I am so in, for the Tex Murphy! Many thanks, and +1. I'm about to step out of the house, but I'll edit in a gaming experience when I get home.
Edit to Add: I began gaming before there was an Internet, and since I did not work in the tech field, I had at max only a couple of people in my circles who even knew what computer gaming was. It's hard to imagine now, but back in the 90s - only 20 years ago! - most people did not have email accounts even if they had computers, and the World Wide Web, in its early open incarnations, existed as a skeletal framework, because most modems were far too slow to download even rudimentary graphics, so web sites did not use them.
As a result, it was hard to find any kind of gaming community, so my early gaming years happened in a vacuum. My first ever game, King's Quest III, was a shared purchase with a roommate, and we played that together; we also shared our love of Rogue/Nethack. Beyond that, I was on my own.
I explain this because this is a story about expanding the mind. I lived in Berlin for a couple of years in the early 90s, after the Wall came down. I wasn't working much and had a lot of free time while my girlfriend was at University. Her Dad bought her a reliable Win3.11 machine (cutting edge!), and when the first winter came, I decided I needed a game to tide me through the dark season. We consulted the Zweite Hand (second-hand ad magazine), and I found a guy selling Ultima VI and Lemmings at a reasonable price. Perfect immaculate condition, with manuals and maps.
My GF was very much not a gamer, though we managed to connect over Lemmings - I'm not very good at it, but it was wonderful to play it with her. She found everything about Ultima VI to be ridiculous; I thought it was one of the most amazing things I had ever seen.
I had never played an Ultima game, or an RPG of any kind, and I came to it a blank slate. Everything about it was a delightful discovery. I knew flexible characters from Nethack, but this one lived in a lush graphic world! The story was scripted, and dense, and full of quests that had resolutions! It wasn't a world that required quests to unlock areas: I could go anywhere, as long as I could get there! NPCs would do their thing whether or not I was there to see it! And the world was so BIG! Seriously, coming without introduction to Ultima VI from Nethack and King's Quest was a life-changing experience. Like the first time I had a good beer, or the first time I heard music that moved my heart, or the first time I understood that a book could make you laugh or cry or feel great or feel terrible.
So. I played Ultima VI for months, mapping it and making a journal and never finishing it because I was too busy exploring (this is also why I suck at MMOs). It was some time before I ventured underground, because I got caught up in trying to figure out how to do something with, I dunno, bread or fishermen or somesuch. No one I knew had heard of this game, there were no gaming stores that might sell a guide, there was no accessible Internet (we didn't even have a phone in East Berlin), and my journeys were solitary - it was cold and wet outside, and warmer in, so gaming was a good way to stay comfy.
The caves under the main land were terribly exciting. (I knew dungeons from Nethack, but they were random things.) I got graph paper and began mapping the caverns. At some point I came upon a stairway up that was not the entrance I came down. Wow, I thought, secret levels. I went up it, and came out in the world above.
Nowadays, that's a common thing in games; of course a dungeon level will let out on the upper world, and more than once is standard. But I had never seen this technology before - remember I started with monochrome monitors - and it astounded me. The whole complex open world had another whole complex open world right under it, and they connected together in a rational way! In 1992, this was one of the most astonishing things I had ever seen, partly because I never imagined it was possible. Immediately, and I think this is why game design was so fertile in that period, I began to wonder how far you could push a computer world. How many levels down could you hide a secret? Could you put the whole world in there? Why not? Couldn't a sufficiently complex alogorithm mimic normal daily life? And couldn't intersecting algorithms create meaningful interactions, if they were written to respond with complex behaviors?
And then my GF came home. I showed her how I could - look - go down here, and walk this way, and then if I come up here, look! I'm on an island, roughly the same distance away in the right direction! Predictably, she thought I was a loon and found the whole thing completely uninteresting (she really hated that game). I think this is where my love of detailed RPGs comes from, and also my habit of not finishing them.
Post edited April 06, 2014 by LinustheBold