Fewer Clicks |
The sensibility behind Chroma's exploratory format, requiring fewer clicks from the user and more exploration of the screen with the mouse, is born from many of the early CD-ROM adventure games of the 1990s. Earlier games, before the leap onto CD-ROM, relied on rapid hand-eye coordination and quick pacing to entertain the player. Graphics technology was not impressive in and of itself. When better technology for graphics (higher resolutions, more colors) and data storage (CD-ROMs) evolved, many games, like the prototypical Myst (by Rand and Robyn Miller), took advantage of new technologies to create visually impressive gameplay. Myst did not require the player to clutch a joystick. Instead, the player could take her/his time to enjoy the visual artistry of each screen, using the mouse as a sort of third eye to play with on-screen objects and to move within the environment. Chroma uses a similar technique, as the reader rarely clicks on anything on-screen and relies on the visual effects created just by moving the mouse. This is an important difference to note, given that it is a departure from much other Flash animation and web design online.