Showing posts with label adventure game. Show all posts
Showing posts with label adventure game. Show all posts

Wednesday, September 21, 2011

Win, Lose, or Fail

A bunch of gaming writers have recently cycled back around to one of the most foundational questions of our art.  No matter what perspective each of us prefers, no matter which lens each of us uses, down at the bottom there's a single question even more important than the perennial argument of "Are games art?"

Our core issue is this: what are video games?

Michael Abbott over at The Brainy Gamer launched this most recent salvo with Games Aren't Clocks:

I say it's time to let go of our preoccupation with gameplay as the primary criterion upon which to evaluate a game's merits. It's time to stop fetishizing mechanics as the defining aspect of game design. Designers must be free to arrange their priorities as they wish - and, increasingly, they are. Critics, too, must be nimble and open-minded enough to consider gameplay as one among many other useful criteria on which to judge a game's quality and aspirations.

This caused a nearly instant rejoinder from journalist Dennis Scimeca at his personal blog, Punching Snakes, in which he asserted that actually, Games ARE Clocks:

Video games can afford to suffer some modicum of technical errors and still be playable – we routinely look past the regularly-scheduled bugs in Bethesda titles all the time without letting them ruin our fun – but if their mechanics are so broken so as to preclude play? Without play, there is no game, at which point nothing else matters.

I think the salient aspect of Abbott’s post starts midway through, when he expresses his frustration with the term “video game.” Rather than trying to redefine what the term means, in order to fit everything inside the same, comfortable box, however, I think we need new language entirely.

A few paragraphs later, he continues:

I might argue that The Sims has never been a video game, for the same lack of victory conditions. It is a simulation, a digital sandbox, and winning or losing has nothing to do with it. When competition ceases to be part of the equation, I think an object’s definition as a game should immediately be called into question. We don’t do this because even if we determined that “video game” no longer works as a descriptor, we have no fallback positions or options available.

It's an interesting debate, to me, because I think that in their own ways, both gentlemen are quite right.  Games are more than the sum of their mechanics, to many of us, and the word "game" is also loaded with connotations that may not apply to our modern interactive narratives.

Where I've gotten caught up, though, is in this idea of "winning" and "losing."  I don't think they've been the right terms to discuss game completion for a very long time.  BioShock isn't chess,  Plants vs Zombies isn't basketball, and Tetris isn't poker.  How do you decide if you're "winning" the character arc of Mass Effect, Fallout: New Vegas, or Fable III?

At its most basic, a game is something playable.  Whether it's got a story or not, no matter the genre, system, or type, a game is something that requires player input.  You, the consumer, are in some way integral to this experience.  Whether you push one button or speak a word into a microphone, whether you wave your arms at a motion sensor or deliberately hold still when you could act -- a game requires you to contribute.  That's the sum total of the agreement on our current definition of "gaming," and really that's quite a low bar.  Small wonder, then, that we keep looping through these arguments.
We don't just have a win / lose dichotomy anymore.  We do have completion and backlog; we have sandbox and short story.  But every title I can think of -- every title I've ever played and a thousand more I haven't -- has either a failure state or a success metric, and some have both.  Our metrics aren't necessarily competitive, and they might be imposed by the player rather than intrinsically by the game.  There are little successes and big ones, game-ending failures and completely surmountable ones, but every pixellated problem I've ever pounced on has at least one or the other.


(If at first you don't succeed, you fail.)

Writing about L. A. Noire and death in gaming back to back started me down the path of contemplating the failure state in general.  I hadn't really given it any thought before, but recently I've started to understand just how important it is.  Coupling the failure state with the success state (and no, they are not necessarily binary opposites) creates pretty much our entire dynamic of gaming.

Depending on the sort of player you are, this is either a total failure, or a smashing success.

While I was starting to muse aloud on this idea on Twitter, Mattie and Line challenged me with The Sims.  That challenge leads to a critical point: player-determined goals are still crucial goals.  Your Sims can fail at their own little lives: going hungry, getting fired, burning the house down, or getting dumped by SimSpouse.  But it is common to play the game aiming for maximum drama in SimLives -- so, the argument runs, those aren't failure states at all.  They're successes.  That's all well and good, but the players who want SimHouse to burn down still have failure conditions available: the scenario in which the house, in fact, does not burn down.  The standard failure and success metrics, as envisioned by the designers, might be reversed but there are still measurable goals present, waiting to be accomplished. 

