Sitting in our first group meeting to discuss what we wanted to do with our video game
web site, Shawn asked me what games I liked. Slightly embarrassed, I admitted that I
didnt play video games, but I was interested in gaming as a genre. Apparently,
convinced some miraculous transformation would take place and I would suddenly remember
some distant video gaming experiences that were floating deep in the recesses of my
remembered self, Shawn told me to think about it and in the meantime, do a little
research. Over the course of the meeting, I listened to Shawn, Jeff, and even Barb, the
other non-gamer, talk about video games with a depth and engagement I didnt realize
was possible. I remembered Duck Hunt and Super Mario Bros., but what did those games have
in common with narrative theories?
Without warning, I remembered one game I played for a short time in high school, a game
that I had thoroughly enjoyed. If I remembered correctly, it had a narrative plot behind
it. I announced to the group that I just might have something more to contribute than my
honed researching skills. When I mentioned The 7th Guest, the game from high
school, I found myself knee-deep in video game history. They told me about the entire
movement of point and click puzzle games and how that video game form is rapidly declining
in popularity. This short discussion got my proverbial wheels turning, and I decided to
find out more about the game and the form of The 7th Guest and why the rest of
the world didnt enjoy it as much as I had.
When CD-ROM drives first became popular on the market, video game designers and
developers were determined to show the world all of the amazing things the drive could do
(Jong 1). Many companies started, "to develop . . . software that aim[ed] to harness
the capacity of the CD-ROM to deliver the multimedia capability of the home computer"
(Jong 1). Games like The 7th Guest and Myst were the industrys initial
answer to the CD-ROM craze. Today, games such as these are commonly referred to as point
and click puzzle games because the game player merely points and clicks the cursor on the
screen to move through the game, which is basically a collection of logic-based puzzles.
Once all the puzzles are successfully solved, the game is over. As mentioned above, two of
the most widely known games of this type were The 7th Guest and Myst. Although
both games were very similar in purpose and graphic appearance, The 7th Guest
fizzled out and died while Myst turned into a multimillion dollar seller, selling 3.5
million units by 1997 (Weil 9), and spawning a complete series of Myst installments
(Osborne 1). How can two games so similar in format, purpose, sound, and appearance
conclude in so strikingly different places? The reason lies in Mysts more
emotionally compelling narrative structure, a narrative that made audiences care about the
game and its outcome.
The logic-based puzzles in both The 7th Guest and Myst were comparable in
difficulty; they "typically range from easy to moderately difficult and require
general cleverness or a little brainstorming" (Mar 2). The puzzles are imbedded in
the games settings and are revealed to the audience one by one as the player
navigates through the game. Graphically, the game designers "took advantage of the
CDs huge storage capacity to create a gaming experience quite unlike any other"
(Osborne 1). The visual aspects of the games are outstanding. For example, while
"walking" through the Stauf mansion in The 7th Guest, players are
confronted with a setting so detailed that "Each wall, piece of furniture, and object
is intricately and realistically presented" (Mar 2). Both games have strong
soundtracks that set tone, mood, and atmosphere in the games (Griffiths 2). The music done
for the new CD-ROM format was compelling because "It had never been done before. A
new medium, a new format, a new game structure" (Sanger 6). All of these aspects were
imbedded in relatively simple narrative texts.
The 7th Guest is centered around the fictional story of Henry Stauf, the
creator of Wonderworld Toys and Puzzles, and owner of the infamous Stauf mansion, in which
you, the player known as the Ego, are trapped. While inside, you witness the ghostly
deaths of the six other guests and are left to "foil Old Man Staufs devilish
puzzles and solve the mystery of the secret seventh guest" (Mar 1). The original Myst
is relatively similar to The 7th Guest. The player is trapped on a deserted
island and is compelled to explore the island while solving puzzles in order to save the
family also trapped on the island.
If the games are so similar, why did Myst develop such a strong staying power and The 7th
Guest and its sequel, The 11th Hour, were merely able to write themselves
"onto a page in the computer gaming history" (Jong 1) never to be played again.
As mentioned above, the reason lies in Mysts emotionally compelling narrative as
opposed to the emotionally distant narrative of The 7th Guest. In The 7th
Guest, players are compelled by only a sense of personal satisfaction in completing the
game. Other than gaining the rather anticlimactic identity of the mysterious 7th
guest, there is no other emotionally compelling incentive to continue play. In Myst, the
fate of the family rests in the players hands. Without the player, the family is
deserted on the island with not chance of survival. The audience, driven by a desire to
save the family, continues tackling the puzzles because of the emotionally compelling
nature of the narrative.
This rather simple narrative discrepancy in The 7th Guest and Myst, to some
extent, explains my own experiences with The 7th Guest. I only played the game
for a month or two until I found more pressing and entertaining things to do. I
wasnt concerned about the beautiful ghostly figures in the game. There was
absolutely nothing I could do to prevent the murders, and discovering the identity of the
7th guest was not going to bring the characters back to life, characters I
actually didnt care about at all. The characters are dark and mysterious; the
audience is invited to make suppositions about their limited moral characters throughout
the game as the full motion video clips expose them as reprehensible people. As a member
of the emotionally detached audience, it was much easier to push the exit button and leave
the game when I was tired rather than persevere through the game. I knew that the
beautiful images, scenery, and full motion video clips would be there whenever I wanted
them, and in the meantime, there was absolutely nothing I could do about the group of dead
people haunting the house. I never played Myst, but if I had, it is possible that if I
reflected on the fate of the family still trapped on the island, I, their only hope, would
have been more compelled to either continue play or at least return more often in order to
save them.
This difference in narrative, when examined as a part of the whole game design, genre,
and purpose, seems rather minute. It is easy to doubt that the emotional involvement an
audience has with the characters in a video game could predict the success and staying
power of any game. However, this comparative analysis of The 7th Guest and Myst
suggests that this narrative discrepancy is the reason Myst is "one of the
biggest-selling computer games of all time" (Osborne 1) and The 7th Guest
is comfortably tucked away in the back of a file drawer in my parents guest room.
Works Cited
Griffiths, Diana. "MystSecond Opinion." GamesDomain Review.
<http://www.gamesdomain.com/greview/zones/
reviews/pc/jun97/myst2nd.html> (2 May 2001).
Jong, Philip and Troels Pleimert. "Review: The 7th Guest." The
Adventure Collective. <http://www.adventurerecollective.com/reviews/7th
guest.htm> (2 May 2001).
Mar, Steven. "The 7th Guest Brings the House Down." HCR Game
Review. <http://hcs.harvard.edu/~hcr/95oct/guest.html> (2 May 2001).
Osborne, Scott. "Myst III: Exile Review." GameSpot.Com.
<http://gamespot.com/gamespot/filters/printerfriendly/
0,10855,2715657-95,00.html> (2 May 2001).
Sanger, George Alistair. Interview. "The 7th Guest: Temples
Room." <http://www.crosswinds.net/~t7g/hamilton.html> (2 May 2001).
Weil, Elizabeth. "The Girl-Game Jinx." 21st Salon: The Culture
of Technology, The Technology of Culture. <http://www.salon.com/21st/feature/1997/
12cov_ 10feature2.html> (22 April 2001).