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{{Short description|1993 video game}} | ||
{{About|the original computer game|the media franchise|Myst (series){{!}}''Myst'' (series)}} | |||
{{Infobox VG | |||
{{Featured article}} | |||
|title=Myst | |||
{{Use mdy dates|date=March 2016}} | |||
|image = ] | |||
{{Infobox video game | |||
|developer = ] | |||
| title = Myst | |||
|publisher = ], ], ], ] | |||
| caption = ], showing an ] of the island of Myst, one of the key settings of the game | |||
|designer = ], ] | |||
| image = MystCover.png | |||
|composer = Robyn Miller | |||
| |
| developer = {{collapsible list|title={{nobold|]}}| | ||
] <small>(SS)</small><br />] <small>(PS)</small><br />] <small>(3DO)</small><br />Hoplite Research <small>(PSP, DS & 3DS)</small>}} | |||
{{vgrelease|NA=September 24, 1993<ref name="moby">{{cite web|url=http://www.mobygames.com/game/macintosh/myst|title=Myst for Macintosh|publisher=]|accessdate=2008-04-24}}</ref>}} | |||
| publisher = {{collapsible list|title={{nobold|]}}| | |||
'''Sega Saturn'''<br> | |||
'''Mac OS'''<br />{{vgrelease|NA|Broderbund}}'''Sega Saturn'''<br />{{Video game release|JP/EU|Sunsoft|NA|]}}'''PlayStation'''<br />{{Video game release|JP|]|NA/EU|]}}'''3DO'''<br />{{vgrelease|JP|Micro Cabin|NA|]}}'''Microsoft Windows'''<br />{{vgrelease|NA|Broderbund|EU|]}}'''Atari Jaguar CD'''<br />{{vgrelease|NA|]}}'''CD-i'''<br />{{vgrelease|EU|]}}'''AmigaOS'''<br />{{vgrelease|EU|PXL Computers}}'''PlayStation Portable'''<br />{{Video game release|JP|]|WW|]}}'''Nintendo DS'''<br />{{Video game release|EU|Midway|NA|] <small>(original)</small>|NA|Storm City Games <small>(updated)</small>}}'''iOS'''<br />{{Video game release|WW|]}}'''Nintendo 3DS'''<br />{{Video game release|NA|]|AU|Funbox Media|EU|Funbox Media}}'''Android'''<br />{{Video game release|WW|Noodlecake Games}}}} | |||
{{vgrelease|JP=November 22, 1994|EU=October 27, 1995}} | |||
| director = | |||
'''PlayStation'''<br> | |||
| designer = ]<br />] <br />] | |||
{{vgrelease|JP=January 27, 1995|NA=September 30, 1996|EU=November 15, 1996}} | |||
| writer = | |||
'''3DO'''<br> | |||
| composer = Robyn Miller | |||
{{vgrelease|JP=April 14, 1995}} | |||
| series = '']'' | |||
'''PlayStation Portable'''<br> | |||
| platforms = ], ], ], ], ], ], ], ], ], ], ], ], ], ], ], ], ], ], ] | |||
{{vgrelease|JP=June 15, 2006<ref name="myst psp"/>|EU=October 13, 2006<ref name="myst psp"/>}}{{vgrelease|NA=July 16, 2009<ref name="myst psp"/>}} | |||
| released = {{Collapsible list|title={{nobold|September 30, 1993}}|'''Mac OS'''{{vgrelease|NA|September 30, 1993}}'''Windows 3.1'''{{vgrelease|NA|March, 1994}}'''3DO''' {{vgrelease|NA|March 17, 1995}}'''Sega Saturn'''{{vgrelease|NA|September, 1995|PAL|September, 1995}}'''Atari Jaguar CD'''{{vgrelease|NA|December 15, 1995|PAL|1995}} '''PlayStation'''{{vgrelease|NA|October 15, 1996<ref>{{Cite web |date=October 16, 1996 |title=Psygnosis Wire Vol 1. No 14 |url=http://www.psygnosis.com/news/Wire%2314.pdf |archive-url=https://web.archive.org/web/19970428182729/http://www.psygnosis.com/news/Wire%2314.pdf |archive-date=April 28, 1997 |access-date=January 31, 2024 |website=]}}</ref>|PAL|November 15, 1996}}}} | |||
'''Nintendo DS'''<br> | |||
| genre = ] | |||
{{vgrelease|EU=December 7, 2007<ref name="myst ds"/>}}{{vgrelease|NA=May 13, 2008<ref name="IGN - Myst">{{cite web|url=http://ds.ign.com/articles/863/863215p1.html|title=Empire Interactive's Myst DS Goes Gold|publisher=IGN |date=2008-03-31|accessdate=2008-04-22}}</ref>}} | |||
| modes = ] | |||
'''iOS'''<br> | |||
April 22, 2009}} | |||
|genre = ], ] | |||
|modes = ] | |||
|ratings= ]: K/A, E<br>]: G<br>]: 3+<br>]: All<br>]: 0 | |||
|platforms = ], ], ], ], ], ], ], ], ], ], ] | |||
|media = ], ], ] download | |||
|requirements = | |||
|input = ] and ], ] | |||
}} | }} | ||
'''''Myst''''' is a ] ] designed and directed by the brothers ] and ]. It was developed by ] (now Cyan Worlds), a ]––based studio, and ] and distributed by ]. The Millers began working on ''Myst'' in {{vgy|1991}} and released it for the ] computer on September 24, 1993; it was developer Cyan's largest project to date. Remakes and ] of the game have been released for ], ], ], ], ], ], ], ], ], and ] by publishers ], ], and ]. | |||
''Myst'' |
'''''Myst''''' is an ] ] designed by ] and ]. It was developed by ], published by ], and first released in 1993 for the ]. In the game, the player travels via a special book to a mysterious island called Myst. The player interacts with objects and traverses the environment by clicking on ]. Solving puzzles allows the player to travel to other worlds ("Ages"), which reveal the backstory of the game's characters and help the player make the choice of whom to aid. | ||
The Miller brothers had started in game development creating black-and-white, largely plotless works aimed at children. They wanted ''Myst'' to be a graphically impressive game with a nonlinear story and mystery elements aimed at adults. The game's design was limited by the small memory footprint of ]s and by the slow speed of ]s. The game was created on Apple Macintosh computers and ran on the ] software stack, though ] to other platforms subsequently required the creation of a new engine. | |||
Upon release, ''Myst'' was a surprise hit, with critics lauding the ability of the game to immerse players in the fictional world. The game was the ], until '']'' exceeded its sales in {{vgy|2002}}.<ref name="best-selling">{{cite web |url=http://www.gamespot.com/pc/strategy/simslivinlarge/news_2857556.html |title=The Sims overtakes Myst |accessdate=2008-03-17 |author=Walker, Trey |date=2002-03-22 |publisher=]}}</ref> ''Myst'' helped drive adoption of the then-nascent ] format. ''Myst''{{'}}s success spawned four direct video game sequels as well as several spin-off games and novels. | |||
''Myst'' was a critical and commercial success. Critics lauded the ability of the game to immerse players in its fictional worlds. It has been called one of the most influential and ]. Selling more than six million copies, ''Myst'' was the ] for nearly a decade. The game helped drive adoption of the ] drive, spawned a ], and inspired clones, parodies, and new video game genres, as well as spin-off novels and other media. The game has been ported to multiple platforms and ] multiple times. | |||
==Gameplay== | ==Gameplay== | ||
] | ] | ||
''Myst''{{'}}s gameplay consists of a ] journey through an interactive world. Players can interact with specific objects on some screens by ] or dragging them.<ref name="myst win manual">{{cite book|title=Myst User Manual|publisher=Broderbund|year=1993|edition=] version}}</ref>{{rp|5–6}} The player moves by clicking on locations shown on the screen; the scene then crossfades into another frame, and the player can explore the new area. ''Myst'' has an optional "Zip" feature to assist in rapidly crossing areas already explored; when a lightning bolt cursor appears, players can click and skip several frames to another location. While this provides a rapid method of travel, it can also cause players to miss important items and clues.<ref name="myst win manual"/>{{rp|9}} Some items can be carried by the player and read, including journal pages which provide ]. Players can only carry a single page at a time, and pages return to their original locations when dropped.<ref name="myst win manual"/>{{rp|13}} | |||
To complete the game, the player must explore the |
To complete the game, the player must fully explore the island of Myst.<ref name="guerillas">{{cite magazine|author=Carroll, John|date=August 1994|url=https://www.wired.com/wired/archive/2.08/myst_pr.html|title=Guerrillas in the Myst|magazine=]|volume=2|issue=8|archive-url=https://web.archive.org/web/20110209043813/http://www.wired.com/wired/archive/2.08/myst_pr.html|archive-date=February 9, 2011|url-status=live}}</ref> There, the player discovers and follows clues to be transported via "linking books" to several "Ages", each of which is a self-contained mini-world. Each of the Ages—named Selenitic, Stoneship, Mechanical, and Channelwood—requires the user to solve a series of logical, interrelated puzzles to complete its exploration. Each Age must be explored to solve the game's primary puzzle on Myst. | ||
Apart from its predominantly nonverbal storytelling,<ref name="mysty"/> ''Myst''{{'}}s gameplay |
Apart from its predominantly nonverbal storytelling,<ref name="mysty"/> ''Myst''{{'}}s gameplay was unusual among adventure games in several ways. The player is provided with very little backstory at the beginning of the game, and no obvious goals or objectives are laid out. There are no obvious enemies, ], no time limit to complete the game, and no threat of dying at any point.<ref name="guerillas"/> The game unfolds at its own pace and is solved through a combination of patience, observation, and logical thinking.<ref name="mysty"/> | ||
==Plot== | ==Plot== | ||
Players assume the role of an unnamed person who stumbles across an unusual book titled "Myst". The player reads the book and discovers a detailed description of an island world. Placing their hand on the last page, the player is transported to the world described and is left with no choice but to explore the island.<ref name="myst win manual"/>{{rp|2}}<ref name="grantland_2013-09-26"/> In the island's library, two books can be found, colored red and blue. These books are traps that hold ], the sons of ], who once lived on Myst island with his wife Catherine. Atrus writes special linking books that transport people to the Ages that the books describe. From the panels of their books, Sirrus and Achenar tell the player that Atrus is dead; each brother blames the other for the death of their family, as well as the destruction of much of Atrus' library. Both plead for help to escape. The books are missing several pages, rendering the sons' messages unclear and riddled with static. | |||
As the |
As the player continues to explore the island, books linking to more Ages are discovered hidden behind complex mechanisms and puzzles. The player must visit each Age, find the red and blue pages hidden there, and return to Myst Island. These pages can then be placed in the corresponding books. As the player adds more pages to these books, the brothers can be seen and heard more clearly. After collecting four pages, the brothers tell the player where the fifth and final missing page for their book is hidden; if the player can complete either book, that brother will be set free. The player is left with a choice to help Sirrus, Achenar, or neither.<ref name="myst-game guide">{{cite web|author=Poole, Stephen|url=http://www.gamespot.com/features/myst_gg/index.html|title=Myst Game Guide|website=]|archive-url=https://web.archive.org/web/20000313005946/http://www.gamespot.com/features/myst_gg/index.html|archive-date=March 13, 2000|access-date=February 8, 2009|url-status=live}}</ref> | ||
Sirrus and Achenar beg the player not to touch the green book located by their final pages, claiming it to be another trap book like their own. In truth, it leads to D'ni, where Atrus is imprisoned. When the book is opened, Atrus asks the player to bring him a final page that is hidden on Myst Island. The game has several endings, depending on the player's actions. Giving either Sirrus or Achenar the final page of their book causes the player to switch places with the son, leaving the player trapped inside the prison book as the son rips the pages out. Linking to D'ni without the page Atrus asks for leaves the player and Atrus trapped in D'ni. Bringing Atrus the page allows him to complete his Myst book and return to the island. Upon his return, Atrus returns to his writing and allows the player to explore Myst and its Ages at their leisure, while also asking them to be on hand to help in the future, as he was contending with a greater foe than his sons (setting the stage for '']'').<ref name="myst-game guide"/> Upon returning to the library, the player finds the red and blue books gone, and burn marks on the shelves where they used to be. | |||
==Development== | ==Development== | ||
===Background=== | |||
{{quote box|quoted=true|width=30%|quote=We started our design work and realized that we would need to have even more story and history than would be revealed in the game itself. It seemed having that depth was just as important as what the explorer would actually see.|source=—Rand Miller, on developing ''Myst''{{'}}s fictional history<ref name="through the myst"/>}} | |||
In the late 1980s, brothers Rand and Robyn Miller were living apart in the United States. Robyn was taking a year off from university in Washington state, writing and trying to establish residency, while Rand worked in Texas as a computer programmer for a bank.<ref name="grantland_2013-09-26">{{cite web |author=Yoshida, Emily |date=September 26, 2013 |url=https://www.grantland.com/story/_/id/9713372/looking-back-game-myst-20th-anniversary |title=Lost to the Ages |website=]|access-date=September 26, 2013 |archive-url=https://web.archive.org/web/20130926162310/http://www.grantland.com/story/_/id/9713372/looking-back-game-myst-20th-anniversary |archive-date=September 26, 2013 |url-status=dead }}</ref> Rand approached his brother with the idea of making an interactive storybook using ].<ref name="gdc-post-1m00s"/> The brothers were not big video game players themselves, although they were familiar with '']'', and had played '']''.<ref name="gdc-post-8m45s"/> In his parents' basement—Robyn did not own a computer himself—Robyn began drawing pictures and creating a nonlinear story that would eventually become their first game, '']''.<ref name="gdc-post-1m00s">{{cite AV media|last=Miller|first=Robyn|date=March 2013 |url=http://www.gdcvault.com/play/1018048/Classic-Game-Postmortem |title=Classic Game Postmortem: Myst |work=Game Developers Conference Vault |archive-url=https://web.archive.org/web/20150409074445/http://www.gdcvault.com/play/1018048/Classic-Game-Postmortem |archive-date=April 9, 2015 |access-date=February 22, 2016 |time=1'00"–3'30" }}—Mirrored on {{webarchive|url=https://web.archive.org/web/20170311035201/https://www.youtube.com/watch?v=7cULHgP8tmo |date=March 11, 2017 }}</ref> ''The Manhole'' and the games that followed—'']'' and '']''—were specifically aimed at children and shared the same aesthetics: black-and-white graphics, point-and-click gameplay, a first-person point of view, and explorable worlds.<ref name="grantland_2013-09-26"/><ref name="gdc-post-1m00s"/> Robyn recalled that the games were more about exploration than narrative: "In the projects we did for children, we didn't really tell stories ... They were just these worlds that you would explore."<ref name="grantland_2013-09-26"/> | |||
