In the first Watch Out For Fireballs, we did a show about the evolution of a series. For the second, we went with something closer to a revolution. Adventure games simplified their parser through the years, starting with straight up text (Use lamp on torch) to a verb based system (like Monkey Island) and eventually moved to this entirely contextual, one click interface. How did this change the game?

Myst is a product of this entirely. The puzzles deal with mechanics, literally, because when you only have one possible interaction with something, "operate" makes the most sense. The nouns you interact with in Myst generally are just switches, buttons and levers: perfect... Read All

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So sorry, I overlooked those places. Thanks!