains very clearly what the reviewer didn’t like, and it’s properly spoiler-tagged. Worth a read.
I sort of cover my points in my comment to that review, but… it makes me really uncomfortable, some of that criticism. This particular player came with certain expectations that are, indeed, all around us today - make a bunch of things clearer, more obvious even - while, back in the day, the rule of thumb was to allow the player to discover a bunch of stuff. Insinuate, not tell, and let the player have fun figure it out.
Sure, we’ve all seen THAT backfire horribly so often, but it bothers me to see this directed at Anchorhead, which did it all so right, or so I thought when I played it at the time.
The review, and the reviewer, aren’t wrong, and I’m not bashing them; let me make that clear. But… but I’m uncomfortable with the bashing Anchorhead’s getting, for being a product of its time (and yet, it’s perfectly valid, in general, to look back at something old and say “Well… it’s dated. We’d do it differently today. It’s not as good as it should be”; we do it all the time when experiencing old media). And as I said in my comment, in Anchorhead’s particular case, I even felt that some of the grinding (i.e., the bits where the parser didn’t jump all the intermediate steps) helped me get into the PC’s shoes.
There is naturally a trend against old-school trappings, especially since choice-based stories started to mix in with parser IF. That’s normal; to paraphrase Jon Ingold, parser IF deals with small decisions and puzzles, whereas choice-based stories deal with big decisions that can’t really be translated to the step-by-step parser model (well, generally speaking, at least). Getting these two worlds together, of course expectations would clash, and still clash all the time. That’s normal. But having that bleed over into being frustrated by Anchorhead’s oldschool-ness…
…I’m having difficulty expressing myself. I’ll just stop. I’m finding it hard to put in words. I get why a newschool player would be frustrated by oldschoolarity. But Anchorhead was such a great game to play, such an experience, that part of me is screaming “Don’t touch it! Leave it as it is! Enjoy it for what it is, not for what you wanted it to be!”.
…“Enjoy it for what it is, not for what you wanted it to be”? Huh, I guess that sums up what I feel, and I often apply it to other things, but it’s a can of worms waiting to open…
EDIT - To play devil’s advocate for a moment, I’ve seen reviews praising old Scott Adams games and saying that that’s what adventure games should be like. That’s not lost on me.