Around 1990,<ref name="gdc-post-4m30s">{{cite AV media|last=Miller|first=Robyn|date=March 2013|url=http://www.gdcvault.com/play/1018048/Classic-Game-Postmortem|title=Classic Game Postmortem: Myst|work=Game Developers Conference Vault|archive-url=https://web.archive.org/web/20150409074445/http://www.gdcvault.com/play/1018048/Classic-Game-Postmortem|archive-date=April 9, 2015|access-date=February 22, 2016|time=4'30"–5'35"}}</ref> the brothers decided to create a game that would appeal to adults. Among their goals were believable characters, a non-linear story, and for the player as protagonist to make ethical choices. The Millers pitched the game to ] under the title ''The Gray Summons''; Robyn recalled that Activision told them to stick to children's games.<ref name="gdc-post-4m30s"/> At the time of the rejection, they were not doing well financially—"we were eating rice and beans and ] and that our diet."<ref name="gdc-post-5m40s"/> Facing the end of their game-producing career, Japanese developer ] approached the Millers to create an adult-oriented game. Like with ''The Gray Summons'', the Millers wanted their game to have a non-linear story with believable characters and an ethical choice. They also wanted to produce a game with far more impressive graphics than their previous efforts, at one point considering an entirely hand-drawn game. They also knew their story would be a mystery.<ref name="gdc-post-5m40s">{{cite AV media|last=Miller|first=Robyn|date=March 2013 |url=http://www.gdcvault.com/play/1018048/Classic-Game-Postmortem|title=Classic Game Postmortem: Myst|work=Game Developers Conference Vault|archive-url=https://web.archive.org/web/20150409074445/http://www.gdcvault.com/play/1018048/Classic-Game-Postmortem|archive-date=April 9, 2015|access-date=February 22, 2016|time=5'40"–8'43"}}</ref><ref name="arstechnica_2020-01-28"/> | |||
The ''Myst'' creative team consisted of the brothers Rand and Robyn Miller, with help from sound designer Chris Brandkamp, 3D artist and animator, Chuck Carter, Richard Watson, Bonnie McDowall, and ], who together made up ] The company had previously only made children's games. ''Myst'' was conceived by the brothers as a challenging but aesthetically simple game that would appeal to adults;<ref name="guerillas"/> ''Myst'' was not only the largest collaboration Cyan had attempted at the time, but also took the longest to develop.<ref>{{cite book|title=Myst User Manual|publisher=]|author=Cyan, Inc.|year=1993|edition=] version|page=15|series="About the Authors"|authorlink=Cyan Worlds}}</ref> According to Rand Miller, the brothers spent months solely designing the look and puzzles of the Ages,<ref name="myst-making of myst">{{cite video|people=Miller, Rand and Robyn; Cyan|date=1993|title=The Making of Myst| publisher=Cyan, Inc./Brøderbund|medium=CD-ROM|format=]}}</ref> which were influenced by earlier whimsical "worlds" made for children.<ref name="through the myst">{{cite web|author=Stern, Gloria|date=1994-08-23|url=http://www2.worldvillage.com/wv/gamezone/html/reviews/myst.htm|title=Through the Myst|publisher=WorldVillage.com|accessdate=2008-05-02}}</ref> According to the creators, the game's name, as well as the overall solitary and mysterious atmosphere of the island, was inspired by the book '']'' by ].<ref name="guerillas"/> | |||
Development of ''Myst'' began in 1991.<ref name="grantland_2013-09-26"/> The game's creative team consisted of brothers Rand and Robyn, with help from sound designer Chris Brandkamp, 3D artist and animator Chuck Carter, Richard Watson, Bonnie McDowall and Ryan Miller, who together made up ] ''Myst'' was the largest and most time-consuming collaboration Cyan had attempted at that point.<ref name="Cyan, Inc. 1993 15">{{cite book|title=Myst User Manual|publisher=Broderbund|author=Cyan, Inc.|year=1993|edition=] version|page=15|series=About the Authors|author-link=Cyan Worlds}}</ref> Cyan took inspiration from games like ''Zork'', '']''{{'}} mythic universe, portals to other worlds like in ]' '']'', and the mysterious islands of old literature like the works of ].<ref name="gdc-post-8m45s">{{cite AV media|last=Miller|first=Robyn|date=March 2013 |url=http://www.gdcvault.com/play/1018048/Classic-Game-Postmortem|title=Classic Game Postmortem: Myst|work=Game Developers Conference Vault|archive-url=https://web.archive.org/web/20150409074445/http://www.gdcvault.com/play/1018048/Classic-Game-Postmortem|archive-date=April 9, 2015|access-date=February 22, 2016|time=8'45"–12'07"}}</ref> The game's name, as well as the overall solitary and mysterious atmosphere of the island, was inspired by the book '']'' by Verne.<ref name="guerillas"/> | |||
At first, the developers had no idea how they would actually create the physical terrain for the Ages.<ref name="making of myst">{{cite video|people=Miller Bros., Cyan, &c|date=1993|title=The Making of Myst| publisher=]/]| url=http://www.nwe.ufl.edu/~tharpold/resources/myst/making_of_myst.html| medium|]|format=]}}{{dead link|date=June 2011}}</ref> Eventually, they created grayscale ]s, extruding them to create changes in elevation. From this basic terrain, textures were painted onto a colormap which was wrapped over the landscapes. Objects such as trees were added to complete the design.<ref name="making of myst"/> Rand noted that attention to detail allowed ''Myst'' to deal with the limitations of CD-ROM drives and graphics, stating "A lot can be done with texture…Like finding an interesting texture you can map into the tapestry on the wall, spending a little extra time to actually put the bumps on the tapestry, putting screws in things. These are the things you don't necessarily notice, but if they weren't there, would flag to your subconscious that this is fake."<ref>{{cite journal|author=Gillen, Marilyn|title=Interactive Gamers Try to Follow Enveloping 'Myst'|journal=]|volume=1|date=1994-07-09|page=100}}</ref> | |||
Sunsoft was not interested in the PC market and was focused on the video game console market instead. At the time, consoles had no hard drives and small memory buffers, meaning the game had to be designed around these technical constraints. To solve this issue, they compartmentalized parts of the game's environments into the different Ages.<ref name="gdc-post-12m15s">{{cite AV media|last=Miller|first=Robyn|date=March 2013 |url=http://www.gdcvault.com/play/1018048/Classic-Game-Postmortem|title=Classic Game Postmortem: Myst|work=Game Developers Conference Vault|archive-url=https://web.archive.org/web/20150409074445/http://www.gdcvault.com/play/1018048/Classic-Game-Postmortem|archive-date=April 9, 2015|access-date=February 22, 2016|time=12'15"–14'00"}}</ref> The Millers decided that most people did not like puzzles. Thus, a good puzzle would feel familiar and part of the world—not like a puzzle, but something for players to figure out like a circuit breaker in their house, using observation and common sense.<ref name="gdc-post-14m25s">{{cite AV media|last=Miller|first=Robyn|date=March 2013 |url=http://www.gdcvault.com/play/1018048/Classic-Game-Postmortem|title=Classic Game Postmortem: Myst|work=Game Developers Conference Vault|archive-url=https://web.archive.org/web/20150409074445/http://www.gdcvault.com/play/1018048/Classic-Game-Postmortem|archive-date=April 9, 2015|access-date=February 22, 2016|time=14'35"–16'30"}}</ref> Cyan did not have fans to please, and did not know exactly who the game would appeal to; Robyn felt like they did not have to second-guess their choices and could "explore the world as we were designing" and build a game for themselves.<ref name="gdc-post-16m35s">{{cite AV media|last=Miller|first=Robyn|date=March 2013 |url=http://www.gdcvault.com/play/1018048/Classic-Game-Postmortem|title=Classic Game Postmortem: Myst|work=Game Developers Conference Vault|archive-url=https://web.archive.org/web/20150409074445/http://www.gdcvault.com/play/1018048/Classic-Game-Postmortem|archive-date=April 9, 2015|access-date=February 22, 2016|time=16'35"–17'30"}}</ref> Rand stated that they strived to design the puzzles in ''Myst'' and their subsequent games by trying to balance three aspects: the puzzles themselves, the environment, and the story.<ref name="avclub sept2016 interview">{{cite web|url=https://www.avclub.com/article/myst-creator-rand-miller-his-favorite-puzzle-every-242061 |title=Myst creator Rand Miller on his favorite puzzle that everybody hates |first=William |last=Hughes |date=September 10, 2016 |access-date=September 13, 2016 |work=] |url-status=live |archive-url=https://web.archive.org/web/20160913014628/http://www.avclub.com/article/myst-creator-rand-miller-his-favorite-puzzle-every-242061 |archive-date=September 13, 2016 }}</ref> They wanted to make sure that clues to the solutions to puzzles were apparent and presented to the player in a manner for these connections to be made: "once the player finds the solution, if they blame us, then we haven't done a good job. But if they blame themselves, then we have."<ref name="avclub sept2016 interview"/> | |||
The game was created on ] computers, principally ]s. The graphics were individual shots of fully rendered rooms. Overall, ''Myst'' contains 2,500 frames, one for each possible area the player can explore.<ref name="making of myst"/> Each scene was modeled and rendered in ], with some additional modeling in ] MacroModel.<ref name="making of myst"/> The images were then edited and enhanced using ] 1.0.<ref name="making of myst"/> | |||
The Millers prepared a seven-page game proposal for Sunsoft from their ideas, mostly consisting of maps of the islands they had envisioned.<ref name="arstechnica_2020-01-28">{{cite web|author=Hutchinson, Lee|date=January 28, 2020|url=https://arstechnica.com/gaming/2020/01/video-how-mysts-designers-stuffed-an-entire-universe-onto-a-single-cd-rom/|title=Video: How Myst's designers stuffed an entire universe onto a single CD-ROM|website=]|access-date=February 13, 2020|url-status=live|archive-url=https://web.archive.org/web/20200129100457/https://arstechnica.com/gaming/2020/01/video-how-mysts-designers-stuffed-an-entire-universe-onto-a-single-cd-rom/|archive-date=January 29, 2020}}</ref> Cyan proposed ''Myst'' to Sunsoft for $265,000—more than double what they thought it would cost to develop the game, but ultimately less than the game's final cost.<ref name="gdc-post-qa">{{cite AV media|last=Miller|first=Robyn|date=March 2013 |url=http://www.gdcvault.com/play/1018048/Classic-Game-Postmortem|title=Classic Game Postmortem: Myst|work=Game Developers Conference Vault|archive-url=https://web.archive.org/web/20150409074445/http://www.gdcvault.com/play/1018048/Classic-Game-Postmortem|archive-date=April 9, 2015|access-date=February 22, 2016|time=Q&A Session}}</ref>{{efn|In a 1995 interview, the Millers said the game cost $600,000, half of which came from Sunsoft;<ref>{{cite book|last=DeMaria|first=Rusel|editor=Ward, Kip|date=1995|section=An Interview with Rand and Robyn Miller, Creators of Myst|title=Prima's Official Strategy Guide: Myst|publisher=Prima Games|isbn=0-7615-0102-9|page=166}}</ref> The '']'' gave the game's budget as $700,000 in 1997.<ref>{{cite web|first=George|last=Mannes|url=https://www.newspapers.com/clip/107059334/daily-news/|title=All powered up for Riven|newspaper=]|page=322|date=October 19, 1997|accessdate=August 6, 2022}}</ref>}} Sunsoft had asked the brothers if their game would be as good as the upcoming '']'', another ] video game that had been shown in public preview demonstrations; the Millers assured them it would.<ref name="arstechnica_2020-01-28"/> After getting the go-ahead, Cyan play-tested the entire game in a role-played ''Dungeons and Dragons'' form to identify any large issues before entering full production.<ref name="gdc-post-18m00s">{{cite AV media|last=Miller|first=Robyn|date=March 2013 |url=http://www.gdcvault.com/play/1018048/Classic-Game-Postmortem|title=Classic Game Postmortem: Myst|work=Game Developers Conference Vault|archive-url=https://web.archive.org/web/20150409074445/http://www.gdcvault.com/play/1018048/Classic-Game-Postmortem|archive-date=April 9, 2015|access-date=February 22, 2016|time=18'00"–19'20"}}</ref> | |||
The original Macintosh version of ''Myst'' was constructed in ]. Each Age was a unique ] stack. Navigation was handled by the internal button system and ] scripts, with image and ] movie display passed off to various plugins; essentially, ''Myst'' functions as a series of separate multimedia slides linked together by commands.<ref name="1up"/> As the main technical constraint that impacted ''Myst'' was slow ] drive read speeds, Cyan had to go to great lengths to make sure all the game elements loaded as quickly as possible.<ref name="through the myst"/> Images were stored as 8-bit ] resources with custom color palettes and QuickTime still image compression.<ref name="making of myst"/> Animated elements such as movies and object animations were encoded as QuickTime movies with ] compression;<ref name="making of myst"/> in total, there were more than 66 minutes of Quicktime animation.<ref name="making of myst"/> This careful processing made the finished graphics look like ] images despite their low bit depth; the stills were reduced in size from 500 ] to around 80 KB.<ref name="making of myst"/> | |||
===Production=== | |||
] were used to develop ''Myst''. Slow single-speed ]s and game console memory limitations proved to be constraints.]] | |||
''Myst'' was not only the largest project Cyan had attempted, but also took the longest to develop.<ref name="Cyan, Inc. 1993 15"/> The brothers spent months designing the look and puzzles of the Ages,<ref name="making of myst">{{cite video|people=Miller, Rand and Robyn; Cyan|date=1993|title=The Making of Myst| publisher=Cyan/Broderbund|medium=CD-ROM}}</ref> which were influenced by earlier whimsical worlds made for children.<ref name="through the myst">{{cite web|author=Stern, Gloria|date=August 23, 1994|url=http://www2.worldvillage.com/wv/gamezone/html/reviews/myst.htm|title=Through the Myst|website=WorldVillage|access-date=April 27, 2014|archive-url=https://web.archive.org/web/20090217214159/http://www2.worldvillage.com/wv/gamezone/html/reviews/myst.htm|archive-date=February 17, 2009}}</ref> Much of the early development time was spent devising puzzles and the Ages, and the story was secondary. "We were place designers and the maps kind of fueled the story," Rand said. The plot evolved in tandem with the changing environment, developing new story details with each new building in the world.<ref name="grantland_2013-09-26"/> They realized that the setting would require developing more story and history than the players would actually see.<ref name="through the myst"/> The climactic ending with Atrus was a later development in the game's story, after Cyan realized they wanted to create a more complicated ending. In retrospect, Robyn felt that ''Myst'' did not quite provoke the emotional reaction and ethical quandary they set out to create.<ref name="gdc-post-25m00s">{{cite AV media|last=Miller|first=Robyn|date=March 2013 |url=http://www.gdcvault.com/play/1018048/Classic-Game-Postmortem|title=Classic Game Postmortem: Myst|work=Game Developers Conference Vault|archive-url=https://web.archive.org/web/20150409074445/http://www.gdcvault.com/play/1018048/Classic-Game-Postmortem|archive-date=April 9, 2015|access-date=February 22, 2016|time=25'00"–28'25"}}</ref> | |||
