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).