Myst at 25: How it changed gaming, created addicts, and made enemies
fastcompany.com
fastcompany.com
For reasons that I either never fully learned or fail to remember, my father received a CD in the mail from Myst's publisher (Broderbund?) containing a demo of the game. Only, someone screwed up, and instead of the CD containing a demo, it actually contained almost the entire game in a just-before-release, playable state (only a single world was unfinished). And all the HyperCard scripting was unlocked and viewable by the player.
Myst was amazing for its era, so of course, wanting to know how such a game was possible, I took full advantage of being able to read all of the HyperTalk code. And I'd be lying if I claimed I didn't use this access to "solve" a few of the more difficult puzzles. The times spent understanding and "hacking" Myst are among my fondest memories.
All of this led to me learning HyperCard and HyperTalk myself, and eventually moving on to CodeWarrior/C, Perl, PHP, Ruby, etc.
So thanks to Robyn and Rand Miller for the awesome memories. It had a huge impact on my life.
I mean it would probably be taken down in a heartbeat, because the disclosure of the source code was very likely unintentional, but, you never know!
I would love to see that stack...
I haven't wanted to go play it again because I just know that it's not going to be the same, and I don't want to ruin amazing memories.
Then he asks for your (further) help, sending you to Riven, the next game in the series.
I'm curious. Was that preventing to finish the (hacked) game?
As I recall, it was the tree world that was unfinished (Google says it was called "Channelwood"), and at some point, the floating walkway just ended, and there were floating icons in the air representing the blue and red pages, and some apologetic text from the developers acknowledging that the world wasn't finished yet, so just go ahead and pick a free page.
Timing was critical too for Myst too I think; it came at the point when many ‘ordinary’ (for want of a better word) families were buying their first home PCs. My experience was that Myst and Riven found fans among people not traditionally PC gamers, often via word of mouth that this was something interesting one could do on their relatively expensive new fangled PC investment.
This might be an unpopular opinion, but I don’t think it holds up all that well as a ‘game’ in 2018, our expectations of video games are rightly so much greater. The standards of adventure games improved dramatically in subsequent decades. If you are looking for a Myst style puzzle world to lose one’s self in in 2018, Jonathan Blow’s game “The Witness” is arguably a strong modern spiritual successor.
https://www.slant.co/topics/6377/~walking-simulator-games-on...
And really this is just a continuation of the larger "adventure game" genre that Myst itself is a part of:
Games like “What Remains of Edith Finch”, “Firewatch” and “Gone Home” etc I loved, but these aren’t really puzzle games in the way Myst was, although I do see a common thread in the idea of an intricately made world to slowly explore.
I couldn't get into it. When I ran into a memorization "puzzle" I knew it wasn't the game for me :(
I loved Talos Principle also, and I genuinely think the Witness is one of the best games of the last decade. Hopefully you can give it another go :)
That said, unlike the magical-realism of Myst and Riven's lived-in locations, the island of The Witness is impressionistic: It's not supposed to feel like a real place, only a kind of 3-d painting filled with relaxing and thought-provoking details, and coincidences to notice. So it might not be your cup of tea.
The Eyes of Ara is another Myst-like I enjoyed.
I'm always looking for more.
https://www.kickstarter.com/projects/1252280491/myst-25th-an...
They were called the "Avernum" games. They started their life as flash games. They had bottomless writing and story behind the franchise, to compensate for their near-total lack of visual splendour (unless you're into map reveals) and graphics. I don't know why they felt like Myst to me, given their procedural and eminently surmountable nature, but still . . . they held, and still hold, that same sense of wonder and exploration.
I think there are a few other games from "humbler" (intra-WWW-revolution, drowned out by the Flash revolution noise) beginnings that are similarly excellent.
Part of it was the controls: I preferred a proper top-down view over isometric, but the main reason was probably the fact that parties were smaller. In Exile, a party could be 7 characters (I think), and it made the combat feel much more tactical.
Still, both the Avernum and Exile series are amazing, and I can highly recommend them. If you're starting fresh, Avernum 3 is probably a good one to start (it's also the on iPad and decently playable).