To a certain extent, most success goals can be said to be player-determined.  What's true success in Peggle: beating the story mode, or going back for an Ace and a 100% on every level?  What's good enough in Tetris: getting to level 10?  Beating your own old high score?  Beating someone else's?  What's a successful play-through of Mass Effect: paragon, renegade, or somewhere in between?

Even in Minecraft, the most popular sandbox to come along in gaming since die were first rolled for stat sheets, there are successes and failures.  Both wear many faces, of course.  But success can look like this:

Image source: http://www.kevblog.co.uk/how-to-build-a-hollow-sphere-in-minecraft/

And failure can look (comically) like this:



Creation and destruction are player goals, rather than creator goals, but the game itself is still a set of tools that enables the player to achieve those goals (building a nice house, which is the sum of many smaller goals) or fail in them (committing accidental arson while installing the fireplace).

A huge amount of our gaming, though, is deliberately narrative.  Most of the games that I play certainly are.  This year alone has seen me in Fable III, Portal 2, Enslaved: Odyssey to the West, Fallout: New Vegas, Bastion, L.A. Noire, both Mass Effect titles, and another dozen or two that I can't immediately call to mind.  These are all cinematic stories, designed with beginnings, middles, and ends; the mechanics of their telling are a vehicle to carry us from plot point to plot point, mainly via weaponry.

Stories don't have failure conditions, but they do have endings.  Story-based games often have clear fail states, though, and that's the game over screen.  Your character has died, or the setback you face is so adverse there can be no overcoming it.  Game over, mission failed, you suck at shooting bad guys so your planet is destroyed.  Go back to a save point and try again.

Of course, sometimes they're just kidding about "game over."

But a game like Mass Effect doesn't need to rely as heavily on the fail states (though the game over screen most certainly exists), because its relying on the player input to define the character.  We care about keeping Shepard alive in the face of certain doom, but we tend to care more about whether she aims for diplomatic solutions, or shoots a guy in the face.  A failure state in Mass Effect 2 doesn't look like the game over screen given to the player if a mission goes bad; it looks like being unable to keep one of your crew members loyal, or like being unable to keep one in line.  We're playing to achieve the successes, in whichever form we feel they take, rather than to avoid the failures.

Most narrative games don't take the "define this character for yourself" trajectory that BioWare titles are famous for, of course, but they still rely on that delicate combination of success and failure.  If you're playing Phoenix Wright, the game is completely on rails.  But it has fail states: you can press the wrong statement or present the wrong evidence.  You need to have a decent understanding of what's going on in order to make correct accusations and put the evidence together properly.  And you can get it wrong to the point of seeing a "game over" screen.  (Unless you're me, and save compulsively, and reload if you're doing badly.)  Success in meeting goals -- finding evidence, correctly questioning a witness, or surviving a cross-examination -- will advance the story to the next set of goals. 

Purple's the evil one.
My most beloved games of old literally do not have a fail state.  The classic LucasArts SCUMM-engine adventure games -- Monkey Island 1 and 2; Day of the Tentacle, Loom, and more -- were revolutionary in that the player literally could not get permanently stuck or die.  (As compared to the Sierra adventure games of the era, which were death-happy, or to older games like Zork, where you could waste hours playing on past the point where you'd already screwed yourself over.)  Rather than ending with failure, the games rely on continued success.  These stories have natural bottlenecks built in: the narrative will not continue until you figure out what Bernard should do with that hamster or how Guybrush can use the rubber chicken with a pulley in the middle.  There are items that need to be found, contraptions that need to be built, and discussions that need to be had in order for the player to progress.

In a sense, these games -- of which you could easily argue L.A. Noire is the most recent descendant -- are very proactive.  Reliance on cut-scenes is very low and mainly, non-playable sequences are just showing the consequences of whatever action the player just took.  The absence of a game over screen may remove a certain kind of tension from the story, but it also removes a major source of potential frustration for the player.