The game was created on ] computers, principally the ], using the ] software.<ref name="making of myst"/> Cyan discovered using ] software was faster than the hand-drawn figures that they had used on their previous titles, and allowed the addition of color. The terrain for the Ages were created starting with grayscale ]s that were extruded to create changes in elevation. From this basic terrain, textures were painted onto a colormap that was wrapped around the landscapes. Objects such as trees were added to complete the design.<ref name="making of myst"/> Rand noted that attention to detail allowed ''Myst'' to deal with the limitations of CD-ROM drives and graphics, stating: "A lot can be done with texture ... Like finding an interesting texture you can map into the tapestry on the wall, spending a little extra time to actually put the bumps on the tapestry, putting screws in things. These are the things you don't necessarily notice, but if they weren't there, would flag to your subconscious that this is fake."<ref name="billboard_1994">{{cite magazine|author=Gillen, Marilyn|title=Interactive Gamers Try to Follow Enveloping 'Myst'|magazine=]|volume=1|date=July 9, 1994|page=100}}</ref> The environments were rendered in ], with some additional modeling in ] MacroModel,<ref name="making of myst"/> while Rand would place those images into HyperCard to link them up and test the puzzle aspects.<ref name="arstechnica_2020-01-28"/> Overall, ''Myst'' contains 2,500 frames, one for each possible area the player can explore.<ref name="making of myst"/> Some frames took hours to render, while others took days.<!-- need ref --> The final images for the game were edited and enhanced using ] 1.0.<ref name="making of myst"/> | |||
When Cyan began development, developing believable characters was a major hurdle. The brothers were limited to one-way communication with the player, and at any point, a player could choose to walk away and "break the spell" of the game. Displaying video in the game was initially infeasible. Designing around the limits, the designers created the trap books, which were location-specific, one-way communication devices. The release of ] halfway through development of the game solved the video issue.<ref name="gdc-post-22m00s">{{cite AV media|last=Miller|first=Robyn|date=March 2013 |url=http://www.gdcvault.com/play/1018048/Classic-Game-Postmortem|title=Classic Game Postmortem: Myst|work=Game Developers Conference Vault|archive-url=https://web.archive.org/web/20150409074445/http://www.gdcvault.com/play/1018048/Classic-Game-Postmortem|archive-date=April 9, 2015|access-date=February 22, 2016|time=22'00"–25'00"}}</ref> | |||
The original HyperCard Macintosh version of ''Myst'' had each Age as a unique HyperCard stack. Navigation was handled by the internal button system and ] scripts, with image and QuickTime movie display passed off to various plugins; essentially, ''Myst'' functions as a series of separate multimedia slides linked together by commands.<ref name="1up"/> The main technical constraint that impacted ''Myst'' was slow CD-ROM drive read speeds—few consumers had anything faster than single-speed drives, limiting the speed of streaming data off the disc.<ref name="arstechnica_2020-01-28"/> Cyan had to go to great lengths to make sure all the game elements loaded as quickly as possible.<ref name="through the myst"/> Images were stored as 8-bit ] resources with custom color palettes and QuickTime still image compression. Animated elements such as movies and object animations were encoded as QuickTime movies with ] compression; in total, there were more than 66 minutes of Quicktime animation.<ref name="making of myst"/> This careful processing made the finished graphics look like ] images despite their low bit depth; the stills were reduced in size from 500 ] to around 80 kB.<ref name="making of myst"/> The Millers tried to place related scenes and files close together on the disc's spiral track to reduce the seek time and in-game delay as the player transitions from scene to scene.<ref name="arstechnica_2020-01-28"/> | |||
Cyan play-tested the game with two people sitting in front of the game, finding that they would converse with each other and vocalize their likes and dislikes compared to one person silently playing. Rand and Robyn sat behind the testers taking notes, and could make on-the-fly changes and fixes. Cyan wanted the interface of the game to be invisible, and to craft a game that a wide audience would enjoy.<ref name="gdc-post-31m35s">{{cite AV media|last=Miller|first=Robyn|date=March 2013 |url=http://www.gdcvault.com/play/1018048/Classic-Game-Postmortem|title=Classic Game Postmortem: Myst|work=Game Developers Conference Vault|archive-url=https://web.archive.org/web/20150409074445/http://www.gdcvault.com/play/1018048/Classic-Game-Postmortem|archive-date=April 9, 2015|access-date=February 22, 2016|time=31'35"–33'40"}}</ref> Early on they had decided that there would be no inventory, enemies, or ways to die; eventually, they included a ] as a concession to the fact that it would take most players months to complete the game.<ref name="grantland_2013-09-26"/> Among the problems testers discovered with the story was that ''Myst'' had no ]. In response, Cyan added a note that clued players in to a chamber that played a message explaining the game's objectives.<ref name="gdc-post-33m41s">{{cite AV media|last=Miller|first=Robyn|date=March 2013 |url=http://www.gdcvault.com/play/1018048/Classic-Game-Postmortem|title=Classic Game Postmortem: Myst|work=Game Developers Conference Vault|archive-url=https://web.archive.org/web/20150409074445/http://www.gdcvault.com/play/1018048/Classic-Game-Postmortem|archive-date=April 9, 2015|access-date=February 22, 2016|time=33'41"–36'00"}}</ref> | |||
===Audio=== | ===Audio=== | ||
Chris Brandkamp produced most of the ] and incidental sounds in the game. To make sure the sounds fit, Brandkamp had to wait until the game's visuals were placed in context.<ref name="making of myst"/> Sound effects were drawn from unlikely sources; the noise of a fire in a boiler was created by driving slowly over stones in a driveway |
Chris Brandkamp served as sound engineer on ''Myst''; he also doubled as Cyan's chief financial officer.<ref name="spokesmanreview_1995-06-04">{{cite news|last=Murphey|first=Michael|date=June 4, 1995|title=In Search of Virtual Growth Myst Game Creators Scramble to Extend Their Initial Success|work=]|page=D1}}</ref> Brandkamp produced most of the ] and incidental sounds in the game. To make sure the sounds fit, Brandkamp had to wait until the game's visuals were placed in context.<ref name="making of myst"/> Sound effects were drawn from unlikely sources; the noise of a fire in a boiler was created by driving slowly over stones in a driveway because recordings of actual fire did not sound like fire burning.<ref name="guerillas"/> The chimes of a large clock tower were simulated using a wrench, then transposed to a lower pitch. Audio of bubbles, which he recalled as "the most hateful sound", was created by blowing bubbles into differently-sized tubes in a toilet.<ref name="making of myst"/> | ||
At first, ''Myst'' had no music, because the Millers did not want music to interfere with the gameplay.<ref name="making of myst"/> After a few tests, they realized that the background music did not adversely affect the game and heightened the mood of certain areas.<ref name="making of myst"/> Robyn Miller ended up composing 40 minutes of ] music that was used in the game and later published as ''Myst: The Soundtrack''.<ref name="making of myst"/> Mixing and effects were done on an ] ] synthesizer. The soundtrack was recorded over the course of two weeks' evenings.<ref name="gdc-post-30m09s">{{cite AV media|last=Miller|first=Robyn|date=March 2013 |url=http://www.gdcvault.com/play/1018048/Classic-Game-Postmortem |title=Classic Game Postmortem: Myst |work=Game Developers Conference Vault|archive-url=https://web.archive.org/web/20150409074445/http://www.gdcvault.com/play/1018048/Classic-Game-Postmortem |archive-date=April 9, 2015 |access-date=February 22, 2016 |time=30'09"–31'32" }}—Also mirrored on {{webarchive|url=https://web.archive.org/web/20170311035201/https://www.youtube.com/watch?v=7cULHgP8tmo |date=March 11, 2017 }}</ref> Initially, Cyan released the soundtrack via a mail-order service, but before the release of ''Myst''{{'}}s sequel, '']'', ] acquired the rights to release the soundtrack,<ref name="denver post-sound">{{cite news|author=Thomas, David|date=May 8, 1998|title=Mastermind of Myst, Riven also has a talent for music|newspaper=]}}</ref> and the CD was re-released on April 21, 1998.<ref name="AMG">{{cite web|last=Sheridan|first=Tim|title=Myst: The Sequel to Myst|website=]|url={{AllMusic|class=album|id=r347826|pure_url=yes}}|access-date=January 13, 2010}}</ref> A limited-edition 2-LP vinyl release was released in April 2021. The release includes two ] (pink and blue) with a vinyl-exclusive never-before-released track, "AUDIO TRIAL 31—AGE FOUR", as well as never-before-seen documents, photographs, maps, and artifacts.<ref>{{Cite web |title=MYST Vinyl Soundtrack |url=https://www.fangamer.com/products/myst-vinyl-ost |access-date=2024-09-27 |website=www.fangamer.com |language=en}}</ref> | |||
==Release== | |||
''Myst'' was released for Macintosh computers on September 30, 1993, marketed with the tagline "The Surrealistic Adventure That Will Become Your World".<ref>{{Cite news |date=September 23, 1993 |title=''Myst'' |url=https://www.newspapers.com/image/817627732 |access-date=July 9, 2024 |work=] |pages=13 |quote=, to be released Sept. 30 for Macintosh and next winter for IBM PCs, calls itself "The Surrealist Adventure That Will Become Your World."}}</ref><ref>{{Cite news |date=October 4, 1993 |title=Fractal Geometry Takes Player to New 'Realms': Entertainment |url=https://www.newspapers.com/image/782486210 |access-date=July 9, 2024 |work=Press Journal |pages=19 |quote=One of the most beautiful games I've ever seen has just been released though Broderbund. It's ''Myst'', another CD, this time for the color Macintosh.}}</ref> Sample discs featuring a demo of the game's Myst Island portion were made available as previews.<ref name="washpost_1993-08-30">{{cite news|last=Potts|first=Mark|date=August 30, 1993|title=A Mystical Adventure Let the Games Begin|newspaper=]|page=F17}}</ref> The game was ]ed to Windows in March 1994.<ref name="wolf_2011"/>{{rp|3}} Publicity for the game relied on ], especially over the internet.<ref name="guerillas"/> | |||
''Myst'' became a massive commercial success. Prior to release, Rand Miller believed selling 100,000 copies would be "mind-blowing";<ref name="arstechnica_2020-01-28"/> it sold double that amount in seven months.<ref name="wolf_2011"/>{{rp|4}} The game quickly became Broderbund's most successful title,<ref name="guerillas"/> selling more than 500,000 copies by the end of 1994,<ref name="nytimes_1994-12-04">{{Cite news|last=Rothstein|first=Edward|date=1994-12-04|title=A New Art Form May Arise From the 'Myst'|language=en-US|work=]|url=https://www.nytimes.com/1994/12/04/arts/a-new-art-form-may-arise-from-the-myst.html|access-date=2021-12-18|issn=0362-4331|url-access=limited}}</ref> and more than one million copies by March 1995.<ref name="spokesmanreview_1995-06-04"/> It was the best-selling computer game in the United States for 52 months.<ref name=1993-1998>{{cite magazine | author=Staff | title=Player Stats: Top 10 Best-Selling Games, 1993 – Present | date=September 1998 | issue=170 | magazine=] | page=52 }}</ref><ref name="npd-2001-06-19sales">{{cite web|url=http://www.intelectmt.com:80/corp/intelectmt/press/press-it/press_010619.htm|title=NPD Intelect: Myst Franchise Continues Success with Myst III: Exile|work=IntelectMT|url-status=dead|archive-url=https://web.archive.org/web/20021215144137/http://www.intelectmt.com/corp/intelectmt/press/press-it/press_010619.htm|archive-date=December 15, 2002|access-date=April 8, 2019|df=mdy-all}}</ref> ''Myst'' sold more than 6.3 million units worldwide by 2000, including more than 4.3 million in the United States;<ref name=mostinfluential>{{cite web | archive-url=https://web.archive.org/web/20050525124359/http://gamespot.com/gamespot/features/pc/most_influential/p14.html | url=http://gamespot.com:80/gamespot/features/pc/most_influential/p14.html | title=The 15 Most Influential Games of All Time; ''Myst'' | author=Staff | date=November 7, 2000 | work=] | archive-date=May 25, 2005 | page=14 | url-status=dead | df=mdy-all }}</ref> and was the ] throughout the 1990s until '']'' exceeded its sales in 2002.<ref name="best-selling">{{cite web |url=http://www.gamespot.com/articles/the-sims-overtakes-myst/1100-2857556/|title=The Sims overtakes Myst |access-date=April 27, 2014 |author=Walker, Trey |date=March 22, 2002 |website=]|archive-url=https://web.archive.org/web/20140108083121/http://www.gamespot.com/articles/the-sims-overtakes-myst/1100-2857556/|archive-date=January 8, 2014|url-status=live}}</ref><ref>{{cite news |url=https://www.nytimes.com/1997/11/04/science/personal-computers-riven-picks-up-where-best-selling-myst-left-off.html |title=Personal Computers; ''Riven'' Picks Up Where Best-Selling ''Myst'' Left Off |last=Manes |first=Stephen |date=November 4, 1997 |work=] |url-access=limited}}</ref><ref>{{cite web |url=https://money.cnn.com/2002/03/27/commentary/game_over/column_gaming/ |title=Goodbye ''Myst''. Hello ''Sims'' |last=Morris |first=Chris |date=28 March 2002 |website=]|access-date=January 9, 2024 |language=en}}</ref> Along with ''The 7th Guest'', ''Myst'' was a ] that accelerated the sales of CD-ROM drives.<ref name="1up"/><ref name="ign_2000-08-01">{{cite web|date=August 1, 2000|url=http://pc.ign.com/articles/082/082913p1.html|title=PC Retroview: Myst|website=]|access-date=April 21, 2008|archive-url=https://web.archive.org/web/20120120054557/http://pc.ign.com/articles/082/082913p1.html|archive-date=January 20, 2012|url-status=dead}}</ref><ref name="fastcompany_2018-09-24">{{cite web|last=Edwards|first=Benj|date=September 24, 2018|url=https://www.fastcompany.com/90240345/myst-at-25-how-it-changed-gaming-created-addicts-and-made-enemies|title=Myst at 25: How it changed gaming, created addicts, and made enemies|website=]|access-date=January 7, 2024}}</ref> The game was the first CD-ROM title to sell more than two million units.<ref name="Guinness">{{cite book |author=Carrier, Rhonda |title=The Guinness Book of Records 1999 |date=September 10, 1998 |publisher=Guinness World Records Limited |isbn=978-0-9652383-9-7 |page=170 |url=https://archive.org/details/guinness1999book00slgu/page/170 |url-access=registration}}</ref> | |||
==Remakes and ports== | |||
{{Multiple image | |||
| direction = vertical | |||
| align = right | |||
| header = ''Myst'' has been remade for PC multiple times since its release. | |||
| image1 = Myst opening.png | |||
| caption1 = The dock from the starting position on Myst Island as a pre-rendered still in the original game (1993) | |||
| image2 = Realmyst screen.png | |||
| caption2 = The same scene rendered in ] in ''realMyst'' (2000) | |||
| image3 = RealMyst Masterpiece Edition dock.png | |||
| caption3 = The same scene remade using the ] in ''realMyst: Masterpiece Edition'' 2.0 (2015) | |||
| image4 = Myst_2023,_dock_scene.jpg | |||
| caption4 = The same scene remade using ] in the VR remake (2021) | |||
| width = 200 | |||
}} | |||
''Myst''{{'}}s success led to the game being ported to multiple platforms. Versions for the ], ], ], ], ] and ] consoles were released. A version for the ] was developed and previewed by Sunsoft, but ultimately did not ship.<ref>{{cite magazine|url=https://retrocdn.net/index.php?title=File%3AEGM2_US_02.pdf&page=59|title=Next Wave - Sega CD - Myst (Sunsoft)|magazine=]|issue=2|publisher=Sendai Publishing|date=August 1994|page=59}}</ref> An updated version of the game, ''Myst: Masterpiece Edition'', was released in May 2000. It features several improvements over the original game: the images are re-rendered in 24-bit ] instead of the original ''Myst''{{'}}s 256 colors (8-bit); the score was remastered, and sound effects were enhanced.<ref name="masterpiece">{{cite web|url=http://www.ubi.com/US/Games/Info.aspx?pId=196|year=2000|publisher=]|title=Myst: Masterpiece Edition|access-date=May 2, 2008|archive-url=https://web.archive.org/web/20080317044812/http://www.ubi.com/US/Games/Info.aspx?pId=196|archive-date=March 17, 2008}}</ref> A 2023 fan effort "]" the game for the ].<ref name="arstechnica_2023-06-09">{{cite web|last=Edwards|first=Benj|date=June 9, 2023|url=https://arstechnica.com/gaming/2023/06/30-years-later-myst-demake-for-atari-2600-reminds-us-how-far-weve-come/|title=30 years later, Myst demake for Atari 2600 reminds us how far we've come|website=]|access-date=January 6, 2024}}</ref> | |||