Given the article references 6 and 8 year olds playing, maybe I was just a dumb kid.
My experience is not very different from yours. I remember going back and forth on the first island and playing with the different puzzles. I was just minding my own business in the game and imagining my own story without taking any interest in the game scenario.
Very mysterious world, I found it very fascinating.
Now that we have youtube, Ive watched how to win.
It’s basically like how Super Mario 3 is one of the greatest games of all time, but the only real was to beat the original was by cheating since the last level was an invisible maze with no internal clues on which way to go.
But solving any of these mazes without a strategy guide will probably call for multiple lives because you almost certainly won't be able to find the complete solution in a single run-through. I think that's characteristic of many Super Mario 3 levels, though, because pipes and doors that send you backwards aren't that uncommon.
Other examples of tricky maze levels where you have to explore a lot:
6-5 (you have to fly while holding a Koopa shell in a place where it's not particularly obvious)
7 first fortress (again, you have to fly in one particular place in order to escape)
8 fortress (lots of backtracking, several different ways to solve it)
Edit: I didn't realize that when you said "the original" you were referring to Super Mario Bros. rather than Super Mario 3. I agree that 8-4 in the original Super Mario Bros. is a huge nuisance to figure out although I think you can get it with a degree of discipline, probably in only 1-3 lives. If I remember correctly, there are three branching points where you have to repeatedly choose passageways and you can be sent back if you chose the wrong one. I think the hardest branching point gives either 8 or 9 total possibilities, of which only one is correct.
It didn't help that my machine (A Mac LC with 4 MB of RAM) was only barely powerful enough to run the game, and when it ran out of resources the first thing to go was the sound.
Did anyone else solve it this that way?
That's what I feel Myst brought that has been so rarely replicated.
Still easier than the sound puzzle in Myst IV Revelation though! That required reading a guide to solve it was so unobvious.
We try to play it for hours. We die at every step.
Only the character was visible. All the rest was pitch black.
We die a lot.
Eventually, memorizing each die pattern, we found a tiny bit of light on the background.
Then, I increase the monitor bright. What idiots!
The video has the bubbles-in-the-toilet-bowl explanation (see 7:30 onwards), along with a ton of other great nuggets.
There was one location in Riven where I spent about fifteen minutes listening to a short-ish music loop over and over and watching a simple atmospheric location animation, because both were just so perfect.
- Myst was one of the first CD-ROM based games. It helped drive CD-ROM adoption. Even Doom (which came out around the same time) was installed via floppy.
- Myst felt expansive in a way that made it ahead of it's time by several years.
- Myst made you feel like you were in the middle of a story. Its lack of interaction made the player the focus of the game -- which was unique at the time.
My article on riven graphics vs the latest in the myst series. http://darkcephas.blogspot.com/2018/03/twenty-years-later-of...
Putting the more technical aspects aside, I found the games after Riven to be lacking something, and I only discovered afterwards (maybe even only after the second post-Riven game) that it wasn't by the original studio/team/brothers.
Uru, despite its many problems, seemed to recapture some of that magic. But I'll always wonder if that's actually true, or just because I knew the original team (or at least one of the brothers?) was involved again.
(Not that the Riven sequels were bad! I quite enjoyed Myst 3)
Riven, on the other hand, depicted a much more natural-seeming world, and its puzzles fit much more organically into that world. For instance, one early puzzle involves learning the Rivenese number system from a child's toy. Some of the Moiety puzzles seem a little artificial, but even those do have some in-game motivation (as part of a security system).
Also, I despised the Quicktime for Windows that it installed with.
"As we collaborated over puzzles played out on vintage machinery, my older daughter said, “People back then must have been incredibly creative to make something like this."
I don't know any 6 or 8 year olds that talk like that.
Either way, I enjoyed the post.
For example - my youngest recently had an abscessed tooth removed. He is 5 this year. The dental surgeon was astounded that he used the words nitrous-oxide and Novocain. The surgeon said things like giggle gas and sleepy juice, and the five year old dead pan corrected him.
