Title text: I'm sure a discussion of the reason for the disappearance of adventure games in favor of RPGs would be fascinating.
First off, three references have to be explained:
- "Counterstrike" is a reference to the Command and Conquer franchise expansion pack Red Alert: Counterstrike (or possibly the Half-Life franchise expansion Counter-Strike). In C&C, players start off the game on a map with limited visibility of their surroundings. Players must move units into "dark" areas of the map (called "Fog of war") to have visibility there. Different units have different ranges of visibility.
- "Pwned" is a typical online gaming term meaning beaten, killed or trapped/tricked.
- The "grue" is a predator in the game franchise Zork. Grues fear light, but love to devour adventurers entering the dark. Therefore, you cannot win the game without owning some light source.
Zork is a typical text-adventure, in which you play turn-based (like chess). The computer spits out some textual context, you enter a command (GO <direction>, TAKE <object>, KILL <person>, LOOK AT <object> etc.), and the computer responds by giving the outcome of your command. This scarce context arose from the fact that games in the 1970s and 1980s needed to run on limited memory and microprocessor capacity. During the last 20 years, these barriers were broken down, and games in graphical context, and running in real-time were made possible.
Randall returns Counterstrike to the text-context of Zork, stating thereby that no player used to the real-time, graphical atmosphere of the former would have any appeal to the turn and text-based dynamics of the latter. And yes, that indeed is an initiation to the discussion mentioned in the image text.
- Welcome to text-only Counterstrike.
- You are in a dark, outdoor map.
- > GO NORTH
- You have been pwned by a grue.