O

Old Man Murray

oldmanmurray.com · Personal blog · on HN since 2009

Early-2000s games site with humorous, opinionated reviews and essays on video games, known for its Crate Review System.

What HN saysHN repeatedly links its 2000 essay on who killed adventure games, calling it a great, classic piece relevant to adventure and text games.
42HN people shared it
40linked it in comments
2stories submitted
149story points
3 months agolast shared
2009people per year2026

Most-shared posts

  1. 1
    The Death of Adventure Games
    22 people · 148 points · first shared 2009 · 86 comments on HN
  2. 2
    The Crate Review System (2000)
    10 people · 1 points · first shared 2010 · discussion on HN
  3. 3
    Features 78
    3 people · first shared 2018
  4. 4
    Features 79
    3 people · first shared 2015
  5. 5
    Longreviews 751
    2 people · first shared 2015
  6. 6
    News 288
    1 people · first shared 2015
  7. 7
    Longreviews 63
    1 people · first shared 2012
  8. 8
    Longreviews 56
    1 people · first shared 2013
  9. 9
    Longreviews 60
    1 people · first shared 2018

What HN people wrote when they linked it

sys32768 · 2025-04-04
Old Man Murray wrote a great peace in 2000 about who killed adventure games, the answer to which I won't spoil since it's an easy read: https://www.oldmanmurray.com/features/77.html
MikeTheGreat · 2023-08-24
This is reaching back a bit, but Old Man Murray had a great article about adventure games that seems relevant.[1] OMM was talking about graphical adventure games, but I think a lot of it applies to pure-text games, too. [1] http://www.oldmanmurray.com/features/77.html
Eric_WVGG · 2020-03-19
a classic blog post on this topic from "Old Man Murray": https://www.oldmanmurray.com/features/77.html "Who killed Adventure Games? I think it should be pretty clear at this point that Adventure Games committed suicide."
acomjean · 2019-10-18
Adventure game frustration was solved, and used to make some classics. https://grumpygamer.com/puzzle_dependency_charts some adventure game puzzles became way too obtuse to be fun. https://www.oldmanmurray.com/features/77.html
martincmartin · 2015-12-10
Thanks for helping to create it. It was a blast to play. I loved the Old Man Murray review: http://www.oldmanmurray.com/longreviews/751.html
pimlottc · 2015-08-03
I miss Old Man Murray, they wrote some really wonderful (if not quite polite) scathing critiques. One of my favorites is when they savaged Origin for not having the server component finished by the retail ship date of an Ultima Online expansion: "In these two short paragraphs, Origin has effectively ended what will someday be known as the golden age of games. They've broken the sacred bond of trust between gamer and gaming mega-corporation: that there is actually a game in the box you're purchasing." http://www.oldmanmurray.com/news/288.html
dunmalg · 2015-08-01
Possibly one of my favorite articles on the subject with special emphasis on Sin #1 is detailed in an article from back in 2000 on Old Man Murray, titled Who Killed Adventure Games http://www.oldmanmurray.com/features/77.html It has given me my favorite phrase to use on coworkers who are engaged in unnecessary work: "The first step in [disguising yourself as] a man without a moustache, is not to construct a fake moustache."
phaedryx · 2013-09-25
This is worth a read: http://www.oldmanmurray.com/features/77.html Personally, when I play a game like Scribblenauts, where I can solve a problem in a variety of ways, I can't help but wish that there were adventure games that allowed for the same amount of lateral thinking.
prodigal_erik · 2011-05-20
"Scientists tell us that our prehistoric ancestor Homo Habilis, as he stood high atop a cliff thoughtfully chewing a great mouthful of Ancient Grains brand cereal, often stared up at the sky and wondered: Where can I hide my ammo and health?" - http://www.oldmanmurray.com/features/39.html
modeless · 2011-03-02
The Crate Review System is a true classic that's worth reading even though a few of the jokes are outdated: http://www.oldmanmurray.com/features/39.html
sjsivak · 2010-02-11
Good level design is a closely guarded secret, but you can break-down and study all the great levels yourself. However, some really interesting stuff can be found on the World Creation chapter of the World of Warcraft: Behind the Scenes DVD. Chris Metzen starts by talking about how important it was for them to get the trees to feel right before they could really do anything else. It is pretty fascinating. A note somewhat related to level design that I am always reminded of is OldManMurray's Time to Crate review system for games: http://www.oldmanmurray.com/features/39.html
jerf · 2026-07-30
Very much agree. I'd also observe that "brute force" here is an O(source * target) problem, where a source/target pair is some expressible command. e.g., you can't usually combine two locations on the screen, but you can try to combine any item with any screen location, and in some games, any item with any item. Some games add a term for "verb" to that as well, though most games nowadays wisely realize that's not really helpful. You can see the core reason why people complain about "moon logic" isn't really that the logic is weird. I don't think that specifically bothers too many people. Often it's part of the fun in a way. The problem with "moon logic" is that it means I can't cut down on that search space with common sense or clever-but-grounded logic. In reality rubbing my cat with a piece of tape to pull some hair off of it so that I can wear that tape as a fake mustache is not a sensible option to consider, which is a real part of a real puzzle [1], not just something I made up. A game that consider that a solution to a problem is a game I have to rub everything on everything and it is not just "gamers being lazy" that they don't want to perform hundreds or thousands of possible actions, where all but one of them will result in failure, and depending on the game, some of them may even result in "game over". That's terrible design and that's not the player's fault. [1]: The classic Old Man Murray article, for today's 10,000:…
