This is going to be 'wordy' so if it's too long by all means don't read it.
Like some others who frequent this place, I've been gaming for almost as long as videogames have been around. My first console was the original
Magnavox Odyssey released back in the early/mid 70s. It was the console where you put an overlay on your TV screen to provide the 'graphics' for the on-screen video 'blibs.'
In those days it was so amazing to be controlling the on-screen action on a TV - it changed the entire paradigm of a video display from passive to interactive. But the early days of videogaming were relegated to fairly simple arcade-style romps; tank battles, plane battles, simple car racing, pong and whatnot.
In 1979 a little game called, '
Adventure' was released for the
Atari 2600. For me, this game was the equivelent of giving me tasty chips and salsa after not having eaten for a week - the salivating was gratuitous. I couldn't get enough of that game and it really made my imagination soar. I still remember not being able to fall asleep at night because I wanted to keep playing so much. Previously, this type of insomnia was relegated to anticipation of trips to Disneyland and other rare activities. From that point on, I craved more of this style of gameplay.
Because of Atari 2600 Adventure and my persuit of anything in that vein that could expand on the
complexity of the gameplay, by 1980 a little company called, '
Infocom' got on my radar. Although games produced by Infocom were text only, one title caught my attention: 'Zork' - it sounded 'Adventury' enough so I got a copy of it (I'm pretty sure my first copy was a bootleg but eventually I did buy the game so I'm hoping for redemptions from the 'Big Guy' upstairs). Like 'Adventure' before it, Zork really got my imagination stirring. The thirst to explore a fantasy world and discover new things grew inside me like weeds soaking in the morning dew while basking in sunlight.
It was only a year later, in 1981, that a 'real computer game' was introduced into the nerdy consciousness of my universe. It was called '
Ultima.' It promised a graphical world you could freely explore. It also promised that it was so complex that virtually every single key on the computer keyboard had a function (yes, this claim was actually used in marketing this series through Ultima V). And this claim worked, at least on me and led to a series of begging and pleading with my parents to buy me an
Apple computer (at the time, that was the only kind of computer Ultima would run on). They never budged and I never got to play the game except for the few times I went to my parents' friends house whose son had an Apple computer and the Ultima game. All I ever got to do was watch because that kid would never give up the keyboard.
So what is the point of this little recap of one gamer's nerdy recollection of the prehistoric days of gaming? It has to do with why so many of us, typically (but not always) on the older side, don't easily shy away from complexity. We come from an era where the word 'complexity' was
NOT a dirty marketing word, but was actually embraced by marketers. The more complex the game, the better. These days, the more streamlined, the better. Either viewpoint can be endlessly debated as being better than the other and I don't want to get too caught up in that in my ramblings here.
Gothic 1 & 2, by today's standards, are complex. The control schemes are counter-intuitive to a degree and need some attention by the player to overcome. The pacing is slow and methodical. Resources, early on, are very scarce. Enemies are tough and oftentimes make your character seem 'weak.' All these things tend to put off contemporary gamers who, in my humble opinion, haven't learned the joy of improving their character's position in a gameworld after having gone through quite a bit of 'scraping by.'
Old farts like me who have a love for exploring fantasy worlds embrace complexity and don't easily shy away from a deep, complex gameworld just because controls are a little confusing and enemies can one shot you halfway through the game. And I know there are plenty of younger people out there who have the fortititude to appreciate this kind of gameplay without having to be an old fart.
Matt is by no means a 'spring chicken' but I think his target audience bleeds quite a bit into the younger crowd who oftentimes cannot or will not appreciate the kind of gameplay Gothic 1 & 2 offer, hence his somewhat childish commentary in his video 'review' of Gothic. Of course, I could be wrong.