A complete remake of ''Myst'', ''RealMyst: Interactive 3D Edition'', was developed by Cyan and Sunsoft and published by ] in November 2000 for Windows PCs, and in January 2002 for Mac. Unlike the original game, the gameplay of ''realMyst'' features free-roaming, ].<ref name="realMystGS">{{Cite web | last=Walker | first=Trey | date=October 20, 2000 | url=http://www.gamespot.com/pc/adventure/realmyst/news.html?sid=2643165&mode=recent | title=Real Myst Shipping in Early November | website=] | access-date=May 7, 2008 | archive-url=https://web.archive.org/web/20110525163227/http://www.gamespot.com/pc/adventure/realmyst/news.html?sid=2643165&mode=recent | archive-date=May 25, 2011 | url-status=dead}}</ref> Weather effects and a day/night cycle were added to the Ages alongside minor additions to keep the game's story in sync with later entries. The game also added a new Age called Rime, which is featured in an extended ending.<ref name="realMystGS" /> While the new interactivity of the game was praised, ''realMyst'' ran poorly on most computers of the time.<ref>{{cite web|date=November 13, 2000|url=http://pc.ign.com/articles/165/165612p1.html|title=RealMyst Review|website=]|access-date=April 29, 2008|url-status=dead|archive-url=https://web.archive.org/web/20160308193646/http://www.ign.com/articles/2000/11/14/realmyst|archive-date=March 8, 2016}}</ref><ref name="NG">{{cite magazine|last=Harker|first=Carla|title=Finals|magazine=]|volume=4|issue=2|publisher=]|date=February 2001|page=84}}</ref> At release, Cyan described the remake as the game they would have originally made, had it not been for previous technology constraints.<ref name="realMystGS" /> Robyn Miller later expressed frustration with ''realMyst'' and its marketing, saying that it was not how they had originally envisioned ''Myst''.<ref>{{cite magazine |last=McFerran |first=Damien |title=The Making of Myst |magazine=Retro Gamer |date=January 2009 |publisher=Imagine Publishing |url=https://archive.org/details/retro-gamer-raspberry-pi-buenos-aires/Retro%20Gamer%20059 |pages=92–95 |issue=59}}</ref> | |||
In 2014, Cyan released a new visually enhanced revision of the game running on the ], ''realMyst: Masterpiece Edition''.<ref>{{cite web | url = https://www.eurogamer.net/articles/2014-02-07-myst-gets-remade-again-in-realmyst-masterpiece-edition | title = Myst gets remade, again, in realMyst: Masterpiece Edition | first= Jeffrey | last= Matulef | date = February 7, 2014 | access-date = May 13, 2020 | work = ] }}</ref> The remake was updated to version 2.0 on January 28, 2015, receiving a significant graphical overhaul in which several bugs were fixed and the detail of many models and textures was upgraded.<ref>{{cite web|url=http://steamcommunity.com/games/244430/announcements/detail/231142125568569395 |title=realMyst: Masterpiece Edition v2.0 released! |work=Steam Community |publisher=] |date=January 28, 2015 |access-date=October 16, 2016 |url-status=live |archive-url=https://web.archive.org/web/20161018203229/http://steamcommunity.com/games/244430/announcements/detail/231142125568569395 |archive-date=October 18, 2016 }}</ref> | |||
Handheld and mobile ports include a remake of ''Myst'' for the ], first released in Japan in 2006. The remake included the Rime Age from ''realMyst'', and higher-resolution widescreen visuals.<ref name="ign_2009-08-13">{{cite web |last=Buchanan|first=Levi|date=August 13, 2009 |url=http://psp.ign.com/articles/101/1013801p1.html |title=Myst Set for PSP |website=] |url-status=dead |archive-url=https://web.archive.org/web/20120124202336/http://psp.ign.com/articles/101/1013801p1.html |archive-date=January 24, 2012 }}</ref> Similar versions for the ] and ] released in 2007 and 2012.<ref name="myst ds">{{cite web |author=Purchese, Rob|url=http://www.eurogamer.net/article.php?article_id=77459 |title=Myst heads to DS |website=] |date=June 7, 2007 |access-date=June 7, 2007|archive-url=https://web.archive.org/web/20070625064437/http://www.eurogamer.net/article.php?article_id=77459|archive-date=June 25, 2007}}</ref><ref name="nintendolife_2012">{{cite web|last=Watts|first=Martin|date=October 6, 2013|url=https://www.nintendolife.com/reviews/3ds/myst|title=Myst Review (3DS); Mystifyingly bad|website=]|access-date=January 26, 2024}}</ref> Cyan and ] released ''Myst'' for the Microsoft ] platform in 2005;<ref>{{cite web|url=http://www.cyanworlds.com/products/mystppc.php|title=Myst for PocketPC|access-date=April 27, 2014|archive-url=https://web.archive.org/web/20121213032053/http://www.cyanworlds.com/products/mystppc.php|archive-date=December 13, 2012}}</ref> '']'' was ported shortly after.<ref>{{cite web|url=http://www.cyanworlds.com/products/rivenppc.php|title=Riven for PocketPC|access-date=April 27, 2014|archive-url=https://web.archive.org/web/20121030145352/http://www.cyanworlds.com/products/rivenppc.php|archive-date=October 30, 2012}}</ref> In August 2008, Cyan announced that the company was developing a version of ''Myst'' for Apple's ].<ref>{{cite web|author=Cohen, Peter|date=August 18, 2008|url=https://www.macworld.com/article/135131/2008/08/myst.html|title=Myst coming to iPhone|work=]|access-date=August 26, 2008|archive-url=https://web.archive.org/web/20080830212555/http://www.macworld.com/article/135131/2008/08/myst.html|archive-date=August 30, 2008|url-status=live}}</ref> The game was made available to download from the iTunes ] on May 2, 2009.<ref>{{cite web|date=May 2, 2009|url=http://toucharcade.com/2009/05/02/cyans-myst-for-iphone-brings-back-memories/|title=Cyan's 'Myst' for iPhone Brings Back Memories|publisher=touchArcade|access-date=May 4, 2009|archive-url=https://web.archive.org/web/20110418073307/http://toucharcade.com/2009/05/02/cyans-myst-for-iphone-brings-back-memories/|archive-date=April 18, 2011}}</ref> The original download size was 727 MB, which was considered very large by iPhone standards.<ref>{{cite web|author=Williams, Bryn|date=May 4, 2009|url=http://www.gamespy.com/articles/979/979141p1.html|title=Massive Myst Clogs Up iPhone|publisher=]|access-date=April 27, 2014|archive-url=https://web.archive.org/web/20130203142832/http://www.gamespy.com/articles/979/979141p1.html|archive-date=February 3, 2013}}</ref> An updated version of ''realMyst'' was released for ] and above, with improved graphics over the original PC release, on June 14, 2012.<ref>{{cite web|date=June 14, 2012|url=http://www.cyanworlds.com/news/?p=48|title=realMyst for iPad - Now Available!|publisher=]|access-date=August 7, 2012|archive-url=https://web.archive.org/web/20130601143043/http://www.cyanworlds.com/news/?p=48 |archive-date=June 1, 2013 }}</ref> A version for ] devices based on the ''realMyst'' version was released on January 26, 2017, produced and published by Noodlecake, and a similar port for ''Riven'' was released on April 26, 2017.<ref>{{cite web|url=https://www.theverge.com/2017/1/26/14357340/myst-game-android-announced-mobile-release-date |title=Iconic adventure game Myst debuts on Android today |first=Andrew |last=Webster |date=January 26, 2017 |access-date=January 26, 2017 |work=] |url-status=live |archive-url=https://web.archive.org/web/20170126213352/http://www.theverge.com/2017/1/26/14357340/myst-game-android-announced-mobile-release-date |archive-date=January 26, 2017 }}</ref><ref>{{cite web|url=https://venturebeat.com/2017/04/26/classic-game-riven-follows-myst-onto-android-smartphones/ |title=Classic game Riven follows Myst onto Android smartphones |first=Dean |last=Takahashi |date=April 26, 2017 |access-date=September 4, 2017 |work=] |url-status=live |archive-url=https://web.archive.org/web/20170427043229/https://venturebeat.com/2017/04/26/classic-game-riven-follows-myst-onto-android-smartphones/ |archive-date=April 27, 2017}}</ref> | |||
''realMyst: Masterpiece Edition'' was released for the ] on May 21, 2020.<ref>{{cite web |url=https://gematsu.com/2019/06/realmyst-masterpiece-edition-coming-to-switch |title=realMyst: Masterpiece Edition coming to Switch |first=Sal |last=Romano |date=June 10, 2019 |access-date=June 27, 2019 |work=Gematsu }}</ref><ref>{{cite web | url = https://www.gematsu.com/2020/05/realmyst-masterpiece-edition-for-switch-launches-may-21 | title = realMyst: Masterpiece Edition for Switch launches May 21 | first = Sal | last = Romano | date = May 13, 2020 | access-date = May 13, 2020 | work = Gematsu }}</ref> | |||
===3D remake for virtual reality and other platforms=== | |||
At first, ''Myst'' had no music, because the Millers did not want music to interfere with the gameplay.<ref name="making of myst"/> After a few tests, they realized that the background music did not adversely affect the game and, in fact, "seemed to really help the mood of certain places that you were at in the game."<ref name="making of myst"/> Robyn Miller ended up composing 40 minutes of ] music that was used in the game and later published as ''Myst: The Soundtrack''.<ref name="making of myst"/> Initially, Cyan released the soundtrack via a mail-order service, but before the release of ''Myst''{{'}}s sequel, '']'', ] acquired the rights to release the soundtrack,<ref name="denver post-sound">{{cite news|author=Thomas, David|date=1998-05-08|title=Mastermind of Myst, Riven also has a talent for music|publisher=]}}</ref> and the CD was rereleased on April 21, 1998.<ref name="AMG">{{cite web|last=Sheridan|first=Tim|title=Myst: The Sequel to Myst|publisher=]|url={{Allmusic|class=album|id=r347826|pure_url=yes}}|accessdate=2010-01-13}}</ref> | |||
Cyan announced a new remake of ''Myst'' for high-definition screens and ], with the game's worlds fully created in free-roam 3D environments, using ], along with features like puzzle randomization, in September 2020.<ref>{{cite web | url = https://www.theverge.com/2020/9/16/21436681/myst-trailer-cyan-worlds-remake-vr-oculus-quest-announcement | title = The original Myst is coming to VR | first = Adi | last =Robertson |date = September 16, 2020 | access-date= September 16, 2020 | work = ] }}</ref><ref>{{cite web | url = https://www.gog.com/news/coming_soon_myst | title = Coming Soon: Myst| publisher = ] | date = September 16, 2020 | access-date = September 16, 2020 }}</ref> ''Myst'' for the ] and ] was released on December 10, 2020;<ref>{{cite web | url = https://venturebeat.com/2020/12/09/cyans-original-myst-debuts-on-the-oculus-quest-2/ | title = Cyan's original Myst debuts on the Oculus Quest 2 | first = Dean | last = Takahashi | date = December 9, 2020 | access-date= December 9, 2020 | work = ] }}</ref> on August 26, 2021, for ], ], ] and ];<ref>{{cite web | url = https://www.theverge.com/2021/6/22/22545252/myst-vr-pc-mac-cyan-worlds | title = The VR Myst remake is also coming to the Mac and PC this fall | first= Richard | last= Lawler | date = June 22, 2021 | access-date= June 22, 2021 | work = ] }}</ref><ref>{{cite web | url = https://www.gamespot.com/articles/myst-remake-coming-to-pc-and-xbox-game-pass-on-august-26/1100-6495234/ | title = Myst Remake Coming To PC And Xbox Game Pass On August 26 | first = George | last =Yang | date = August 17, 2021 | access-date = August 17, 2021 | work = ] }}</ref><ref>{{Cite web|date=2021-08-17|title=Myst is Coming to Xbox for the First Time on August 26 with Xbox Game Pass|url=https://news.xbox.com/en-us/2021/08/17/myst-is-coming-august-26-with-xbox-game-pass/|access-date=2021-09-02|website=Xbox Wire|language=en-US}}</ref> and on February 9, 2023 for ].<ref>{{cite web |last1=Yarwood |first1=Jack |title=A New Mobile Version Of Myst Is Coming This Thursday For iOS |url=https://www.timeextension.com/news/2023/02/a-new-mobile-version-of-myst-is-coming-this-thursday-for-ios |website=Time Extension |publisher=Hookshot Media |access-date=7 February 2023 |date=7 February 2023}}</ref> | |||
==Reception== | ==Reception== | ||
{{Video game reviews | |||
{{VG Reviews | |||
| GR = PC: 83%<ref name="Mystg">{{cite web |url=https://www.gamerankings.com/pc/89467-myst/index.html |title=Myst for PC |website=] |publisher=] |access-date=December 11, 2018 |url-status=dead |archive-url=https://web.archive.org/web/20081220045403/http://www.gamerankings.com/htmlpages2/89467.asp?q=Myst |archive-date=December 20, 2008}}</ref><br />DS: 45%<ref name="ds gr">{{cite web |url=https://www.gamerankings.com/ds/939943-myst/index.html |title=Myst for DS |website=] |publisher=] |access-date=December 11, 2018 |url-status=dead |archive-url=https://web.archive.org/web/20081220051501/http://www.gamerankings.com/htmlpages2/939943.asp?q=myst |archive-date=December 20, 2008}}</ref><br />iOS: 88%<ref name="ios gr">{{cite web |url=https://www.gamerankings.com/iphone/959964-myst/index.html |title=Myst for iOS (iPhone/iPad) |website=] |publisher=] |access-date=December 11, 2018 |url-status=dead |archive-url=https://web.archive.org/web/20191209013045/https://www.gamerankings.com/iphone/959964-myst/index.html |archive-date=December 9, 2019}}</ref><br />PSP: 60%<ref name="psp gr">{{cite web |url=https://www.gamerankings.com/psp/930989-myst/index.html |title=Myst for PSP |website=] |publisher=] |access-date=February 26, 2016 |url-status=dead |archive-url=https://web.archive.org/web/20081220044020/http://www.gamerankings.com/htmlpages2/930989.asp?q=myst |archive-date=December 20, 2008}}</ref> | |||
|Edge =6/10<ref name="Edge-Review(Mac)"/> | |||
| MC = DS: 43/100<ref>{{cite web |url=https://www.metacritic.com/game/myst/critic-reviews/?platform=ds |title=Myst for DS Reviews |website=] |publisher=] |access-date=December 11, 2018}}</ref><br />PSP: 69/100<ref>{{cite web |url=https://www.metacritic.com/game/myst/critic-reviews/?platform=psp |title=Myst for PSP Reviews |website=] |publisher=] |access-date=December 11, 2018}}</ref><br />3DS: 23/100<ref>{{cite web |url=https://www.metacritic.com/game/myst/critic-reviews/?platform=3ds |title=Myst for 3DS Reviews |website=] |publisher=] |access-date=December 11, 2018}}</ref> | |||
|GSpot =8.9/10<ref name="gamespot"/> | |||
|AdvGamers=4/5<ref name="adv game"/> | | AdvGamers = 4/5<ref name="adv game"/> | ||
| Edge = 6/10<ref name="Edge-Review(Mac)"/> | |||
|IGN = | |||
| EGM = 3DO: 5.75/10<ref name=EGM71>{{cite magazine|title=Review Crew: Myst|magazine=]|issue=71|publisher=]|date=June 1995|page=40}}</ref> | |||
|GR ='''PC''': 90%<ref name="Mystg"/><br>'''''realMyst''''': 70%<ref name="realmyst gr">{{cite web|url=http://www.gamerankings.com/htmlpages2/430806.asp|title=Real Myst Reviews|publisher=]|accessdate=2008-04-08}}</ref><br>'''PSP''': 56%<ref name="psp gr">{{cite web|url=http://www.gamerankings.com/htmlpages2/930989.asp?q=myst|title=Myst (PSP) Reviews|publisher=]|accessdate=2008-05-01}}</ref><br>'''DS''': 53%<ref name="ds gr">{{cite web|url=http://www.gamerankings.com/htmlpages2/939943.asp?q=myst|title=Myst (DS) Reviews|publisher=]|accessdate=2008-04-08}}</ref> | |||
| Fam = PS: 29/40<ref>{{cite journal|author=Staff|title=New Games Cross Review - MYST|journal=Weekly Famitsu|issue=323|date=February 24, 1995|page=37}}</ref><ref>{{cite journal|title=PLAYSTATION CROSS REVIEW: MYST|journal=Weekly Famicom Tsūshin|issue=33|page=23|author=Staff|date=May 5, 1995}}</ref> | |||