With all of this said, it's true that not every game has a visible set of goals, or any available success or failure metrics.  There are titles out there that deliberately subvert the very idea of success and failure states; this is where I would say the avant-garde of gaming truly lies.  From one point of view, The Stanley Parable has six failure states.  From another point of view, it has six success states.  What it actually has are six conclusions and ways to reach them, the ultimate meanings of which are left to the player.  None are particularly desirable (at least, of the ones I saw); nor is any one better or worse than the others.  An existential crisis in every box!

The Path is another art game that subverts the idea of success and failure states.  There are six player characters; each girl has a starting point and is told to go to an ending point via the given path.  The game, such as it is, happens in the experiences along the way; the journey is the destination and the destination is incidental.  Grandmother's house is more of a concept than a crucial place to be.

One of six sisters finding maturity, sexuality, and experiential horror between home and Grandmother's.

The avant-garde exists deliberately to undermine the tropes and tools of our media.  That's what it's for, and I have long thought gaming would truly come into its own as an art form when a thriving independent and avant-garde scene could generate new ideas that would, in time, filter into mainstream development.  Film history and the histories of other arts have evolved along this path, and evolving technology and the ubiquity of distribution venues (i.e. the internet) have now made the production and release of art games common.

Aside from deliberately subversive arguable non-game experiences like The Stanley Parable (see Line Hollis for links to and reviews of more obscure art games than you can imagine), I don't think I've ever played any interactive digital experience in the "game" category that didn't have either some kind of failure or some kind of success built in.  Even the visual poem Flower partakes: you can't really fail (I was dreadful at using the motion controls, but as I recall you just keep trying, except perhaps for the stormy level), but as with a classic adventure game, you do need actively to succeed to continue.

If a game had absolutely no success metrics or failure states in any form, whether intentional or untentional, direct or subverted, dictated or player-driven, would it still be a game?  Maybe, in the same way Andy Warhol's Empire is still a film.

So, after all of this, we come back around to Dennis and to Michael.  As much as I think Dennis is wrong to assert that these digital experiences we all enjoy aren't "games," he's also right.  That is: we have to use the existing vocabulary for the time being, even if only to transition away from it as our discussion evolves.  We've only got so many words right now, and we -- players, critics, and designers -- need to be on the same plane to communicate.

But is "video game" really the right term for the transcendent, new immersive-media experience Michael seems to covet?  As long as those experiences have discrete goals, and as long as player input determines the failure or success of those goals, I think we can use the words we have.  We have a while yet to revisit our lexicon; I hope we've decided what to call the experience before we get to the point where the Holodeck actually shoots back.

Saturday, April 16, 2011

Meditation on Genre: The Adventure Game

I was trawling for writing ideas the other day, and got delivered a doozy.  Caleb Das asked, "The decline of point-and-click adventure games: Console victim or Hard to do right?"

And as it happens, I'd been chewing on this question for quite a while.  We previously began a discussion about adventure games, and now it's time to continue.

I often wonder if the reason for the decline of games labeled "adventure game" is because none of us knows quite how to define it.  Must it be absent combat?  Can your character die?  Is it straight-up puzzle solving?  Is it environmental puzzle-solving?  Is it a strictly linear narrative?  What about linear gameplay within that narrative?

The classics -- my eternally favored Monkey Island games -- were comedies at heart.  They were Pirates of the Caribbean.  (Seriously.  As Ron Gilbert himself pointed out... when I went to go see Dead Man's Chest in the theater, I thought... I've been here before.)  A comedic pirate story: great!  The gameplay, great fun though the SCUMM engine was, is almost secondary.  In Day of the Tentacle and Loom, my other classic favorites, the mode of gameplay does walk hand in hand with the story being told.  The use of switching protagonists / time eras in DoTT and the use of the staff (in all its senses) in Loom connects you to the actions taking place.

On the other hand, there's the type of adventure game like The Longest Journey.  When you're travelling the worlds with April Ryan, it's her story and you're just watching the live enaction of her telling it.  (We are indeed the audience clustered at Lady Alvane's feet in the prologue.)  You're helping along the way the way a child "helps" daddy tell the bedtime story with appropriate animal sounds, voices, and the occasional chomping jaw -- only with us, it's helping put Crow in a high place, or helping April pick up the weed that will let her breathe under water.

