How Myst Taught a Generation of Gamers to Explore New Worlds
atlasobscura.com
atlasobscura.com
This is an interesting thing to read from the co-creator of a game franchise with a deep enough lore that multiple novels have been published in its universe. The characters in the Myst series are not insignificant – certainly the specter of Gehn in Riven, even though you actually meet him only briefly at the end of the game, is ever-present as you explore the world he ruled and bent to his will.
And yet, that seems to be exactly what Robyn Miller is talking about there: The character of Gehn is important, but the player gets to know him not through direct interaction, rather through exploring the environment. Gehn's screen time is an afterthought to the character development that derives from observing the obsessive details of the places he frequented and shaped. The environment is the character development.
Myst marked a turning point in environmental storytelling, and its effects have been felt all the way from the golden age of first-person shooters into the modern age of "walking simulators." Even when today's games take the overused shortcut of audio logs to fill in the details, the stages they set all track back to those curiously broken chairs in Sirrus' study that made you ask "wait, what happened here?"
And ofc myst was no innovator in this — environmental/interactive storytelling was well established by interactive fiction (IFs), MUDs, text adventures, etc — but it is the quintessential example for modern video games (but thats not saying much imo, since few modern game developers seem to even believe games actually existed before 1990, let alone learn from them)
And thats not to say that all games fit my described model well (eg asura’s wrath has almost no simulation/interaction at all, but derives decent impact from the qte mechanic) but at the same time, a lot of games that don’t fit the model were doing a job in the wrong medium (the uncharted series has a sufficiently engaging plot [kinda], but it was really just an action/adventure plot told very innefficiently, with a sufficiently engaging but almost totally seperate third-person shooter game interspersed. Both plot/gameplay would have been better served by their own mediums, instead of being composed into an awkward hybrid)
There have been lots of "sandbox" games before and after, but those two really captured the right balance between creating a rich world to explore and giving the player(s) the tools to shape it and create their own stories. They really understood the concept that "it takes a village" of different players and playstyles to form a dynamic community. I think they were really ahead of their time and hinted at what might be possible in terms of creating compelling alternate realities in VR.
I have no idea what it actually contained at this late date, only that it was infinitely disappointing that it was not a linking panel. (Probably some sort of dry research.)
Thanks to games' inferiority complex and desire to look "more like movies", we temporarily ditched most of the things that made games unique in favor of a bunch of laughable full motion video.
Calling these games "interactive" was an extra kick in the teeth, as they were so much less "interactive" than even an early video game like Frogger, Pac-Man, or Robotron where you had multiple (or perhaps over a hundred, in Robotron's case) objects moving around the screen, in real time, at 60fps, each behaving according to its own rules.
Luckily, the industry eventually corrected itself and swung back to creating the kinds of highly kinetic experiences that are unique to the medium.
Her Story[1] manages to pair an interesting mechanic with with an engaging story. I really recommend setting aside an evening to try it if you haven't already.
It's a shame that the games industry seems to be allergic to using video in games. You can have video with interactivity and story-telling all in one package.
It's much better than L.A. Noire at making you feel like a detective and that moment when you figure out what happened is amazing.
The mechanics are limited so it only works a short experience, thankfully it doesn't overstay it's welcome.
FMV is barely relevant to Myst at all. And 'highly kinetic' is hardly the only unique experience videogames bring - Myst brings the experience of exploring an unknown environment and uncovering the puzzles/narratives within, in a way you can't do in other media.
I don't even think it's that good, to be honest, but decrying it as just 'laughable full motion video' is straight up inaccurate.
And, honestly, saying that the only good games are "highly kinetic" is just ridiculous. Some of the best games in history have been turn-based or very deliberately paced. If you only like twitch games, there's nothing wrong with that, but don't project your preferences onto the rest of us.
Re: "Gaming pretty much died for a while", Myst came out in the same year as Doom. The FMV-shovelware era was pretty cringey, but at the same time there was an explosion of high-octane action games on the PC.
And, honestly, saying that the only good games are "highly kinetic" is just ridiculous.
I didn't say that. I called full-motion video of that era "laughable", and I said that video games can create kinetic experiences that are unique to the medium.There are lots of fine examples of classic games that aren't "highly kinetic" - strategy games like XCom and Civilization, RPGs, etc.
Some FMV adventure games were actually quite well received. E.g. I remember that there were some very positive reviews on The Dark Eye (1995), an adventure game based on some short stories written by Edgar Allan Poe, but I don't know if the game is really good or not because I haven't played it.
I am not a heavy gamer but I really don't want to go through the 10 minutes of intros and bullshit me backstory, I simply want to play damn game. I want to skateboard, or play an adventure, shoot villians. I don't want to watch videos. If I can't start actually playing the game in less then 30 seconds, I'm probably not going to actually ever play it.
On topic: The modern remake of Myst is visually stunning.
If I remember correctly, Myst was a pioneer (if not revolutionary) in a number of areas:
1. It was one of the first computer games that were distributed with CD-ROM.
2. It was THE first computer game that was distributed ENTIRELY with CD-ROM.
3. It was probably the first computer game outside the racing/flight simulator/FPS genres that emphasised a first-person perspective.
4. It was probably the first computer game that used pre-rendered 2D backgrounds.
5. It was the first adventure game that isn't dialogue-based or inventory-based (it has a small inventory, but mainly for storing documents rather than tools; if I remember correctly, the first Myst game has only one "tool" that can be "used" at the end of the game). Myst was exploratory. The player wasn't told to achieve any goal.
It also remained as the top best-selling computer game for a half-decade. Its sales record (six million copies) was surpassed only by Half-Life and StarCraft in 1998, five years after Myst was released.
Neither of them were the first graphical adventure games without an inventory, as Loom had come out three years before. Several had likewise been in a first person view, perhaps most notably the MacVenture series in the 80s. The first CD-ROM game was The Manhole in 1989, which had the same designers as Myst.
Generally speaking, none of the individual pieces were particularly innovative, but Myst pulled them off well enough and in a simple enough package to appeal to people who didn't want to _learn_ to play a game. That's a merit unto itself.
And I also didn't say that Myst was the first CD-ROM game. What I said was that Myst was the first game that was distributed entirely with CD-ROM. (Actually The 7th Guest was the first, but it and Myst were released in the same year. ) The Manhole, according to Wikipedia, was released on floppies first.
Disagree with this one. First-person dungeon crawlers, maze games, illustrated text adventures, gun games (different than FPSes IMO), and more had been around for well over a decade by the time Myst came out.
I broadly agree with the rest, though.
Myst arrived at a turning point in computer gaming, where what it provided gamers was so much beyond what had come before the mind filled in the gaps (as gaping as they truly were, with our 20/20 hindsight).
Sad that some cannot even comprehend what this means.
I just wish they'd do riven next.
The main difference is that you can actually walk around, as opposed to point and click with animated pictures.
If I remember correctly, the original game was still images with quicktime movies overlaid over them.
https://www.rollingstone.com/culture/culture-news/how-brothe...
edit - technolust isn't exactly a myst clone, but if you like the genre its a decent first person adventure game with a killer soundtrack
Sadly I don't have a VR setup to try Technolust, but thanks for the recommendation!
However, the books that were part of the Myst universe drew me in. I loved the books.
Pretty intense games.
The innovation was in the graphics, which really pushed the boundaries of what could be done on a computer of that era.