| GSpot = PC: 8.9/10<ref name="gamespot"/><br />PS: 6.3/10<ref name=GSPS>{{cite web|last=Dulin|first=Ron|title=Myst Review|url=https://www.gamespot.com/reviews/myst-review/1900-2546017/|website=]|access-date=10 February 2018|date=December 1, 1996}}</ref> | |||
| NGen = 3DO/PS: 2/5<ref name=NGen6>{{cite magazine |title=Missed |magazine=]|issue=6|publisher=] |date=June 1995|page=101}}</ref><ref name=NGen25>{{cite magazine |title=Myst |magazine=]|issue=25|publisher=] |date=January 1997|page=58}}</ref><br />SAT: 3/5<ref name=NGen8>{{cite magazine|title=Myst |magazine=]|issue=8|publisher=] |date=August 1995|page=69}}</ref> | |||
| NLife = 3DS: 1/10<ref name=NLife3DS>{{cite web|last=Watts|first=Martin |title=Myst Review (3DS)|url=http://www.nintendolife.com/reviews/3ds/myst|website=]|access-date=10 February 2018|date=October 6, 2013}}</ref> | |||
| PG = 3DS: 3/10<ref name=PocketGrev>{{cite web|last=Highfield|first=Vaughn |title=A Myst Opportunity|url=http://www.pocketgamer.co.uk/r/3DS/Myst/review.asp?c=54456 |website=]|access-date=10 February 2018|date=October 15, 2013}}</ref> | |||
| rev1 = ''Maximum'' | |||
| rev1Score = SAT/PS: 2/5<ref name=MaxSat>{{cite magazine |title=Maximum Reviews: Myst|magazine=Maximum: The Video Game Magazine|issue=1|publisher=]|date=October 1995|page=146}}</ref><ref name=MaxPS>{{cite magazine |title=Maximum Reviews: Myst|magazine=Maximum: The Video Game Magazine|issue=4|publisher=]|date=1996|page=150}}</ref> | |||
}} | }} | ||
''Myst'' was commercially successful on release. Along with '']'', it was widely regarded as a ] that accelerated the sales of CD-ROM drives.<ref name="1up"/><ref name="ign retro">{{cite web|date=2000-08-01|url=http://pc.ign.com/articles/082/082913p1.html|title=PC Retroview: Myst|publisher=IGN|accessdate=2008-04-21}}</ref> The game's success also led to a number of games which sought to copy ''Myst''{{'}}s success, referred to as "''Myst'' clones".<ref name="1up"/> ''Myst'' was the ] throughout the 1990s, until '']'' exceeded its sales in 2002.<ref name="best-selling"/> The PC version of ''Myst'' holds an average score of 90% at ] based on six reviews,<ref name="Mystg">{{cite web| | |||
url=http://www.gamerankings.com/htmlpages2/89467.asp?q=Myst|title=Myst - PC|publisher=]|accessdate=2008-05-02}}</ref> although the subsequent remakes of the game and the console ports have generally received lower average scores. ''Myst''{{'}}s success baffled some who wondered how a game some saw as "little more than 'an interactive slide show'" turned out to be a hit.<ref>{{cite web|author=Miller, Laura|date=1997-11-06|url=http://archive.salon.com/21st/feature/1997/11/cov_06riven.html|title=Riven Rapt|work=]|accessdate=2008-05-02}}</ref> | |||
''Myst'' was generally praised by critics. '']'' assured its readers that the game was not like other CD-ROM games that were "high on glitz and low on substance ... ''Myst'' is everything it's touted to be and is, quite simply, the best CD-ROM game." It praised the game's ] nature, lack of player death, and "straightforward and simple" storyline. The magazine stated that the "mesmerizing" and "stunning" graphics and sound were "not the star of the show ... the substance of the game is every bit as good as its packaging", and concluded that ''Myst'' "is bound to set a new standard".<ref name="breen199312">{{cite magazine|url=http://www.cgwmuseum.org/galleries/index.php?year=1993&pub=2&id=113 |title=A Spectacle Not To Be Myst |magazine=Computer Gaming World |date=December 1993 |access-date=29 March 2016 |author=Breen, Christopher |pages=114, 116 |url-status=live |archive-url=https://web.archive.org/web/20160319021149/http://www.cgwmuseum.org/galleries/index.php?year=1993&pub=2&id=113 |archive-date=March 19, 2016 }}</ref> In April 1994, the magazine called it an "artistic masterwork".<ref name="cgw199404">{{Cite magazine |date=April 1994|title=Invasion Of The Data Stashers|url=http://www.cgwmuseum.org/galleries/index.php?year=1994&pub=2&id=117 |magazine=Computer Gaming World|pages=20–42}}</ref> ] reviewed ''Myst'' in '']'' #8 (July/August 1994), and stated: "It is the first adventure game in which I left feeling as though I had visited a real place."<ref>{{cite magazine |url=http://www.sjgames.com/pyramid/sample.html?id=801 |magazine=Pyramid | title=MYST |first=Jeff |last=Koke |issue=8 |date= July 1994 |publisher=Steve Jackson Games}}</ref> | |||
''Myst'' was generally praised by critics. '']'' and '']'' suggested that ''Myst'' was evidence that video games could in fact evolve into an art form.<ref>{{cite web|author=Rothstein, Edward|date=1994-12-04|url=http://query.nytimes.com/gst/fullpage.html?res=9F07E7DD1030F937A35751C1A962958260&sec=&spon=&pagewanted=1|title=A New Art Form May Arise From the 'Myst'|work=]|accessdate=2008-03-12}}</ref> '']'' reported that some players considered ''Myst''{{'}}s "virtual morality" a religious experience.<ref>{{cite web|author=Daly, Steve|date=1994-10-07|url=http://www.ew.com/ew/article/0,,303937,00.html|title=The Land of 'Myst' Opportunity|work=]|accessdate=2008-05-02}}</ref> ] professor Søren Pold pointed to ''Myst'' as an excellent example of how stories can be told using objects rather than people.<ref>{{cite web|author=Pold, Søren|url=http://imv.au.dk/~pold/publikat/writcode.htm|title=Writing With the Code - a Digital Poetics|publisher=]|accessdate=2008-04-15}}</ref> Laura Evenson, writing for the '']'', pointed to adult-oriented games like ''Myst'' as evidence the video game industry was emerging from its "adolescent" phase.<ref>{{cite news|author=Evenson, Laura|publisher=San Francisco Chronicle|title=Interactive CD-ROMs come of age|date=1994-12-22|page=DAT36}}</ref> | |||
'']'' and '']'' were among the publications that pointed to ''Myst'' as evidence that video games could, in fact, ].<ref>{{cite web|author=Rothstein, Edward|date=December 4, 1994|url=https://query.nytimes.com/gst/fullpage.html?res=9F07E7DD1030F937A35751C1A962958260&sec=&spon=&pagewanted=1|title=A New Art Form May Arise From the 'Myst'|work=]|access-date=March 12, 2008|archive-url=https://web.archive.org/web/20120115195423/http://www.nytimes.com/1994/12/04/arts/a-new-art-form-may-arise-from-the-myst.html|archive-date=January 15, 2012|url-status=live |url-access=limited}}</ref> '']'' reported that some players considered ''Myst''{{'}}s "virtual morality" a religious experience.<ref>{{cite magazine|author=Daly, Steve |date=October 7, 1994 |url=https://ew.com/article/1994/10/07/land-myst-opportunity/ |title=The Land of 'Myst' Opportunity |magazine=] |access-date=May 2, 2008 |archive-url=https://web.archive.org/web/20120515080826/http://www.ew.com/ew/article/0%2C%2C303937%2C00.html |archive-date=May 15, 2012 |url-status=live }}</ref> ] professor Søren Pold pointed to ''Myst'' as an excellent example of how stories can be told using objects rather than people.<ref>{{cite web|author=Pold, Søren|url=http://imv.au.dk/~pold/publikat/writcode.htm|title=Writing With the Code - a Digital Poetics|publisher=]|access-date=April 15, 2008|archive-url=https://web.archive.org/web/20080618003824/http://imv.au.dk/~pold/publikat/writcode.htm|archive-date=June 18, 2008}}</ref> Laura Evenson, writing for the '']'', pointed to adult-oriented games like ''Myst'' as evidence the video game industry was emerging from its "adolescent" phase.<ref>{{cite news|author=Evenson, Laura|newspaper=San Francisco Chronicle|title=Interactive CD-ROMs come of age|date=December 22, 1994|page=DAT36}}</ref> | |||
]'s Jeff Sengstack wrote that "''Myst'' is an immersive experience that draws you in and won't let you go."<ref name="gamespot">{{cite web|author=Sengstack, Jeff|date=1996-05-01|url=http://www.gamespot.com/pc/adventure/myst/review.html|title=Myst for PC Review|publisher=]|accessdate=2008-03-05}}</ref> Writing about ''Myst''{{'}}s reception, Greg M. Smith noted that ''Myst'' had become a hit and was regarded as incredibly immersive despite most closely resembling "the hoary technology of the ] (with accompanying music and effects)".<ref name="mysty">{{cite book|author=Smith, Greg|year=2002|title=Hop on Pop: The Pleasures and Politics of Popular Culture|series=Navigating Myst-y Landscapes: Killer Applications and Hybrid Criticism|publisher=Duke University Press|isbn=0-8223-2737-6}}</ref> Smith concluded that "''Myst''{{'}}s primary brilliance lies in the way it provides narrative justification for the very things that are most annoying" about the technological constraints imposed on the game;<ref name="mysty"/> for instance, '']'' praised ''Myst''{{'}}s designers for overcoming the occasionally debilitating slowness of CD drives to deliver a consistent experience throughout the game.<ref>{{cite journal|author=Beekman, George and Ben|year=1994|month=March|title=Myst 1.0|journal=]|page=76}}</ref> The publication went on to declare ''Myst'' the best game of 1994, stating that ''Myst'' removed the "most annoying parts of adventure games — vocabularies that don't understand, people you can't talk to, wrong moves that get you killed and make you start over. You try to unravel the enigma of the island by exploring the island, but there's no time pressure to distract you, no arbitrary punishments put in your way".<ref>{{cite journal|author=Levy, Steven|title=1994 Macintosh Game Hall of Fame|journal=]|year=1995|volume=12|month=January|issue=1|pages=100–106|unused_data=volume12}}</ref> | |||
]'s Jeff Sengstack wrote that "''Myst'' is an immersive experience that draws you in and won't let you go."<ref name="gamespot">{{cite web|author=Sengstack, Jeff|date=May 1, 1996|url=http://www.gamespot.com/reviews/myst-review/1900-2542724/|title=Myst for PC Review|website=]|access-date=April 27, 2014|archive-url=https://web.archive.org/web/20131207082739/http://www.gamespot.com/reviews/myst-review/1900-2542724/|archive-date=December 7, 2013|url-status=live}}</ref> Writing about ''Myst''{{'}}s reception, Greg M. Smith noted that ''Myst'' had become a hit and was regarded as incredibly immersive despite most closely resembling "the hoary technology of the ] (with accompanying music and effects)".<ref name="mysty">{{cite book|author=Smith, Greg|year=2002|title=Hop on Pop: The Pleasures and Politics of Popular Culture|series=Navigating Myst-y Landscapes: Killer Applications and Hybrid Criticism|publisher=Duke University Press|isbn=0-8223-2737-6}}</ref> Smith concluded that "''Myst''{{'}}s primary brilliance lies in the way it provides narrative justification for the very things that are most annoying" about the technological constraints imposed on the game;<ref name="mysty"/> for instance, '']'' praised ''Myst''{{'}}s designers for overcoming the occasionally debilitating slowness of CD drives to deliver a consistent experience throughout the game.<ref>{{cite magazine|author=Beekman, George and Ben|date=March 1994|title=Myst 1.0|magazine=]|page=76 |url=https://archive.org/details/MacWorld_9403_March_1994/page/n79/mode/2up |issue=3 |volume=11}}</ref> The publication went on to declare ''Myst'' the best game of 1994, stating that ''Myst'' removed the "most annoying parts of adventure games—vocabularies that don't understand, people you can't talk to, wrong moves that get you killed and make you start over. You try to unravel the enigma of the island by exploring the island, but there's no time pressure to distract you, no arbitrary punishments put in your way".<ref>{{cite magazine|author=Levy, Steven|title=1994 Macintosh Game Hall of Fame|magazine=]|date=January 1995|volume=12|issue=1|pages=100–106 |url=https://archive.org/details/MacWorld_9501_January_1995/page/n101/mode/2up}}</ref> | |||
Some aspects of the game still received criticism. Several publications did not agree with the positive reception of the story; Jeremy Parrish of ] noted that while ''Myst''{{'}}s lack of interaction and continual plot suited the game, it helped usher in the death of the adventure game genre.<ref name="1up">{{cite web|author=Parrish, Jeremy|url=http://www.1up.com/do/feature?cId=3134600|title=When SCUMM Ruled the Earth|publisher=]|accessdate=2008-05-02}}</ref> '']'' stated the main flaw with the game was that the game engine was nowhere near as sophisticated as the graphics.<ref name="Edge-Review(Mac)"> | |||
{{cite news |title = Myst Review (Mac)|work = ] |publisher = ] |page = 66 |date = January 1994 (Issue 4) | |||
}}</ref> Heidi Fournier of '']'' noted a few critics complained about the difficulty and lack of context of the puzzles, while others believed these elements added to the gameplay.<ref name="adv game">{{cite web|author=Fournier , Heidi|date=2002-05-20|url=http://www.adventuregamers.com/display.php?id=52|title=Myst: Review|publisher=]|accessdate=2008-04-29}}</ref> Similarly, critics were split on whether the lack of a plot the player could actually change was a good or bad element.<ref name="amiga">{{cite journal|author=Smith, Andy|month=March|year=1998|title=Amiga Reviews Myst|journal=Amiga Format|url=http://amigareviews.classicgaming.gamespy.com/myst.htm|issue=108|pages=35–37}}{{dead link|date=June 2011}}</ref> In a 2000 retrospective review, ] declared that ''Myst'' had not aged well and that playing it "was like watching hit TV shows from the 70s. 'People watched that?,' you wonder in horror."<ref name="ign retro"/> | |||
Some aspects of the game still received criticism. Several publications did not agree with the positive reception of the story. Jeremy Parish of ] noted that while its lack of interaction and continual plot suited the game, ''Myst'' contributed to a decline in the adventure game genre.<ref name="1up">{{cite web|author=Parrish, Jeremy |url=http://www.1up.com/features/essential-50-myst |archive-url=https://web.archive.org/web/20110604014208/http://www.1up.com/features/essential-50-myst |archive-date=2011-06-04 |title=When SCUMM Ruled the Earth |website=] |access-date=May 2, 2008}}</ref> '']'' stated the main flaw with the game was that the game engine was nowhere near as sophisticated as the graphics.<ref name="Edge-Review(Mac)">{{cite magazine |title = Myst Review (Mac)|magazine = ] |publisher = ] |page = 66 |date = January 1994|issue=4}}</ref> Heidi Fournier of '']'' noted a few critics complained about the difficulty and lack of context of the puzzles, while others believed these elements added to the gameplay.<ref name="adv game">{{cite web|author=Fournier, Heidi|date=May 20, 2002|url=http://www.adventuregamers.com/articles/view/17473|title=Myst: Review|publisher=]|access-date=April 29, 2008|archive-url=https://web.archive.org/web/20141213023453/http://www.adventuregamers.com/articles/view/17473|archive-date=December 13, 2014|url-status=live}}</ref> Similarly, critics were split on whether the lack of a plot the player could actually change was a good or bad element.<ref name="amiga">{{cite journal|author=Smith, Andy|date=March 1998|title=Amiga Reviews Myst|journal=Amiga Format|url=http://www.amigareviews.leveluphost.com/myst.htm|issue=108|pages=35–37|archive-url=https://web.archive.org/web/20131004235336/http://www.amigareviews.leveluphost.com/myst.htm|archive-date=October 4, 2013|url-status=dead|access-date=April 4, 2012}}</ref> In 1996 '']'' called ''Myst'' "gaming's bleakest hour", saying the static graphics and purely trial-and-error puzzles epitomized poor game design. The magazine said its commercial success, which they owed chiefly to its popularity among non-gamers as a CD-ROM showcase, had led to many other games emulating its negative aspects.<ref>{{cite magazine|title=Crib Sheet|magazine=]|issue=23 |publisher=] |date=November 1996|page=19}}</ref> In a 2000 retrospective review, '']'' declared that ''Myst'' had not aged well and that playing it "was like watching hit TV shows from the 70s. 'People watched that?,' you wonder in horror."<ref name="ign_2000-08-01"/> | |||
