Posted on: February 23, 2017

Necrodamus
Games: 247 Reviews: 7
The Devolution of Video Games
Dear Esther provides a very beautiful world to walk through, a mysterious plot (sorta), and the music is remarkable. Yet, as I went through the experience, I felt empty. Then I realized why I felt empty. Every positive point about Dear Esther I said above -- the beautiful world, mysterious plot, and music -- I had already experienced almost 2 decades earlier in Myst and Riven except that -- Myst and Riven actually had gameplay. THAT is the problem. Dear Esther is incomplete and lazy game design. Dear Esther did what Myst and Riven (and so many other games) already accomplished in terms of story-telling and atmosphere -- which is fine, but the developer of Dear Esther was too lazy or too blind to understand that gameplay is an essential part of gaming (and that gameply can actually enhance the story and experience like it did in Myst, and Riven). Instead of implementing gameplay into Dear Esther that could enhance the experience and maybe make the story even more impactful, the developer chose to just have us walk around the world and listen to the story unfold. Can you imagine walking around Final Fantasy 6, watching the story unfold without any gameplay? Without any RPG? That's exactly what To The Moon is. Can you imagine walking around Myst and Riven, listening to someone narrate the story without any puzzles that perfectly integrate into the story and environment? That's Dear Esther. These are not games. They're interactive stories. Dear Esther, and the vast majority of similar interactive stories, are ultimately empty, half-experiences that do half of what Final Fantasy 6, Myst, and Riven did two decades ago. They are an example of the devolutionization of "games".
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