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==Explanation==
 
==Explanation==
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First off, three references have to be explained:
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*"Counterstrike" is a reference to the {{w|Half-Life (series)|Half-Life}} mod {{w|Counter-Strike}} and its subsequent sequel. In the Counter-Strike series, you are either a terrorist or a counter-terrorist operative, and your goal is to stop the other from completing their objective. On a dark map, players would generally use night vision goggles that don't produce light, which would give away their position to the enemy.
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*"[[Wiktionary:pwned|Pwned]]" is a typical online gaming term meaning beaten, killed, or trapped/tricked.
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*The "grue" is a predator in the game franchise {{w|Zork}}. Grues fear light, but love to devour adventurers entering the dark. Therefore, you cannot win the game without owning some light source.
  
In the days of early personal computers, such as the IBM-XT, Atari, or C64, games were largely text-based {{w|Adventure game|adventure games}}. Those games were based on an interactive story, and the player had to solve a puzzle on this by communicating to the application using only a keyboard or, later, a mouse. Play was turn-based (like chess): the computer displayed some textual context, you entered a command (GO <direction>, TAKE <object>, KILL <person>, LOOK AT <object>, etc.), and the computer responded by giving the outcome of your command. This sparse context arose from the fact that games in the 1970s and 1980s needed to run on limited memory and microprocessor capacity, and on basic displays.
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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 were run in graphical context, so running in real-time was made possible.
  
Over the following 20 years, technical advances allowed games to run in a real-time graphical context. Adventure games were largely displaced by other genres, including {{w|Role-playing video game|Role Playing Games (RPG)}}, where the player navigates a character through a graphical environment to achieve goals or gain in abilities, often involving a combat component. While the broad structure of these has a lot of similarity to adventure games, the experience is very different.
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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.
  
{{w|Zork}} is a classic example of a text-adventure game franchise. In the Zork games, players have to evade predators known as grues, which fear light, but love to devour adventurers entering the dark. Therefore, you cannot win the game without owning some light source.
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The title text mentions {{w|Adventure game|adventure games}} from the early days of personal computers like the IBM-XT, Atari, or C64. Those games were based on an interactive story, and the player had to solve a puzzle on this by only communicating to the application using a keyboard or later even a mouse. The more modern way of playing games is the genre of {{w|Role-playing video game|Role Playing Games (RPG)}}, where the player controls a character who changes in ability, and is often involved in a combat component.
 
 
"Counterstrike" is a reference to the {{w|Half-Life (series)|Half-Life}} mod {{w|Counter-Strike}} and its subsequent sequel. In the Counter-Strike series, you are either a terrorist or a counter-terrorist operative, and your goal is to stop the other from completing their objective. On a dark map, players would generally use night vision goggles, which don't produce light that would give away their position to the enemy.
 
 
 
Randall imagines a version of Counterstrike played in the text-context of Zork. Ironically, the outcome is not so different to what might be a typical experience of Counterstrike gameplay, particularly for inexperienced players: on starting the game, the player moves to another room and is immediately "{{Wiktionary|pwned}}" (a typical online gaming term meaning beaten, killed, or trapped/tricked, originating as a typo of "owned") by an enemy.
 
 
 
In the title text, Randall suggests that a comparison of the genres, analyzing the reasons why RPGs have proved more popular, would make an interesting study. His imagined example suggests that what has been gained in immersive environments may have been lost in complexity of story and gameplay.
 
  
 
==Transcript==
 
==Transcript==
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{{comic discussion}}
 
{{comic discussion}}
 
[[Category:Video games]]
 
[[Category:Video games]]
[[Category:Comics with lowercase text]]
 

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