===Legacy=== | |||
In addition to the numerous remakes and ports of the game, ''Myst''{{'}}s success led to several sequels. '']'' was released on October 29, 1997, in which Atrus asks the Stranger to return to help him rescue his wife from ]. '']'' was released simultaneously for Macintosh and Windows systems in North America on May 7, 2001, and was later ported to the ] and ] consoles. ''Exile'' was not developed by Cyan; ] developed the title and ] published it.<ref>{{cite web|date=2001-04-05|url=http://pc.ign.com/articles/093/093192p1.html|title=News Briefs: Halo rumors fly, Tribes 2 event on Saturday, and no TF2 at E3?|publisher=IGN|accessdate=2008-05-03}}</ref> Taking place 10 years after the events of ''Riven'', ''Exile'' reveals the reasons for Atrus' sons being imprisoned and the disastrous effects their greed caused.<ref>{{cite web|date=2001-05-02|url=http://pc.ign.com/articles/094/094134p1.html|title=New Myst III Trailer|publisher=IGN|accessdate=2008-04-12}}</ref> The fourth entry in the series, '']'', was released on September 10, 2004, and was developed and published entirely by Ubisoft. The music was composed by ] with assistance from ].<ref>{{cite web|author=Castro, Juan|date=2004-04-05|url=http://pc.ign.com/articles/504/504216p1.html|title=Myst IV Announced|publisher=IGN|accessdate=2008-05-04}}</ref> The final game in the ''Myst'' saga was '']'', developed by ] and released on September 19, 2005.<ref>{{cite web|author=Surrette, Tim|date=2005-01-12|url=http://www.gamespot.com/pc/adventure/mystvendofages/news.html?sid=6116222&mode=all|title=Myst V landing on PCs this fall|publisher=]|accessdate=2008-05-01}}</ref> | |||
''Myst'' was named Best Adventure/Fantasy Role-Playing Game at the 1994 ]s,<ref name="cgw199405">{{Cite magazine|date=May 1994 |title=Software Publishing Association Picks Codie Winners |department=Read.Me |url=http://www.cgwmuseum.org/galleries/index.php?year=1994&pub=2&id=118 |magazine=Computer Gaming World |pages=12}}</ref> and received an honorable mention in '']''{{'}}s 1993 "Breakthrough Game" category, which ultimately went to '']''. That magazine's editors wrote, "One of the best-looking, best-sounding games ever, the Macintosh version of ''Myst'' sets new standards for the effective use of CD-ROM."<ref name=e21993>{{cite journal | title=The First ''Electronic Entertainment'' Editors' Choice Awards | author=Staff | journal=] | date=March 1994 | volume=1 | number=3 | pages=61–65 }}</ref> ''Myst'' was also a runner-up for ''Computer Gaming World''{{'}}s 1993 "Adventure Game of the Year" award, but lost to '']'' and '']'' (tie).<ref name=cgw1993>{{cite magazine | author=Staff |title=Announcing the New Premier Awards |magazine=] |issue=119 |date=June 1994 |pages=51–54, 56–58 }}</ref> In 1996, the magazine ranked ''Myst'' 11th on its list of the most innovative computer games.<ref name="cgw199611mostinnovative">{{cite magazine|url=http://www.cgwmuseum.org/galleries/index.php?year=1996&pub=2&id=148 |title=The 15 Most Innovative Computer Games |magazine=Computer Gaming World |date=November 1996 |access-date=25 March 2016 |page=102 |url-status=live |archive-url=https://web.archive.org/web/20160408023915/http://cgwmuseum.org/galleries/index.php?year=1996&pub=2&id=148 |archive-date=April 8, 2016 }}</ref> | |||
In addition to the main ''Myst'' ], Cyan developed '']'', which was released on November 14, 2003.<ref>{{cite web|author=Calvert, Justin|date=2003-11-14|url=http://www.gamespot.com/pc/adventure/uruonlineagesbeyondmyst/news.html?sid=6083553|title=Uru: Ages Beyond Myst ships|publisher=]|accessdate=2008-04-19}}</ref> ''Uru'' allows players to customize their ], and renders graphics in real-time. The multiplayer component of ''Uru'' was initially cancelled, but ] eventually revived it as '']'' on February 15, 2007. On February 4, 2008, GameTap Creative Director Ricardo Sanchez announced that the game was cancelled, and that the servers would be shut down 60 days after the announcement.<ref>{{cite web|author=Onyett, Charlie|date=2008-02-04|url=http://pc.ign.com/articles/849/849518p1.html|title=Myst Online: Uru Live is Discontinued|publisher=IGN|accessdate=2008-04-09}}</ref> The game has since been brought back up again and is free to play.<ref>{{cite web | title=Myst Online is Back & Free – URU Live Again | url=http://www.onlinemassivelymultiplayer.com/mmo-news/myst-online-is-back-free-uru-live-again/ | publisher=OnlineMassivelyMultiplayer.com | date= | accessdate=2011-01-03}}</ref> The Miller brothers collaborated with ] and wrote several novels based on the ''Myst'' universe, which were published by ]. The novels, entitled ''Myst: The Book of Atrus'', ''Myst: The Book of Ti'ana'', and ''Myst: The Book of D'ni'', fill in the games' backstory and were packaged together as '']''. | |||
Reviews for the game's console ports generally reflected each critic's attitude towards the original game, as critics agreed that the ports for 3DO,<ref name=EGM71/><ref name=NGen6/><ref name=GP81>{{cite magazine|title=ProReview: Myst|magazine=]|issue=81|publisher=]|date=June 1995|page=80}}</ref> Saturn,<ref name=MaxSat/><ref name=NGen8/><ref>{{cite magazine|title=ProReview: Myst|magazine=]|issue=86|publisher=]|date=November 1995|page=64}}</ref> and PlayStation<ref name=MaxPS/><ref name=NGen25/><ref>{{cite magazine|title=ProReview: Myst|magazine=] |issue=92|publisher=]|date=May 1996|page=60}}</ref> are virtually identical to the PC original. For example, Sushi-X of '']'' gave the 3DO version a five out of ten, remarking: "The graphics and sounds are decent but the game never really appealed to me on the PC", while his co-reviewer Danyon Carpenter gave it a seven out of ten and assessed that "This game was all the rage when it debuted on the PC, and that excitement should follow through on the 3DO."<ref name=EGM71/> In one of the more enthusiastic reviews for ''Myst'', '']'' gave the 3DO version a perfect five out of five in all four categories (graphics, sound, control and fun factor), concluding: "Beautiful and enchanting, ''Myst'' will thrill you and make you think at the same time."<ref name=GP81/> The Jaguar CD version was largely ignored by reviewers, but ''GamePro'' commented that apart from the Jaguar CD's lack of a mouse peripheral and occasionally longer load times, this version too is identical to the PC original.<ref>{{cite magazine|title=ProReview: Myst|magazine=]|issue=91 |publisher=]|date=April 1996|page=85}}</ref> | |||
By 2003, the ] had sold over 12 million copies worldwide,<ref>{{cite press release|date=2003-05-07|url=http://www.accessmylibrary.com/coms2/summary_0286-23203075_ITM|title=New and Expanded Features Revealed for Highly-Anticipated Uru: Ages Beyond 'Myst'|publisher=]|accessdate=2008-09-18}}</ref> with ''Myst'' representing more than six million copies in the figure.<ref>{{cite news|author=Guilofil, Michael|date=2001-05-22|url=http://www.spokesmanreview.com/pf.asp?date=052201&id=s966647|title=Beyond the Myst|publisher=]}}</ref> The game's popularity has led to several mentions in popular culture. References to ''Myst'' made appearances in an episode of the '']'' ("]"),<ref>{{cite web|author=Basner, David|date=2000-05-04|url=http://snpp.com/other/papers/db.paper.html|title=The Simpsons" as Fart, D'oh!, Art|publisher=]|accessdate=2008-04-01}}</ref> and ] wanted '']'' to be a puzzle game like ''Myst'', refusing to lend his voice talent to the game when it was turned into a shooter instead.<ref>{{cite web|author=Klepeck, Patrick|date=2008-04-29|url=http://multiplayerblog.mtv.com/2008/04/29/matt-damon-never-spoke-with-bourne-developers-wanted-a-game-like-myst/|title=Update: Matt Damon Didn’t Speak Directly To ‘Bourne’ Developers, Wanted A Game Like ‘Myst’|work=]|accessdate=2008-05-02}}</ref> ''Myst'' has also been used for educational and scientific purposes; ] recognized a primary school teacher, Tim Rylands, who had made literacy gains using ''Myst'' as a teaching tool,<ref>{{cite news|author=Twist, Jo|date=2005-08-25|url=http://news.bbc.co.uk/2/hi/technology/4160466.stm|title=Pupils learn through Myst game|work=]|accessdate=2008-05-03}}</ref> and researchers have used the game for studies examining the effect of video games on aggression.<ref>{{cite journal|author=Kirsh SJ|title= Seeing the world through Mortal Kombat-colored glasses: violent video games and the development of a short-term hostile attribution bias|journal= Childhood|year=1998|issue=5|pages=177–184|doi= 10.1177/0907568298005002005|volume= 5}}</ref> | |||
However, the 3DS version received negative reviews even from critics who felt that ''Myst''{{'}}s popularity was merited, citing graphics and audio well below the 3DS's capabilities and the use of awkward circle pad controls in lieu of the 3DS's touchscreen.<ref name=NLife3DS/><ref name=PocketGrev/> | |||
A parody computer game, '']'', was released in 1996. | |||
===Legacy=== | |||
==Rereleases and ports== | |||
''Myst''{{'}}s success was due to its wide audience appeal, high-fidelity imagery combined with low system requirements, and the number of platforms it appeared on. It showed that games focused on puzzles instead of action could be major hits.<ref name="wolf_2011"/>{{rp|4–6}} ''Myst''{{'}}s popularity baffled some, who wondered how a game that was seen as "little more than 'an interactive slide show'" turned out to be a hit.<ref>{{cite web|author=Miller, Laura|date=November 6, 1997|url=http://archive.salon.com/21st/feature/1997/11/cov_06riven.html|title=Riven Rapt|work=]|access-date=May 2, 2008|archive-url=https://web.archive.org/web/20080402053903/http://archive.salon.com/21st/feature/1997/11/cov_06riven.html|archive-date=April 2, 2008}}</ref><ref name="fastcompany_2018-09-24"/> As early as December 1994, '']'' compared ''Myst'' to "an ], destined to gather critical acclaim and then dust on the shelves".<ref name="fastcompany_2018-09-24"/> Others criticized ''Myst'' as the "ultimate anti-arcade game", as it was much more relaxed and casual than other games—the game required no special skills and there was no score or time limit.<ref name="fastcompany_2018-09-24"/> ''Myst'' was described by Stephen Kline and his coauthors as the "anti-'']''"; where ''Doom'' was violent, Satanic and focused on shock value and speed, ''Myst'' was tranquil and created by Christian developers.<ref name="Kline et al-2003">{{cite book|last1=Kline|first1=Stephen|last2=Dyer-Witheford|first2=Nick|last3=de Peuter|first3=Greig|date=2003|title=Digital Play: The Interaction of Technology, Culture, and Marketing|section=''Myst''-ification|publisher=McGill-Queen's University Press|isbn=0-7735-2591-2|pages=147–148}}</ref> | |||
''Myst''{{'}}s success led to the game being ported to multiple platforms, including the ], ], ], ], ], and ] consoles. The video game was also remade or ported to next-generation consoles and handhelds, as well as rereleased in new editions for the PC. It is to be released march of 2012 on nintendo 3ds. | |||
In the wake of ''Myst''{{'}}s sales, other developers sought to capitalize on comparing their games to ''Myst'', or released "''Myst'' clones" that sought to replicate its success.<ref name="1up"/><ref name="Billboard_1994-07-09">{{cite magazine|last=Gillen|first=Marilyn|date=July 9, 1994|title=Interactive Gamers Try to Follow Enveloping 'Myst'|magazine=]|volume=106|issue=28|page=1}}</ref> Some developers of adventure games concurrent to ''Myst''{{'}}s release were critical of the game due to the number of subsequent titles that copied ''Myst''{{'}}s style.<ref name="fastcompany_2018-09-24"/> As the adventure game genre faced a downturn, '']'' and others laid the blame squarely on ''Myst'': | |||
===PC remakes=== | |||
<blockquote>People wanted eye candy, not real storytelling. Never mind the fact that ''Myst'' had the worst ending in gaming history; never mind the fact that ''Myst''{{'}}s idea of interactivity involved sparse clicks followed by hours of skull scratching. True adventure games came—'']'', '']'', '']''—and they failed to get sales.<ref name="gamecenter_2000">{{cite web|author=Staff|date=2000|url=http://www.gamecenter.com:80/Features/Exclusives/Deadburied/ss01.html|title=Dead and Buried; Five Disappearing Genres|website=]|page=1|url-status=dead|archive-url=https://web.archive.org/web/20001109203800/http://www.gamecenter.com:80/Features/Exclusives/Deadburied/ss01.html|archive-date=November 9, 2000}}</ref></blockquote> | |||
{{Multiple image|direction=vertical|align=right|image1=Myst opening.png|image2=Realmyst screen.png|width=200|caption1=A pre-rendered still from ''Myst''|caption2=The same scene in ''realMyst'', rendered in real-time}} | |||
''Myst: Masterpiece Edition'' was an updated version of the original ''Myst'', released in May 2000. It featured several improvements over the original game, with the images re-rendered in 24-bit ] instead of the original ''Myst''{{'}}s 8-bit color. The score was re-mastered and sound effects were enhanced, and some cinematics were redone.<ref name="masterpiece">{{cite web|url=http://www.ubi.com/US/Games/Info.aspx?pId=196|year=2000|publisher=]|title=Myst: Masterpiece Edition|accessdate=2008-05-02}}</ref> | |||
In comparison, game designer ] said the responsibility belonged to game publishers, who now expected every adventure game to be a ''Myst''-caliber hit.<ref name="ign_2015-03-02">{{cite web|last=Andreadisi|first=Kosta|date=March 1, 2015|url=http://www.ign.com:80/articles/2015/03/02/the-past-present-and-future-of-adventure-games|title=The Past, Present, and Future of Adventure Games|website=]|url-status=dead|archive-url=https://web.archive.org/web/20150305100613/http://www.ign.com:80/articles/2015/03/02/the-past-present-and-future-of-adventure-games|archive-date=March 5, 2015|pages=1–2}}</ref> ''Edge'', writing in 1998, declared the game's impact mixed, but one that ultimately did more good to the industry than harm, writing that it helped develop PC-based gaming.<ref name="edgeuk_66">{{cite magazine|author=Staff|date=Christmas 1998|title=Food for Thought|magazine=]|issue=66|page=79|issn=}}</ref> | |||
