Say God Particle one more Goddamn time!
I dare you!
4 posts • joined 3 Sep 2013
The map is not an accurate reflection of reality. So much of the Western USA is rural. I live in Oregon which is indicated to be better than moderate performance. However, Eastern Oregon and Western Oregon are two different regions. The West is serviced by very good ISP service. Central and Eastern Oregon is not. This is true in Utah, Idaho, most of Nevada (except Las Vegas), Eastern California, and so many other places throughout the West in the US.
I am serviced by 7Mbps service in Bend. Faster speeds are available for more money. Often these speeds come with data caps of just 150GB per month too. It is a pathetic state of service for 2014.
That is s good technical point. The larger construct to keep in mind is that both Dragon's Lair and Myst were games that delivered a richer video experience by way of an interactive video disk than the capable technology of the time. Both had 'scripts', if you will, you could only move in the game where pre-defined imagery allowed you to go.
Myst certainly allowed much more expansion to the interaction of the game than did Dragon's Lair. Both games were a visual extension of the old "Adventure" game, IMHO.
I enjoyed Myst. It was fun solving the puzzles, and frankly I prefer this type of game to FPS. However, your article said, "...And thus was the pure point-and-click adventure born."
That is not completely accurate. I believe it was actually born in 1983. The game was called "Dragon's Lair" (http://www.youtube.com/watch?v=P3XNQja0H7I). You had fast paced 'puzzles' to solve. Although, perhaps, they may have been little more than correct choices. I would say, however, that this was the birth of the point-and-click adventure. The developer wanted a visually exciting version of the old text "Adventure" game.
I was not aware of it at the time, but I played the very first publicly installed game in Rosemead, CA (Los Angeles area). I played a lot of arcade games, but this was different. So different, that as I recall, it required two quarters to play instead of one. In the first week I played the game, after actually seeing the installation, the developers would ask us questions about the play, and actually made adjustments. It was different, fun, exciting, and at times very frustrating.
This game was done for the same reasons as Myst. The computer rendering could not generate the rich imagery needed. Inside the arcade box was a video-disk player with all of the possible courses, so it was very similar to Myst's CDs.
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