In the last post, commenter Line brought us down to Earth with a programmer's point of view on the matter:

 All games are pretty much made up of verbs and objects: actions the avatar can perform and things in the environment that will respond to those actions. Most types of game designs are verb-centric. Learning how to play the game means learning what your available actions are and what effect they have on broad types of objects. E.g., Mario can jump; if he jumps on a monster that monster dies; and so on. ...
The distinctive thing about adventures is that they're object-centric. The most common action in adventures is "use [object]" or "use [object] on [other object]." "Use" is an ambiguous verb. What defines the action is the object, and every object in the world has totally unique properties. You can't learn what actions your avatar is capable of, because those actions are context-dependent. The gameplay is figuring out what can be done to objects in the environment.

I think that games like this might be incompatible with sandbox gameplay because, by nature, this style takes control away from the avatar. In a game like Fallout, the ability to reach a goal by multiple paths comes for free, in a sense. Every enemy in the game can be shot, punched, set on fire, disarmed, lured into a land mine, sneaked past, pickpocketed, or avoided entirely. This works because "enemy" is a broad class of objects, and all these generic verbs always have the same effect on that class. But if you want multiple strategies for a puzzle in an adventure game, the designer has to hard-code them. Each object is unique, so each path has to be constructed from scratch. Which means solving a puzzle always means figuring out what the designer was thinking.

Of course, there's a lot of gray area ... . Lots of verb-centric games have object-centric puzzles in them. It's interesting, though, that the reverse is rarely true. Adventure games that do give some generic verbs to the avatar are almost always horrible experiences - you ever play the original Alone in the Dark? Still, it may not be impossible. The Penumbra games, with their traditional and physics-based puzzles, might point towards a way of fusing the two styles.

It's a long comment, even edited for length.  But it got me thinking.  The original LucasArts games did, in fact, give you nine verbs (plus "walk to"): give, pick up, use, open, close, look at, talk to, push, pull.  And they are widely regarded as not "horrible experiences," but at the exemplars of their time.  Many other games of the early and mid 1990s worked the same way.

And then of course there's the other type of interactive adventure, the environmental one.  In the Myst games, although what Atrus badly and repeatedly needs is an engineer or electrician, he gets you.  And over and over, you fix worlds and make things work without actually knowing a single verb, or carrying a single inventory item (with the occasional exception of a book page).

The modern heir of the classic point-and-click adventure is in many ways even more minimalist: it shows up on the Nintendo DS and on mobile gaming platforms (iOS and Droid).  This is where you have your Phoenix Wright titles or Hotel Dusk.  It's also where you find heavy play of the "standard" point-and-click adventures -- the LucasArts special editions and the new titles by Telltale.

The best elements of many genres come together these days, which is great.  The FPS (or hack-and-slash), the RPG, the platformer, the stealther, the adventure game -- many of the best elements of many of the medium's early genre definitions have met, mixed, and melded into the second wave of genre labels.  Something like an Uncharted (2) succeeds because of its mixture of elements that, 20 years ago, would have been in disparate games.

This really leads me to questioning genre overall.  We need genre, in a sense, but it also harms us.  On the one hand, genre teaches us what to expect, and it's a handy shorthand, particularly in marketing.  How does it look?  Do we see males or females?  Humans or non-humans?  Lush environments or 2D stick figures?  Even just the briefest glance of gameplay gives us something to go on.

But genre boxes us in: it teaches us NOT to expect, as well.  If our game-that-looked-like-an-adventure game has too many FPS elements, we're not happy.  If our game-that-looked-like-an-FPS doesn't have enough shooting, and has too much thinking and solving, we're not happy.

Gaming is now in the exact same bind that we already have with older media -- books, movies, and TV.  Where do you put 1984The Handmaid's TaleAmerican Gods?  You can make a plausible case for all three of those to go in sci-fi.  You can also make a plausible case for none of them to go in sci-fi.

As a culture we're starting, slowly, to move past single-label categorization.  GMail is my favorite tool ever because the e-mail is sorted by tags, not by folders.  Blog posts are sorted by tags.  And an e-store -- Amazon etc -- can sort products by tags, letting us all find our own ways.