''realMyst: Interactive 3D Edition'' was a remake of ''Myst'' released in November 2000 for Windows PCs, and in January 2002 for Mac. Unlike ''Myst'' and the ''Masterpiece Edition'', ''realMyst'' featured free-roaming, real-time 3D graphics instead of pre-rendered stills.<ref name="real myst go">{{cite web|author=Walker, Trey|date=2000-10-20|url=http://www.gamespot.com/pc/adventure/realmyst/news.html?sid=2643165&mode=recent|title=Real Myst Shipping in Early November|publisher=]|accessdate=2008-05-07}}</ref> Weather effects like thunderstorms, sunsets, and sunrises were added to the Ages, and minor additions were made to keep the game in sync with the story of the ''Myst'' novels and sequels. The game also added a new Age called Rime, which is featured in an extended ending.<ref name="real myst go"/> ''realMyst'' was developed by Cyan, Inc. and ], and published by ]. While the new interactivity of the game was praised, ''realMyst'' ran extremely slowly on most computers of the time.<ref>{{cite web|date=2000-11-13|url=http://pc.ign.com/articles/165/165612p1.html|title=RealMyst Review|publisher=IGN|accessdate=2008-04-29}}</ref> Robyn Miller expressed frustration with realMyst, saying: "I only saw realMyst after it was released. As a remake, it was a lapse of reason and directionless; overt merchandising of the original Myst. It definitely wasn't how we originally envisioned Myst, as was promoted."<ref>{{cite book |title=retro GAMER Collection Volume Five |year=2011 |publisher=Imagine Publishing |location=Bournemouth, UK |isbn=978-1-908222-0-91 |page=130}}</ref><ref name="real myst go"/> ''realMyst'' was developed by Cyan, Inc. and ], and published by ]. While the new interactivity of the game was praised, ''realMyst'' ran extremely slowly on most computers of the time.<ref>{{cite web|date=2000-11-13|url=http://pc.ign.com/articles/165/165612p1.html|title=RealMyst Review|publisher=IGN|accessdate=2008-04-29}}</ref> Robyn Miller expressed frustration with realMyst, saying: "I only saw realMyst after it was released. As a remake, it was a lapse of reason and directionless; overt merchandising of the original Myst. It definitely wasn't how we originally envisioned Myst, as was promoted."<ref>{{cite book |title=retro GAMER Collection Volume Five |year=2011 |publisher=Imagine Publishing |location=Bournemouth, UK |isbn=978-1-908222-0-91 |page=130}}</ref> | |||
''Myst'' helped create a new way of thinking about presentation in video games due to the nature of the CD-ROM: whereas most games before could be viewed as "games of emergence", in which game elements combined in novel and surprising ways to the player, ''Myst'' demonstrated one of the first "games of progression" where the player is guided through predefined sets of encounters. This helped to provide alternative experiences atypical of usual video games, and helped lay the foundations of more experimental ]s developed in the 2000s.<ref name="polygon handmade pixels">{{cite web | url = https://www.polygon.com/2019/11/15/20962788/indie-development-history-handmade-pixels | title = The indie explosion that's been going on for 30 years (give or take) | first = Jesper | last = Juul | date = November 15, 2019 | access-date = November 15, 2019 | work = ] }}</ref><ref name="pcgamesn_2024-06-03">{{cite web|last=Smith|first=Ed|date=June 3, 2024|url=https://www.pcgamesn.com/riven-remake/release-date|title=After 25 years, monumental PC classic gets a full remake, out soon|website=]|access-date=June 3, 2024}}</ref> The game served as a precursor to ]s, which typically do not require players to act quickly, as well as an early predecessor to the ]s that allow players to explore at their own pace.<ref name="fastcompany_2018-09-24"/> Cyan's sequels to ''Myst'' also indirectly served to popularize ] games, which provide similar puzzle-solving experiences but in a much more confined space.<ref name="vox">{{cite web | url = https://www.vox.com/culture/2016/10/26/13311456/escape-the-room-games-explained | title = The strange appeal of escape the room games, explained | first = Alex | last = Abad-Santos | date = October 26, 2016 | access-date = October 29, 2018 | work = ] }}</ref> | |||
===Handhelds=== | |||
In November 2005, ] announced that they would be developing a remake of ''Myst'' for the ]. The remake would include additional content that was not featured in the original ''Myst'', including the Rime age that was earlier seen in ''realMyst''.<ref name=remake>{{cite web|date=2005-11-22|url=http://psp.ign.com/articles/670/670041p1.html|title= Myst Set for PSP|publisher=IGN|accessdate=2006-03-29}}</ref> The game was released in Japan and Europe in 2006, and the US version was released in 2008.<ref name="myst psp">{{cite web|url=http://psp.ign.com/objects/786/786203.html|title=Myst (PSP)|publisher=IGN|accessdate=2008-04-12}}</ref> | |||
''Myst'' became a cultural touchstone of the day; the game was so popular the Miller brothers appeared in advertisements for ].<ref name="pcworld-deep dive">{{cite web|author=Dingman, Hayden|date=November 15, 2013|url=https://www.pcworld.com/article/2063396/deep-dive-with-myst-co-creator-rand-miller-the-full-interview.html?page=2|title=Deep dive with Myst co-creator Rand Miller: The full interview|website=]|access-date=February 13, 2020|url-status=live|archive-url=https://web.archive.org/web/20200214015509/https://www.pcworld.com/article/2063396/deep-dive-with-myst-co-creator-rand-miller-the-full-interview.html?page=0|archive-date=February 14, 2020}}</ref> Actor ] wanted '']'' video game to be a puzzle game like ''Myst'', refusing to lend his voice talent to the game when it was turned into a shooter instead.<ref>{{cite web|author=Klepek, Patrick|date=April 29, 2008|url=http://multiplayerblog.mtv.com/2008/04/29/matt-damon-never-spoke-with-bourne-developers-wanted-a-game-like-myst/|title=Update: Matt Damon Didn't Speak Directly To 'Bourne' Developers, Wanted A Game Like 'Myst'|work=]|access-date=May 2, 2008|archive-url=https://web.archive.org/web/20150913031523/http://multiplayerblog.mtv.com/2008/04/29/matt-damon-never-spoke-with-bourne-developers-wanted-a-game-like-myst/|archive-date=September 13, 2015}}</ref> ''Myst'' has also been used for educational and scientific purposes; ] recognized a primary school teacher, Tim Rylands, who had made literacy gains using ''Myst'' as a teaching tool,<ref>{{cite news|last=Twist|first=Jo|date=August 25, 2005|url=http://news.bbc.co.uk/2/hi/technology/4160466.stm|title=Pupils learn through Myst game|work=]|access-date=May 3, 2008|archive-url=https://web.archive.org/web/20160305190433/http://news.bbc.co.uk/2/hi/technology/4160466.stm|archive-date=March 5, 2016}}</ref> and researchers have used the game for studies examining the effect of video games on aggression.<ref>{{cite journal|author=Kirsh SJ|title= Seeing the world through Mortal Kombat-colored glasses: violent video games and the development of a short-term hostile attribution bias|journal= Childhood|year=1998|issue=2|pages=177–184|doi= 10.1177/0907568298005002005|volume= 5|s2cid= 143735522}}</ref> A parody computer game, '']'', was released in 1996; the game is a satirical free roam of Myst Island which had been apparently vandalized by frustrated visitors.<ref>{{cite news | title = Myst Gets Dissed on CD-ROM | work = ] | author = Eng, Paul M | date = October 12, 1996}}</ref> ''Myst'' was added to ] of the ] in 2013, where it is displayed as a video presentation.<ref>{{cite news|url=https://www.nytimes.com/2013/03/04/arts/video-games/a-museums-games-are-not-on-pedestals.html?_r=0 |newspaper=] |title=A Museum's Games Are Not on Pedestals |last=Suellentrop |first=Chris |date=2013-03-03 |url-status=live |archive-url=https://web.archive.org/web/20151106034126/http://www.nytimes.com/2013/03/04/arts/video-games/a-museums-games-are-not-on-pedestals.html?_r=0 |archive-date=November 6, 2015 |url-access=limited}}</ref><!-- mention smithsonian games as art bit --> | |||
A version of ''Myst'' for the ] was also released in December 2007. The version features re-mastered video and audio, using ] specifically re-written for the Nintendo DS. The remake features ] as a playable Age, with an all new graphic set.<ref name="myst ds">{{cite web |author=Purchese, Rob|url=http://www.eurogamer.net/article.php?article_id=77459 |title=Myst heads to DS |publisher=] |date=2007-06-07 |accessdate=2007-06-07}}</ref> ''Myst DS'' was released in North America on May 13, 2008, and later reissued by ]. The title was heavily panned by the gaming press, with an aggregate score of 43/100 on Metacritic.<ref>{{cite web|url=http://www.metacritic.com/games/platforms/ds/myst?q=myst|title=Myst (ds: 2007): Reviews|publisher=]|accessdate=2009-05-01}}</ref> | |||
''Myst''{{'}}s success sparked a multimedia franchise. '']'' was released in 1997 and continues ''Myst''{{'}}s storyline. ] and ] developed and published '']'' in 2001,<ref>{{cite web|date=April 5, 2001|url=http://pc.ign.com/articles/093/093192p1.html|archive-url=https://web.archive.org/web/20020223074900/http://pc.ign.com/articles/093/093192p1.html|url-status=dead|archive-date=February 23, 2002|title=News Briefs: Halo rumors fly, Tribes 2 event on Saturday, and no TF2 at E3?|website=IGN|access-date=May 3, 2008}}</ref><ref>{{cite web|date=May 2, 2001|url=http://pc.ign.com/articles/094/094134p1.html|title=New Myst III Trailer|website=IGN|access-date=April 12, 2008|archive-url=https://web.archive.org/web/20120305235943/http://pc.ign.com/articles/094/094134p1.html|archive-date=March 5, 2012|url-status=dead}}</ref> '']'' was developed and published entirely by Ubisoft and released in 2004.<ref>{{cite web|author=Castro, Juan|date=April 5, 2004|url=http://pc.ign.com/articles/504/504216p1.html|title=Myst IV Announced|website=IGN|access-date=May 4, 2008|archive-url=https://web.archive.org/web/20120516153647/http://pc.ign.com/articles/504/504216p1.html|archive-date=May 16, 2012|url-status=dead}}</ref> The latest game in the franchise is '']'', developed by Cyan Worlds and released in 2005.<ref>{{cite web|author=Surrette, Tim|date=January 12, 2005|url=http://www.gamespot.com/pc/adventure/mystvendofages/news.html?sid=6116222&mode=all|title=Myst V landing on PCs this fall|website=]|access-date=May 1, 2008|archive-url=https://web.archive.org/web/20110525163214/http://www.gamespot.com/pc/adventure/mystvendofages/news.html?sid=6116222&mode=all|archive-date=May 25, 2011|url-status=live}}</ref> In addition to the main games, Cyan developed '']''.<ref>{{cite web|author=Calvert, Justin|date=November 14, 2003|url=http://www.gamespot.com/pc/adventure/uruonlineagesbeyondmyst/news.html?sid=6083553|title=Uru: Ages Beyond Myst ships|website=]|access-date=April 19, 2008|archive-url=https://web.archive.org/web/20130309232431/http://www.gamespot.com/news/uru-ages-beyond-myst-ships-6083553|archive-date=March 9, 2013}}</ref> The multiplayer component of ''Uru'' was initially canceled, but ] eventually revived it as '']''.<ref>{{cite web|author=Onyett, Charlie|date=February 4, 2008|url=http://pc.ign.com/articles/849/849518p1.html|title=Myst Online: Uru Live is Discontinued|website=IGN|access-date=April 9, 2008|url-status=dead|archive-url=https://web.archive.org/web/20121026090949/http://www.ign.com/articles/2008/02/05/myst-online-uru-live-is-discontinued|archive-date=October 26, 2012}}</ref> After ''Uru Live'' was cancelled, the game was released as an open source title.<ref>{{cite web |author=Chalk, Andy|date=April 7, 2011|url=http://www.escapistmagazine.com/news/view/109075-Open-Source-Myst-Online-Finally-Happens|title=Open Source Myst Online Finally Happens|work=]|publisher=Defy Media|access-date=March 11, 2016|url-status=live|archive-url=https://web.archive.org/web/20120314214009/http://www.escapistmagazine.com/news/view/109075-Open-Source-Myst-Online-Finally-Happens|archive-date=March 14, 2012}}</ref> The Miller brothers collaborated with ] to produce several novels based on the ''Myst'' universe, which were published by ]. The novels, entitled ''Myst: The Book of Atrus'', ''Myst: The Book of Ti'ana'' and ''Myst: The Book of D'ni'', fill in the games' backstory and were packaged together as '']''. By 2003, the ] had sold over twelve million copies worldwide,<ref>{{cite press release|date=May 7, 2003|url=http://www.accessmylibrary.com/coms2/summary_0286-23203075_ITM|title=New and Expanded Features Revealed for Highly-Anticipated Uru: Ages Beyond 'Myst'|publisher=]|access-date=April 27, 2014|archive-url=https://web.archive.org/web/20090302012258/http://www.accessmylibrary.com/coms2/summary_0286-23203075_ITM|archive-date=March 2, 2009}}</ref> with ''Myst'' representing more than six million copies in the figure.<ref name="spokesmanreview_2001-05-22">{{cite news|last=Guilofil|first=Michael |date=May 22, 2001 |url=http://www.spokesmanreview.com/pf.asp?date=052201&id=s966647 |title=Beyond the Myst |newspaper=] |archive-url=https://web.archive.org/web/20131102215621/http://www.spokesmanreview.com/pf.asp?date=052201&id=s966647 |archive-date=November 2, 2013 |url-status=dead }}</ref> Multiple attempts have been made to adapt the games and series into television series and feature films.<ref>{{cite web| author=Andreeva, Nellie | url = https://deadline.com/2015/05/myst-tv-series-video-game-hulu-legendary-matt-tolmach-1201421271/ | title = Hulu Lands 'Myst' Drama From Legendary TV & Matt Tolmach Based On Video Game | website = ] | date =May 6, 2015 | access-date =May 6, 2015 | archive-url=https://web.archive.org/web/20160221062058/http://deadline.com/2015/05/myst-tv-series-video-game-hulu-legendary-matt-tolmach-1201421271 |archive-date=February 21, 2016 |url-status=live}}</ref><ref>{{cite web | url = https://www.theverge.com/2019/6/26/18760000/myst-game-tv-series-film-village-roadshow | title = The Myst TV series is dead; long live the Myst TV series | first= Sean | last =Hollister | date = June 26, 2019 | access-date = June 26, 2019 | work = ] }}</ref><ref>{{cite web | url = https://deadline.com/2020/04/village-roadshow-ashley-edward-miller-myst-video-game-1202909392/ | title = Village Roadshow Taps 'X-Men: First Class' Writer Ashley Edward Miller To Adapt Video Game 'Myst' For Television | first= Peter | last = White | date = April 15, 2020 | access-date = April 15, 2020 | work = ] }}</ref> | |||
In February 2005, Cyan and ] released ''Myst'' for the Microsoft ] platform;<ref>{{cite web|url=http://www.cyanworlds.com/products/mystppc.php|title=Myst for PocketPC|accessdate=2009-05-24}}</ref> '']'' was ported shortly after.<ref>{{cite web|url=http://www.cyanworlds.com/products/rivenppc.php|title=Riven for PocketPC|accessdate=2009-05-24}}</ref> In August 2008, Cyan announced that the company was developing a version of ''Myst'' for Apple's ].<ref>{{cite web|author=Cohen, Peter|date=2008-08-18|url=http://www.macworld.com/article/135131/2008/08/myst.html|title=Myst coming to iPhone|work=]|accessdate=2008-08-26}}</ref> Cyan confirmed that the project was near completion in April 2009,<ref>{{cite web|author=Cyan Worlds, Inc.|date=2009-04-08|url=http://www.cyanworlds.com/news/?p=13|title=Myst for iPhone & iPod touch Almost Complete|accessdate=2009-04-20}}</ref> submitting the title to Apple on April 22.<ref>{{cite web|date=2009-04-22|url=http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=311941991&mt=8|title=Myst iPhone|publisher=]|accessdate=2009-05-04}}</ref> The game was made available to download from the iTunes ] on May 2, 2009.<ref>{{cite web|date=2009-05-02|url=http://toucharcade.com/2009/05/02/cyans-myst-for-iphone-brings-back-memories/|title=Cyan's 'Myst' for iPhone Brings Back Memories|publisher=touchArcade|accessdate=2009-05-04}}</ref> The original download size was 727 MB, which was considered very large by iPhone standards.<ref>{{cite web|author=Williams, Bryn|date=2009-05-04|url=http://www.gamespy.com/articles/979/979141p1.html|title=Massive Myst Clogs Up iPhone|publisher=]|accessdate=2009-05-04}}</ref> | |||
== See also == | |||
''Myst'' will be ported again in 2012 in favour of the ].<ref>{{cite web|first=James |last=Newton |date=2011-12-23 |url=http://3ds.nintendolife.com/news/2011/12/theres_a_myst_descending_on_3ds_next_year |title=There's a Myst Descending on 3DS Next Year |publisher=Nintendo Life |accessdate=2011-12-23}}</ref> | |||
* ] and ]—Books that allow the reader to choose a narrative line | |||
== |
==Notes== | ||
{{Notelist}} | |||
{{reflist|colwidth=30em}} | |||
== |
== References == | ||
{{reflist|refs= | |||
{{Spoken Misplaced Pages|En-Myst.ogg|2009-03-30}} | |||
