Retrospective: Myst
The dark ages.
I absolutely blame Myst. I blame it for everything. Everything bad about gaming, every hateful puzzle, every stupid cut-scene, every dreadful piece of writing. I don't care if any of it is Myst's fault, I still blame Myst. I blame it for the recession, I blame it for X Factor, I blame it for the war in Iraq.
Released in 1993, it became the non-gamers' game. "Oh, I don't really like videogames, but I did like Myst." It sold more copies than Kinkos - well over six million. Everyone with a PC in the nineties had a copy, you'll be told. And you know why? Because it was given away with absolutely everything. If you bought a PC, you got given Myst. New printer? Myst. Upgrading your RAM, here, have a copy of Myst. Vast piles of Myst were causing terrible landslides, killing hundreds of children, all around the world.
You had to have Myst. It was the law. Anyone found owning a PC without a copy would be imprisoned, beaten, and left to die. Its hegemony reigned until the turn of the century, six million victims, and never an apology.
Oh it looks so boring I want to die.
Good grief, I hate stinking Myst. And I hate anyone who likes it. I hate you, and your ghastly taste. If this was good enough - if this was what you wanted from gaming - then I hope the litany of miserable clone games that destroyed the joy of adventuring has made you very happy. Every time I receive a game to review that requires me to read its entire plot from a digital pile of horribly written "books", I turn and look at you with such piteous contempt that your mothers want to disown you.
Seriously, this is the game that made it okay for developers to think, "Nah, screw telling a story, let's just make the player pick it all up from our handwriting-font-printed virtual novels. It'll be much easier to excuse a collection of meaningless, unconnected puzzles if there's a book about flying cats or something. And a diary. No, wait, 18 diaries. 18 diaries filled with pages and pages of our purplest prose, in which one paragraph of information somewhat relates to a puzzle 15 locations away. That's narrative."
Here's a choice moment from one of Myst's 'books': "Climbing the ladder led to their village which is about 10 metres above the water and can only be reached by rope ladders that stretch from the lower paths to the village level approximately half way up the grand trees."
It never even looked that good! Not compared to Lost Eden. That was also rubbish.
There should be a Booker Prize for games. Can I read an entire tome like this? (Well, yes I can, as the creators of the game published three novels based on the games. But I have yet to have the pleasure.) And every lazy, rubbish adventure game since has employed the same lazy, rubbish device, and it's entirely Myst to blame.
Seedy ROM
1993 was a dark year for gaming. Sure, it may have given us Day of the Tentacle, Sim City 2000 and Doom, but it was also the year that saw the CD-ROM become the dominant means for distributing PC games. Clearly something was needed. Games coming on 15 1.44MB floppy discs had become silly, and we required more room.
But it should have been added gradually. Jumping from a maximum of around 20MB to 600 was simply not safe. Developers looked at how much room they now had, and concluded that they had to fill it somehow. With the bulkiest things they could find. Pre-rendered graphics and full-motion video. And guess what encouraged this more than anything else? That's right: Myst. Along with its cousin 7th Guest, Myst bamboozled everyone's eyes by creating a world of luscious pre-rendered worlds.
"Look!" people would cry, calling over relatives. "Look at this!" And their relatives would look at the graphics on the desktop PC and their jaws would hang slack. "I... I had no idea! So, go on, move around!"
Click.
At the point where gaming had finally advanced enough to allow 3D worlds through which you could move with speed, Myst grabbed that by the throat and throttled it until it squirmed dying on the floor. Once again we were back to clicking on the screen and finding ourselves teleported forward. But unlike the corridors of, say, Dungeon Master, not in an understandable direction, but at whichever angle it saw fit, leaving you disorientated, and unable to usefully turn around to figure out where you were. Will it be a quarter turn, or a full turn?!
Fight the machine
Oh take your mechanisms and stick them up your pre-rendered hole.
Myst is also the game I hold responsible for f***ing mechanism puzzles. Oh look, here in the middle of this wood is a metal platform with a collection of buttons and switches. I guess if I go back three miles I'll find a book that alludes to there being something which requires a dial to be rotated 38 degrees to the right, and there was that sign on the wall in that dungeon that had some arrows that vaguely suggested that there might be a switch somewhere that needed to be pushed up and down seven times.
So if I do those, only in the right order, absolutely nothing visible or audible will happen but another utterly disconnected location 15 minutes away will now have a new pixel that I can click on. THANKS MYST.