I wish we were better about applying genre like tags.  "Dramedy" is clunky, but if your show is tagged "funny" and "drama" you can figure it out yourself.

So instead of filing a whole bunch of disparate games under genre labels that don't fit, we should let all the labels apply.  Uncharted, is, thus, platformer and gun combat and HD environments and smart ass hero and adventures in archaeology and environmental puzzler.

Me, I like solving mysteries and organic riddles (as opposed to the Professor Layton kind of riddles).  So if we could just make a tag-genre for that, I'd be happy.

Tuesday, February 8, 2011

Craving

Your Critic and her spouse are at an impasse.  For the first time since early 2007, we have no idea what our next "us" game should be.

We've played through a huge historical archive together, as he caught up on all the PC games he missed in his Mac-based youth, and as I found myself, for the first time, living in the same household as a PlayStation.  But last night, after completing the BBC Doctor Who adventure series from 2010, we sat on the couch and said... "Now what?"

Well, the truth is, I do know what I want.  But I'm pretty sure it doesn't exist.  I want an adventure game for grown-ups, for 2011.  I want a non-combat, thoroughly realized, full-world game, and not a cartoon.  I do love me some cartoon games (the entire Ace Attorney series, everything Telltale's put out in the last 3 years) but I want to be in a world that's fully explorable, with an open map, WASD-friendly... thinking and solving.

I suspect The Longest Journey is what gave me this bug, really.  It's a brilliant and wonderfully-realized world, just hampered by its decade-old technology.  I wish it could give me more.  I hated how the Doctor Who games pandered to brainlessness (family-friendly: good, could be solved by a 3-year-old without help: bad) and although I'm really loving how Telltale is handling Back to the Future, as a 30-year-old gamer I'm getting tired of feeling like I'm playing through puzzles and stories that I could have handled in 3rd grade.  (If full-color monitors and 3D graphics had, y'know, been a thing when I was in 3rd grade.)

I'm a particular fan of non-linear games with worlds to explore and smart writing.  Fallout New Vegas (and 3), Divinity I and II -- those are games where you're rewarded for opening every barrel and looking under every rock.  Not with things that necessarily advance your character or help with the storyline, but with things that are fun and that you feel clever for having discovered.

The problem is: adventure game worlds are almost always linear.  Even when they're not strictly linear, there's still a modular linearity -- as in the Myst titles.  You might have many Ages to explore and solve in the order you see fit, but that's still just rearranging the middle of the flowchart in a way that doesn't much seem to matter. Whereas when I'm running around Broken Valley in Divinity II, I can do pretty much everything there however I like, while working on the story or not, until such time as that area is forced to become unavailable to me.  The same applies to the Capital Wasteland in Fallout 3, or the Mojave Wasteland in Fallout: New Vegas.

I've been unsatisfied with many of the latest Telltale offerings and with the BBC Doctor Who game, feeling that these games aren't relying on my intelligence or abilities.  I don't feel a genuine sense of suspense -- I'm not asking for timed events, but I long for a concept of urgency, for a real threat, for an unknown survival element.  I'm asking for puzzles with multiple avenues of solution.  I'm asking for the illusion of agency, rather than to feel like I'd be better off watching a TV show because at least then I wouldn't know what happened next before I got there.

I feel that the innate drama of the courtroom (even a wacky, WTF courtroom) in Phoenix Wright helps create necessary narrative tension.  The Longest Journey had necessary narrative tension due to sharp writing, and you learned to trust that early on.  Dreamfall is an entirely problematic game (omgwtf Kian, he had epic character development and apparently some Big Revelations... all off camera?  Show, don't tell!) but even it created a great deal of narrative tension -- although it also relied on the sort of artificial puzzle placement and combat moments that games we don't think of as adventure games use.

This post was going to be 2500 words long, so I'll break it up.  Coming next: a meditation on genre.  But in the meantime... why doesn't this game I need to play exist?  And can someone make it for me?

Tuesday, January 18, 2011

April Ryan: we meet at last!

The Longest Journey came out in 2000, and since roughly 2001 I've had a veritable cacophony of friends telling me I need to play it.  I'd started once before in 2006, but the copy (not even mine *cringe*) got stolen before I could progress.