Majromax · 2020-06-19
> The minor tragedy in all this was not so much the end of interactive movies, given what intensely problematic endeavors they so clearly were, but rather that the latest games’ vision proved to be so circumscribed in terms of fiction, theme, and mechanics alike. [...] A shocking percentage of the new games being released fell into one of just two narrow gameplay genres: the first-person shooter and the real-time-strategy game. Citation needed? This feels like fuzzy language used to protect an unverifiable claim. What is a "shocking percentage?" Looking at (say) Wikipedia's list of notable games from 1998 (https://en.wikipedia.org/wiki/1998_in_video_games) I see a reasonable mix of genres. In fact, "shooter" games (searching the page for the number of uses of 'shoot') seem to share the top spot (21 results) with "role-playing" and "sports" games, the latter genre being neglected entirely in the article. (Noting that some games are listed as multiple genres) From the article's earlier longing for the simpler time of gorgeous, hand-crafted 2D art, I wonder if the author simply misses classic-style adventure games. In response to that idea, however, I point out the Old Man Murray article (https://www.oldmanmurray.com/features/77.html) on the death of adventure games: in brief Murray argues that the genre became so wrapped up in its own puzzle conventions that it became impenetrable to new players.
the_af · 2020-03-19
Interesting and amusing read. Of course Ron Gilbert is a well-known authority on Adventure Games, but the original Old Man Murray article is even better (and funnier). In case anyone hasn't read it yet: "Who Killed Adventure Games?" http://www.oldmanmurray.com/features/77.html (As an amusing aside, point-and-click adventure games were considered to be for "clever" gamers in 90s Spain and Latin America; gamers who mocked action games as simplistic. But there was nothing "clever" or "cerebral" about most adventure games; they were mostly arbitrary and nonsensical. And fun, of course!) Before I read the Old Man Murray article I was already frustrated with (some) adventure games, even though I absolutely loved the Space Quest series (the original, 16 colors and text input!), and of course Interactive Fiction (aka text adventures). IF games in particular had something of a rennaissance some years (or decades?) ago and they evolved into something way more complex and with better UX than what we remember from the old Zork days.
smacktoward · 2012-03-12
Oh, man. I played Borderlands all the way through (once, anyway), and my reaction to all the things Steve praises was exactly the opposite. * I had no idea that there was a special benefit to playing the game through a second or third time. That's because the game doesn't tell you that. So the only people who will ever discover this are the hardest of hard-core OCD types. * Even if it did tell you that, it's ridiculous that it would push the "good stuff" out to the second or third playthrough. Old Man Murray said it best, more than a decade ago (http://www.oldmanmurray.com/longreviews/63.html): > Here's a note to developers regarding what we hope will become an industry-wide policy: if your game has some good parts, try to put them at the fucking beginning. It takes us ten hours of dismal labor to earn enough money to buy your game, so please commence the entertainment early on. If possible, pack something fun right into the box, for instance a balloon... > Developers have one goddamn job: entertain us. And we mean now, goddamnit, not in six hours. * The huge number of randomly generated guns may create a token economy, but it also forces the player to spend way too much time trying to figure out whether Gun # 712,924 is better than Gun # 712,925. Sid Meier is supposed to have said that "a game is a series of interesting choices," and the problem with Borderlands' guns is that choosing between them is usually not interesting, because the differences between most…
DarkShikari · 2009-07-17
Throughout the 1980s, Sierra sold a ton of games with horrible EGA craphics, but which were basically cinematic games with fairly simple decision-tree gameplay. This has always struck me as one of the most interesting aspects of computer game history. Back in the old days, adventure games were all about the story and experience, not the gameplay. This even continued into the 90s in some cases, with games like Planescape Torment, which contained over 800,000 words of text, and the ill-fated (but brilliant) Last Express, a game whose graphics was made by rotoscoping tens of thousands of scenes made by professional actors! These games weren't about brilliant game mechanics, in-depth strategy, or competitive experience. But few deny that they were great games. Of course, the genre basically died towards the end of the 90s--and many claim that it killed itself ( see http://www.oldmanmurray.com/features/77.html ). Interestingly enough though, I've noticed that despite the proliferation of seemingly mindless entertainment these days, there has been somewhat of a revival of the genre of "games with lots of text". The genre of visual novels, once just an offshoot of silly Japanese dating sims, has begun to turn out some seriously impressive material. The most impressive to date, IMO, has been Umineko no Naku Koro ni ("When the Seagulls Cry"), a murder mystery reminiscent of a cross between The Last Express, The Usual Suspects, and Agatha Christie's And Then There Were None. …
darkwater · 2026-07-30