I mean, sure, adventure games up until that point were asking you to make logical choices, or solve inventory puzzles with lateral thinking, but who needed that? Not when you could have acres and acres of machines and signs and books to twat around with in the name of progress.
And I'm a Mac
If I wanted to read a book, I'd - oh, I don't know - READ A BOOK.
Oh, and Myst is responsible for levels of smugness beyond any other, generated by - brrrrrrrrr - Mac gamers in the nineties. Oh, has the universe ever witnessed a more loathsome collection of turtle-necked smug-goblins? "Yes, I play computer games. But I play them on my [imaginary internal fanfare] Mac." "Oh, so you play Myst and Civilisation then. And NOTHING ELSE."
Those one-mouse-buttoned buckets of self-importance, explaining to you how their Apple Macintosh is so much better for gaming than your PC, like a group of pompous weeds with dustbin lids for shields going to war with the armies of Sparta, and yet somehow the absolute certainty that they'd already won the battle. And then when trounced - smashed into the ground - looking up through their spindly glasses and saying, "And it's far better for desktop publishing."
A time to die
When I'm asked what I'd do if given a time machine, I don't say, "Go to the dawn of the millennium to meet Christ," or, "Travel forward to next week and get the lottery numbers!" I say, "I would travel back to 1992, to Cyan's Washington studio, and I would smash everything to smithereens, then get the developers, stick them in the time machine, and send them four hundred million years into the past. And then I'd stay in that time and ensure that no one else attempt to revive the project. Anything, anything at all, to stop Myst.
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Comments (61) Latest comment 2 years ago
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Myst III: Exile was also quite fantastic - particularly one of the 'Ages', Amateria, which drew design influences from Chinese architecture and the hexagonal rock formations of the Giant's Causeway in Northern Ireland. The addition of 360' turning views made the 'click forward to advance a few steps' a lot easier to understand where you were in the landscape. And the pre-rendered animated rides on the transportation systems were fun if you moved close to the screen.
Myst IV and V (and Uru, and anything else they may have farted out since) should be erased from existence I think - a trilogy it should remain, because once they handed it over it lost all its magic. By the way - I have all three novels too.
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anyway...yeah I liked myst.
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anyway...yeah I liked myst.
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Take your reverse-snobbery and stick it.
+100 internets to aesthitis for perception.
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I loved reading the Journals, that provided a back story to the ages, but then i can read and enjoy it.
I loved the mechanical logic puzzles.
I loved the relaxed atmosphere, the with a basis of exploration and experimentation along with the first person perspective.
I loved figuring out how the game worked and what was going on for myself, and not having a clue at the beginning but then i also liked Lost (TV, not the game obviously)
I'm also the only person i physicaly know who does like myst (and Lost come to think of it)
Myst offered an experience i hadn't had before, and i loved it. Sorry (meh-i'm not).
I think this ones a Marmite, most people hate it and don't get it but some people love it and personally i love a developer willing to induldge my esoteric taste.
And while i HATE Marmite i dont resent or hold a grudge for it taking up shelf space, i've not cut myself over companies producing competing brands such as vegimite. I don't wish to travel back in time and release anthrax into the beer dregs some random drunk decided to spread on his toast just to avoid the inane ads on telly. Nor have i stabed someone in the eye with a kebab skewer for eating it in front of me (though i have pulled a face).
Live and let live i say.
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Sorry to geek out at you, but Myst 3 exile was handed over to presto studios, while cyan worked on "mudpie" later to become Uru live (then dead, then uru offline, then live again and dead and can now be enjoyed live for free [while it goes open source] at [link url=http://www.mystonline.com)]http://www.mystonline.com)[/link]
Cyan did however make Myst 5 which tied up the plot unable to be fulfilled in uru live (but made it complicated when it went live again)
Its all very simple :-S
God damn it you posted while i was posting!!! (and i like 5 sniff)
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Couldn't agree more with all of the sentiments expressed.
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I was (and still is) an Amiga guy so i could only drool over the pictures....until i got hold of PYST (the parody of Myst) for 68k Mac which i ran on the Amiga via shapeshifter... it was funny as hell and i thought...damn i need MYST too.
ClickBoom ported Myst to the Amiga a few years later, i bought it day one....and i drooled over the box...tried the game and went.. wtf is this shit??????... hated it... played it for a few hours, havent played it since. (Btw ClickBoom's port was a quality one)
great article btw...oh and Day Of The Tentacle is one of the best games i have ever played even though it took me over a decade to finally try. (I love ScummVM!!!).