There are two main venues of discussion available with The Longest Journey.  The first is of it as a game: its artistic, technical, and narrative merits.  The second is of it as different from other games: how Ragnar Tornquist and company appear to be at least 20 years ahead of everyone else [it's a 10-year-old game and others still aren't there yet] on diversity in gaming.

I'm learning to be better about jumps for post length: 

Friday, December 3, 2010

Tricksy Memories...

My husband and I were on the road traveling through the South to see his side of the family over Thanksgiving.  We left early Thursday morning and drove back late the following Tuesday.

Since before I started this blog, people have been telling me, "You really need to play The Longest Journey."  And since I started this blog, people have been telling me, "You write about female characters, and gender issues in gaming?  You really need to play The Longest Journey."

It's possibly my husband's all-time favorite game (well, maybe second to the Journeyman Project titles) so it was an obvious set-up for something we could play together: him introducing me to a cherished favorite.  I knew I had played the very, very beginning introductory sequence before (with the egg) but I thought that was it -- I didn't remember playing anything farther.

So while we were on the road with the laptop, we finally had the chance to sit down with the game and start playing.  And right at the beginning of Chapter One, when April wakes up in her room, I suddenly started remembering things.

I remembered playing a game -- something about a time-card, and a café, and a cheerful British lesbian to talk to, and a park with some metal bridges.  And I most definitely remembered taking a rattling, littered subway.  And the words, "Hey, did you ever play a game that had something about a time-card, and a subway?" were on my lips when Husband had April pick up a book, and take her time-card out of it.

"OH HOLY CRAP, I PLAYED THIS GAME!"

The good news is, I still didn't get very far the first time, before the copy I had got stolen.  (And it was my ex-boyfriend's copy, that he was lending me, and I'm still very sorry it got stolen but at least thanks to GOG.com it's not out of print and irreplaceable anymore!)  And we've gotten farther now, and I think I'm better-placed now to appreciate the game than I was five years ago.

It's wordy and dialogue-heavy (which tends to be more his thing than mine, despite me being the avid-reader half of this couple) but unlike many games, the dialogue is great, and plausible.  And I look forward to meeting more of these characters.  For now, we've left April wandering around the market and the docks by the temple, talking to people.

Wednesday, September 29, 2010

Not-so-weekly Playlist

Quick post-mortems on the games I've been playing lately:

1.) Puzzle Quest 2 (DS): Either they made this game way too easy, or I am the best Puzzle Quest player ever to be born.  And I don't flatter myself to think it's the latter.  I set the game to "hard" and on my first storyline playthrough, didn't lose a single fight.  Not a one.  Admittedly, this may be because I picked Barbarian, and because I knew how best to combo some spells from a long-in-remission addiction to the first game, but...

I did create a second character, Assassin class, and she's lost two fights in the under-10 game, so there's something to it.  Maybe it's just horribly unbalanced?  Other than that, though, I've enjoyed it.  I miss some of the features of the first (sacking cities, money from cities, consistent foes after completing the story) but overall it's not a bad game.

2.) Gabriel Knight 2: The Beast Within (PC): When the acting makes you long to have Tim Curry's southern accent back, or when every. single. sentence out of any character's mouth is instant MST3K fodder... well.  I love me some old-school adventure games and this is a definite great example of the FMV era of the mid and late 1990s, but it's a profoundly silly game and it wants to be serious.  As I said, accurately, on Twitter... #gaygermanoperawerewolfvoodooking

 3.) Divinity II: Ego Draconis (PC): I wrote before about how much this game hooked me.  And it did.  Except the end-game stage is flat-out awful.  Just like in the first game, an 80% awesome title falls flat when you cross the Line Of No Return.  Also, it's the buggiest thing I've bought in 15 years.  Twice I had to go back to an hours-old save to recoup after game-halting bugs, and once I had to send my save file to Larian for them to fix it for me.  Not.  Cool.  Even worse?  I hear they have a patch ready to go for most of these bugs but have been withholding it in North America until their DLC launches in October.  Their excuse is that they're not allowed to release too many patches for a 360 product (and this was a dual-platform release).  I'm actually quite pissed off at Larian over this one.  Translation errors and small bugs I can handle.  But game-stopping errors?  Multiple times in multiple locations across the game?  Lrn 2 QA, dammit.