Kids will say what they hear - outside of a disability/difference of that kind. If they hear short baby talk, they say short baby talk. If they hear larger words, in context, often, then they'll use those.
... they don't care. At all.
This should have been an obstacle to the game's success but lesson learned: it seems that everyone that had a CD ROM drive bought the game.
I'll never to fall for the least-common-denominator school of marketing. Ship your games and require the most high-end of hardware. :-)
Oh, and it helps if your game is great (and the game's size no doubt helped reduce piracy).
And a lot of people bought new computers with CD ROM drives just to play the game. It’s really what popularized the CD ROM in a lot of ways.
Worked for building hype for Crysis, for a while anyway
https://www.kickstarter.com/projects/1252280491/myst-25th-an...
All the world rules and the lore was interesting, but I don't know how much of that would be in the games. The books didn't have tricky puzzles, of course, but I kind of tells how big the games were.
(I won't spoil you if there will be or not a Myst VR, go and listen to it)
It’s of course compromised in all the usual ways 2018 VR typically is, but if you want a Myst style adventure in an expensive, low res vomit inducing uncomfortable headset, have at it! (I say this as a very disgruntled Oculus Rift + Touch owner...)
For the Mystics? out there, what's the best way to play the game for a person who knows of Myst, but hasn't every played it? What can I read to get started, but that's not a walkthrough?
Sort of related, I recall Pyst appearing in stores about a year or two after Myst; is that worth trying to run as well?
The original still-frame version is available as well; GOG packages both Myst Masterpiece Edition and Riven with ScummVM so they don't have any compatibility headaches (I recall back in the day, having huge problems since they required QuickTime installed, and only _SPECIFIC_ versions of QuickTime, not newer nor older ones).
There are fans that swear by the original still-frame only. It is fine, but I've always felt that immersion was kind of the whole point of the game, and realMyst provides that far better.
For those looking for a Myst nostalgia trip: https://www.youtube.com/watch?v=DtO4E3cIn0w
2) the narrative was high quality.
3) the puzzles were very satisfying to solve.
Aside from that, it’s just taste, my friend.
Myst Soundtrack - 15 Above Stoneship (Telescope Theme) https://youtu.be/MTruv9DbnrE
I didn't play it until the Windows release, but even then, it was vastly different from many games available at that time. The graphics were very obviously ahead of most games. While many games do so now (and some over do it), Myst provided a very cinematic experience. Most of all though was the immersion. Many games had addicting gameplay, but few tried to captivate the player in the same way Myst did. It is of course a point of preference, but it did a lot to draw in the player. Not all of the clues were known to be clues at the time. You could discover something and not know what it did until later on. Then it became a point of realization. You weren't playing the role of a super soldier or simulating someone else. You as the player were the one discovering pieces of this world and helping it unfold.
This was extremely captivating. Even to those of a young age who didn't entirely get it. It just provided a different experience from most games at the time. An experience that has been emulated through different means like flash games, but hasn't been recreated in a meaningful way.
I just couldn't imagine then how it could compare to Space Quest, King's Quest, Alone in the Dark, etc. Now I can imagine a few ways in which they might have been able to leverage the format and limitations to expand the world and puzzles in different ways that weren't feasible for other games.
For the era it was such a mind-blowing game, and that's really saying something considering it's the same year that gave us NBA Jam, Virtua Fighter, Ridge Racer, Star Fox, X-Wing, Link's Awakening, Doom, and Mega Man X (what a year!).
Also the first Myst tie-in novel is one of the only game tie-in books that I really enjoyed. I was quite young, so I'm not sure how the book holds up, but I remember really enjoying it.
https://medium.com/picking-up-the-pieces/two-histories-of-my...
Also this article spend a lot of time talking about the cultural impact of Myst, now and then.
I still watch this thing every couple of years and remember how much I loved that game.
talos principle was nice too
https://youtu.be/h4wWITMUop0 ("A Brief History of...Myst" (2016))