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How long ago was this written?
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I will forever love Myst, unfortunately I've only ever played the PS editions (minus PSP).
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@robg - Oh, sure, that other millennium. I'm not sweating the linear details.
@Sorbical - I've said quite a few times in these retros that I don't think that much of SOMI. But no - it bears almost nothing in common with Myst.
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Then I played Myst, the PS version too, and while it was a good game, the PS port was horrendous and somewhat diminished my enjoyment of the game. Man, how it hurt my eyes, reading those books on the TV screen...
Myst III Exile was a good game too, but when I played it, it was the GameFAQs era already and I couldn't resist to take a look, which ruined most of the game for me.
The Myst novels are a good read if you are the type who gets excited discovering new and strage worlds, they're a lot of fun, though the third one is the worst of them imho.
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It's easy to break down a game and say "oh you have to get some information that relates to something else miles away". That's like breaking down Shadow of the Colossus, "you fight 16 bosses".
Sometimes a game is more than the sum of it's parts. Myst had a good atmosphere and I liked the puzzles. And just because it doesn't have conventional narrative doesn't make it wrong.
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At the time i absolutely hated Myst when it originally came out i found it obtuse and annoying but on a recent play through i found it rather a pleasant experience it felt like a breath of fresh air to explore a mysterious island without having to put up with the constant whining of the survivors of oceanic 815, Riven however is a far more polished and enjoyable experience and while Myst somewhat misses the mark for being a truly great game, with riven by its side there is more enjoyment to be had solving some these nightmare puzzles than there is to be had from working out some of Losts No answer at all "Puzzles"
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And what's worse, it's the sole reason why it's considered 'acceptable' by some to call a collection of machine puzzles an "adventure game".
Like metamorphic here:
Adventure games (the real kind) will always be the best!
Myst has nothing to do with adventure games. At best, it's a very distant cousin. A distant, retarded cousin that you don't like to mention to people.
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http://bit.ly/aSlUZi
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You guys get them pitchforks!
I'm gonna call The Docter!
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But it had a certain quality, captured by music and art style and puzzles, which was captivating and kept you engrossed even though the only real meat to the game was how long it took to work out the (sometimes obscure) puzzles. For me that "feel" is what I remember most about Myst, and what made it good (that and unravelling the story).
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I wonder how much of this article I should take seriously, or if I can take it seriously at all and has therefore much worth to me.
Blaming Myst for all the sins that it inspired other designers to implement is like faulting Monkey Island for all the games that terribly tried to imitate it (Bud Tucker in Double Trouble is an obvious example, since it copied straight the whole SCUMM interface; others are Trick or Treat, Mutation of J.B, or the more recent Ankh and Jack Keane).
Not to forget, Cyan chose prerendered graphics at the time because realtime 3D wasn't able back then to render enough details. Later on they remade Myst in realtime 3D and allowed the player free movement, which shows that they would've made the original this way at the time if they could.
The later Myst games by Cyan, Myst V and Uru, are in realtime 3D, too. It's just that the designers that imitate Myst don't seem to understand that Cyan used prerendered 3D not by choice, but because of restrictions.
Maybe a small budget forces Kheops Studios, for example, to still use prerendered 3D, but then I look at Amnesia and wonder how it would be so hard to pull something off in that manner.
Also, don't forget the positive things Myst inspired: without it, Benoit Sokal may have never become a game designer and we may have never got the wonderful Syberia, which seemed to inspire another sin, though: the smart cursor.
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The human brain is an odd thing.
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Brilliant article though. Such bile... such anger... genuine laugh all the way through... I assume you didn't like Myst then?
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From the Oxford English Dictionary:
Disorientate - cause someone to lose their sense of direction or feel confused.
Disorient- chiefly N. American - another term for disorientate.
This is Eurogamer. It plays UK rules.
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It was boring, and floppy disk Doom (and WinNT4 dual booted with Win95) led to me switching to Windows for a decade.
I think I gave the Myst disc away, I agree with this article.
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Ahh memories, but the best bit was kitting out the display PC's with network cards, Mystiques & Voodoo cards and half the staff staying in the shop each night until midnight playing Quake!
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2...Myst had a unique atmosphere, no wonder it captured the imagination of so many.
3...We wouldn't have Eternal Darkness without it
4...I'd rather play this than any fucking guitar/rock/sing wankfest bollocks
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