Wednesday, August 4, 2010

"The Book would not be destroyed as I had planned..."

I played Myst as soon as I had a computer with a CD-ROM drive: late 1994 into early- and mid-1995.  Over the years, the world of Atrus and the D'ni grew, and I loved it.  Enormously.  In fact, I enjoyed the books and their world even more than the game series, probably because I could follow the books but Riven left me in the dust. 

And thus, we come to the importance of accessible game design.

I actually don't have any quibbles with how Myst was handled.  Sure, there are a few things you could do better now, but the game itself was pretty groundbreaking in both form and content, and the first of a kind is almost never the best example of its kind.  But the Miller brothers had come up with a really extraordinary world.  It was true, as an observer, that sufficiently advanced technology looked like magic, but it wasn't actually, and that mattered.  The world was one of ancient civilizations, politics, human emotion, arrogance, pride... it just worked.  And along came Uru, which promised at long last to show us all that ancient, great, terrible ruined civilization.

And Uru, as it turned out... was a hot mess.  Scuttled by poor design choices, by problematic funding sources, and by a fandom that was so devoted and zealous that it drove away valid criticism and potential new fans, Uru didn't really stand a chance.  The internet is full of post-mortems, impassioned condemnations, and even more impassioned defenses, but I think my favorite quick comment comes from a post on GOG.com (read the whole thing, it's short): 

Uru is ... a broken game; divorced both from the safety of conventional design and from the massively multiplayer online play that was to be its centerpiece, Uru exists today only as the ruins of a grand, unrealized vision. But what spectacular ruins! You don't so much "play" Uru as wander its massive halls, gaping at the fantastical colors and textures and shapes, and pondering what it must have looked like in its own time... what it might have looked like if history had been different. Uru is beauty tinged with sadness.  ...

To be sure, I don't believe Uru's online side was ever going to or will ever succeed in this form. It was given a fair chance and failed on its own terms. While it's loaded with authenticity and emotional power, it never managed a satisfying storyline, or even totally coherent gameplay. Uru gets something wrong for everything it gets right, and, while I hope it is reborn in the future, it will need to rethink its core design ideas to be reborn successfully. That said, perhaps the best thing about Uru is its design creativity. People often say they'd prefer a game that tries new things and fails than a game that plays it safe, and this is that game. Even when Uru falls flat on its face (a couple puzzles have even risen above the original's maze puzzle in adventure game infamy), it always manages to fail in totally unique and interesting ways - ways that spark conversations about how game design works and what it might be capable of in the future. 
That, right there, is what I would like to have written.  By the time Uru was getting a second wind, game design had advanced far and away beyond the 2004-tech it languished with.  By the time GameTap tried to run with Uru Live in 2007, people were thinking of "MMOG" as synonymous with "World of Warcraft" (or at least "City of Heroes" or "EverQuest (2)") and the clunky, awkward, problematic UI wasn't going to fly.  (An MMO where it's almost impossible to carry on a coherent personal or local conversation?  Not so much.)

Is it impossible to create a massively multiplayer co-operative adventure game?  I really don't know.  I know Uru wasn't it, and although I'm sorry that Cyan failed, ultimately Uru deserved to fail, for the reasons described above and a few more as well.  But yes, I would love to see someone try again.  Games and gamers desperately need failed projects, almost (though not quite) as badly as we need successful ones.  I've argued a hundred times that gaming is finally starting to come into its own thanks to the indie, experimental, and avant-garde scene, and this is still true.  

But will we see such an experimental MMOG again?  Not anytime soon, I suspect.  Servers and development staff are a huge cost and a business is going to need -- and properly so -- to see a return on their investment.

In the meantime, though, the fan community -- at once such a tremendous asset and yet sometimes such a liability to the game -- is doing what fan communities do best.  Myst Online is now an open source, free project accessible to any who want in.  It's amazing what a community can create when they have the time, energy, and resources, so I wish them godspeed and hope to see more D'ni history revealed in my life.

After all... the ending has not yet been written.