> Graphic adventures ceased to be popular before YouTube and smartphones started to damage the average capability to focus. The famous post https://www.oldmanmurray.com/features/77.html illustrates how the genre became too contrived and self-referential (even poking fun at those who blame “television-atrophied attention spans”). Partially agree, but I also think that they were victims of the graphic cards revolution where each year you could have shiny new GFX and visuals, and that drove new games development (and funding). But indeed being contrived and self-referential didn't help. Or maybe adventure games were always a niche genre for a niche of people, it just happened that the niche of computer/console players in the early days coincided more.
alberto-m · 2026-07-30
Graphic adventures ceased to be popular before YouTube and smartphones started to damage the average capability to focus. The famous post https://www.oldmanmurray.com/features/77.html illustrates how the genre became too contrived and self-referential (even poking fun at those who blame “television-atrophied attention spans”). But the rest of your point stands. I keep reading young gamers complaining about adventures and role-playing games being “too difficult” whenever they don't put big flashing arrows on the next character or place to interact with. I cannot understand that: if one can solve a puzzle without grit, what pleasure does that bring? It's the same as watching TV.
spankibalt · 2026-07-30
> The famous post https://www.oldmanmurray.com/features/77.html illustrates how the genre became too contrived and self-referential (even poking fun at those who blame “television-atrophied attention spans”). That's a name I haven't heard in a long while. And the "Cat Stache Puzzle", once an infamous case-study of virtual insanity in game design, now nearly forgotten...
amiga386 · 2026-07-30
The canonical criticism is Old Man Murray's Death of Adventure Games describing one mad puzzle in Gabriel Knight 3 (1999) with an improbable solution which admits no simpler or more logical solutions. Not to pick on it, because the adventure game market had been making more and more convoluted puzzles and reached peak idiocy some time ago. https://oldmanmurray.com/features/77.html > Who killed Adventure Games? I think it should be pretty clear at this point that Adventure Games committed suicide. What I quite like in Joe Richardson's Death of the Reprobate is that Joe breaks the fourth wall and admonishes the player character for feeling sad that Joe told him the puzzle solution and robbed him of a "Eureka moment". "IF THE PUZZLE DIFFICULTY IS PITCHED JUST RIGHT, THAT'S MY TRIUMPH, NOT YOURS" says Joe.
moomin · 2025-08-16
Indeed, so famous it’s the subject of an entire OMM article (one of the guys behind OMM went on to write the script for Portal demonstrating he was a critic who could actually do the thing better than the people doing it). https://www.oldmanmurray.com/features/78.html The absolute pinnacle of this idiocy? The person you are disguising yourself as _doesn’t have a moustache_.
swhitf · 2025-02-23
I haven't seen a .tk domain in probably 20 years. It was super popular with young gamers during the early 00s due to the free domain. What a blast from the past! Also a blast from the past, the OMM review of NOLF: https://www.oldmanmurray.com/longreviews/751.html
soneca · 2024-07-27
The linked post about who killed adventure games is pretty good too: https://www.oldmanmurray.com/features/79.html
justin66 · 2024-02-20
A couple of impressions from someone whose knowledge of this is limited entirely to the project landing page: https://valvesoftware.github.io/steam-audio/ First, one of the little screenshots references Sansar, so it must be good! Second, I sense that whatever software is responsible for the screenshot in the background would flunk an Old Man Murray Start to Crate test: https://www.oldmanmurray.com/features/39.html
mehlmao · 2022-03-23
The Old Man Murray piece "Death of Adventure Games" sums up my feelings on the genre. >Who killed Adventure Games? I think it should be pretty clear at this point that Adventure Games committed suicide. https://oldmanmurray.com/features/77.html
erik_seaberg · 2021-01-15
I still send people the Crate Review System: https://www.oldmanmurray.com/features/39.html > Games can be rated and compared based on the shortest amount of time it takes a player to reach the first crate, which represents the point where the developers ran out of ideas.
asa4akj · 2020-07-17
Some era adventure games were famous from simply being illogical. It's always nice having to pick up cat hair to make a fake mustache to impersonate someone that does not have a mustache. A nice 3 page rant from 2000: http://www.oldmanmurray.com/features/77.html
rhn_mk1 · 2020-04-01
> But if you lack the perseverance to keep trying for years, then maybe you're just suited better for another hobby. I agree if the hobby you're talking about is "beating games that are intentionally hard to learn", or "solving interface puzzles". However I think only a minority of players are into that hobby; possibly the same people who used to enjoy old adventure games (see http://www.oldmanmurray.com/features/77.html ). I am convinced that most people are interested in playing games in general, and even if they seek challenge, it's not necessary the challenge in understanding what the game even wants.
colanderman · 2019-04-09
Games now have crates on forklifts, but still are missing the essential element connecting the two, the pallet? [1] [1] http://www.oldmanmurray.com/features/39.html
leoc · 2016-09-19
See also Old Man Murray on "Who killed adventure games?" http://www.oldmanmurray.com/features/77.html . At least the individual steps in real-world yak-shaves usually make sense ...

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