<ref name="wolf_2011">{{cite book|last=Wolf|first=Mark|year=2011|title=Myst and Riven: The World of the D'ni|publisher=University of Michigan Press|isbn=978-0-472-05149-6}}</ref> | |||
{{Sister project links |wikt=no |commons=Category:Myst |b=no |n=no |q=Myst |s=no |v=no |species=no}} | |||
}} | |||
* on ] website | |||
* | |||
== External links == | |||
{{Sister project links |wikt=no |commons=Category:Myst |b=no |n=no |q=Myst |s=no |v=no |species=no|m=no|mw=no|display=''Myst''}} | |||
{{Spoken Misplaced Pages|En-Myst.ogg|date=2009-03-30}} | |||
* {{Official website}} | |||
* {{moby game|id=/myst}} | * {{moby game|id=/myst}} | ||
* {{ |
* {{IMDb title}} | ||
{{Myst franchise}} | {{Myst franchise}} | ||
{{Portal bar|1990s|United States|Video games}} | |||
{{Authority control}} | |||
{{DEFAULTSORT:Myst}} | |||
{{featured article}} | |||
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Latest revision as of 02:45, 13 December 2024
1993 video game This article is about the original computer game. For the media franchise, see Myst (series).1993 video game
Myst | |
---|---|
Box art, showing an aerial view of the island of Myst, one of the key settings of the game | |
Developer(s) |
Cyan
|
Publisher(s) |
Broderbund
|
Designer(s) | Rand Miller Robyn Miller Chuck Carter |
Composer(s) | Robyn Miller |
Series | Myst |
Platform(s) | Mac OS, Saturn, PlayStation, 3DO, Microsoft Windows, Atari Jaguar CD, CD-i, AmigaOS, Pocket PC, PlayStation Portable, Nintendo DS, iOS, Nintendo 3DS, Android, Oculus Quest, Oculus Quest 2, Nintendo Switch, Xbox One, Xbox Series X/S |
Release | September 30, 1993 |
Genre(s) | Graphic adventure |
Mode(s) | Single-player |
Myst is an adventure video game designed by Rand and Robyn Miller. It was developed by Cyan, Inc., published by Broderbund, and first released in 1993 for the Macintosh. In the game, the player travels via a special book to a mysterious island called Myst. The player interacts with objects and traverses the environment by clicking on pre-rendered imagery. Solving puzzles allows the player to travel to other worlds ("Ages"), which reveal the backstory of the game's characters and help the player make the choice of whom to aid.
The Miller brothers had started in game development creating black-and-white, largely plotless works aimed at children. They wanted Myst to be a graphically impressive game with a nonlinear story and mystery elements aimed at adults. The game's design was limited by the small memory footprint of video game consoles and by the slow speed of CD-ROM drives. The game was created on Apple Macintosh computers and ran on the HyperCard software stack, though ports to other platforms subsequently required the creation of a new engine.
Myst was a critical and commercial success. Critics lauded the ability of the game to immerse players in its fictional worlds. It has been called one of the most influential and best video games ever made. Selling more than six million copies, Myst was the best-selling PC game for nearly a decade. The game helped drive adoption of the CD-ROM drive, spawned a multimedia franchise, and inspired clones, parodies, and new video game genres, as well as spin-off novels and other media. The game has been ported to multiple platforms and remade multiple times.
Gameplay
Myst's gameplay consists of a first-person journey through an interactive world. Players can interact with specific objects on some screens by clicking or dragging them. The player moves by clicking on locations shown on the screen; the scene then crossfades into another frame, and the player can explore the new area. Myst has an optional "Zip" feature to assist in rapidly crossing areas already explored; when a lightning bolt cursor appears, players can click and skip several frames to another location. While this provides a rapid method of travel, it can also cause players to miss important items and clues. Some items can be carried by the player and read, including journal pages which provide backstory. Players can only carry a single page at a time, and pages return to their original locations when dropped.
To complete the game, the player must fully explore the island of Myst. There, the player discovers and follows clues to be transported via "linking books" to several "Ages", each of which is a self-contained mini-world. Each of the Ages—named Selenitic, Stoneship, Mechanical, and Channelwood—requires the user to solve a series of logical, interrelated puzzles to complete its exploration. Each Age must be explored to solve the game's primary puzzle on Myst.
Apart from its predominantly nonverbal storytelling, Myst's gameplay was unusual among adventure games in several ways. The player is provided with very little backstory at the beginning of the game, and no obvious goals or objectives are laid out. There are no obvious enemies, no physical violence, no time limit to complete the game, and no threat of dying at any point. The game unfolds at its own pace and is solved through a combination of patience, observation, and logical thinking.
Plot
Players assume the role of an unnamed person who stumbles across an unusual book titled "Myst". The player reads the book and discovers a detailed description of an island world. Placing their hand on the last page, the player is transported to the world described and is left with no choice but to explore the island. In the island's library, two books can be found, colored red and blue. These books are traps that hold Sirrus and Achenar, the sons of Atrus, who once lived on Myst island with his wife Catherine. Atrus writes special linking books that transport people to the Ages that the books describe. From the panels of their books, Sirrus and Achenar tell the player that Atrus is dead; each brother blames the other for the death of their family, as well as the destruction of much of Atrus' library. Both plead for help to escape. The books are missing several pages, rendering the sons' messages unclear and riddled with static.
As the player continues to explore the island, books linking to more Ages are discovered hidden behind complex mechanisms and puzzles. The player must visit each Age, find the red and blue pages hidden there, and return to Myst Island. These pages can then be placed in the corresponding books. As the player adds more pages to these books, the brothers can be seen and heard more clearly. After collecting four pages, the brothers tell the player where the fifth and final missing page for their book is hidden; if the player can complete either book, that brother will be set free. The player is left with a choice to help Sirrus, Achenar, or neither.
Sirrus and Achenar beg the player not to touch the green book located by their final pages, claiming it to be another trap book like their own. In truth, it leads to D'ni, where Atrus is imprisoned. When the book is opened, Atrus asks the player to bring him a final page that is hidden on Myst Island. The game has several endings, depending on the player's actions. Giving either Sirrus or Achenar the final page of their book causes the player to switch places with the son, leaving the player trapped inside the prison book as the son rips the pages out. Linking to D'ni without the page Atrus asks for leaves the player and Atrus trapped in D'ni. Bringing Atrus the page allows him to complete his Myst book and return to the island. Upon his return, Atrus returns to his writing and allows the player to explore Myst and its Ages at their leisure, while also asking them to be on hand to help in the future, as he was contending with a greater foe than his sons (setting the stage for Riven). Upon returning to the library, the player finds the red and blue books gone, and burn marks on the shelves where they used to be.
Development
Background
In the late 1980s, brothers Rand and Robyn Miller were living apart in the United States. Robyn was taking a year off from university in Washington state, writing and trying to establish residency, while Rand worked in Texas as a computer programmer for a bank. Rand approached his brother with the idea of making an interactive storybook using HyperCard. The brothers were not big video game players themselves, although they were familiar with Dungeons & Dragons, and had played Zork. In his parents' basement—Robyn did not own a computer himself—Robyn began drawing pictures and creating a nonlinear story that would eventually become their first game, The Manhole. The Manhole and the games that followed—Cosmic Osmo and Spelunx—were specifically aimed at children and shared the same aesthetics: black-and-white graphics, point-and-click gameplay, a first-person point of view, and explorable worlds. Robyn recalled that the games were more about exploration than narrative: "In the projects we did for children, we didn't really tell stories ... They were just these worlds that you would explore."
Around 1990, the brothers decided to create a game that would appeal to adults. Among their goals were believable characters, a non-linear story, and for the player as protagonist to make ethical choices. The Millers pitched the game to Activision under the title The Gray Summons; Robyn recalled that Activision told them to stick to children's games. At the time of the rejection, they were not doing well financially—"we were eating rice and beans and government cheese and that our diet." Facing the end of their game-producing career, Japanese developer Sunsoft approached the Millers to create an adult-oriented game. Like with The Gray Summons, the Millers wanted their game to have a non-linear story with believable characters and an ethical choice. They also wanted to produce a game with far more impressive graphics than their previous efforts, at one point considering an entirely hand-drawn game. They also knew their story would be a mystery.
Development of Myst began in 1991. The game's creative team consisted of brothers Rand and Robyn, with help from sound designer Chris Brandkamp, 3D artist and animator Chuck Carter, Richard Watson, Bonnie McDowall and Ryan Miller, who together made up Cyan, Inc. Myst was the largest and most time-consuming collaboration Cyan had attempted at that point. Cyan took inspiration from games like Zork, Star Wars' mythic universe, portals to other worlds like in C. S. Lewis' The Chronicles of Narnia, and the mysterious islands of old literature like the works of Jules Verne. The game's name, as well as the overall solitary and mysterious atmosphere of the island, was inspired by the book The Mysterious Island by Verne.
Sunsoft was not interested in the PC market and was focused on the video game console market instead. At the time, consoles had no hard drives and small memory buffers, meaning the game had to be designed around these technical constraints. To solve this issue, they compartmentalized parts of the game's environments into the different Ages. The Millers decided that most people did not like puzzles. Thus, a good puzzle would feel familiar and part of the world—not like a puzzle, but something for players to figure out like a circuit breaker in their house, using observation and common sense. Cyan did not have fans to please, and did not know exactly who the game would appeal to; Robyn felt like they did not have to second-guess their choices and could "explore the world as we were designing" and build a game for themselves. Rand stated that they strived to design the puzzles in Myst and their subsequent games by trying to balance three aspects: the puzzles themselves, the environment, and the story. They wanted to make sure that clues to the solutions to puzzles were apparent and presented to the player in a manner for these connections to be made: "once the player finds the solution, if they blame us, then we haven't done a good job. But if they blame themselves, then we have."
The Millers prepared a seven-page game proposal for Sunsoft from their ideas, mostly consisting of maps of the islands they had envisioned. Cyan proposed Myst to Sunsoft for $265,000—more than double what they thought it would cost to develop the game, but ultimately less than the game's final cost. Sunsoft had asked the brothers if their game would be as good as the upcoming The 7th Guest, another CD-ROM video game that had been shown in public preview demonstrations; the Millers assured them it would. After getting the go-ahead, Cyan play-tested the entire game in a role-played Dungeons and Dragons form to identify any large issues before entering full production.
Production
Myst was not only the largest project Cyan had attempted, but also took the longest to develop. The brothers spent months designing the look and puzzles of the Ages, which were influenced by earlier whimsical worlds made for children. Much of the early development time was spent devising puzzles and the Ages, and the story was secondary. "We were place designers and the maps kind of fueled the story," Rand said. The plot evolved in tandem with the changing environment, developing new story details with each new building in the world. They realized that the setting would require developing more story and history than the players would actually see. The climactic ending with Atrus was a later development in the game's story, after Cyan realized they wanted to create a more complicated ending. In retrospect, Robyn felt that Myst did not quite provoke the emotional reaction and ethical quandary they set out to create.
The game was created on Macintosh computers, principally the Macintosh Quadra 700, using the HyperCard software. Cyan discovered using 3D rendering software was faster than the hand-drawn figures that they had used on their previous titles, and allowed the addition of color. The terrain for the Ages were created starting with grayscale heightmaps that were extruded to create changes in elevation. From this basic terrain, textures were painted onto a colormap that was wrapped around the landscapes. Objects such as trees were added to complete the design. Rand noted that attention to detail allowed Myst to deal with the limitations of CD-ROM drives and graphics, stating: "A lot can be done with texture ... Like finding an interesting texture you can map into the tapestry on the wall, spending a little extra time to actually put the bumps on the tapestry, putting screws in things. These are the things you don't necessarily notice, but if they weren't there, would flag to your subconscious that this is fake." The environments were rendered in StrataVision 3D, with some additional modeling in Macromedia MacroModel, while Rand would place those images into HyperCard to link them up and test the puzzle aspects. Overall, Myst contains 2,500 frames, one for each possible area the player can explore. Some frames took hours to render, while others took days. The final images for the game were edited and enhanced using Photoshop 1.0.
When Cyan began development, developing believable characters was a major hurdle. The brothers were limited to one-way communication with the player, and at any point, a player could choose to walk away and "break the spell" of the game. Displaying video in the game was initially infeasible. Designing around the limits, the designers created the trap books, which were location-specific, one-way communication devices. The release of QuickTime halfway through development of the game solved the video issue.
The original HyperCard Macintosh version of Myst had each Age as a unique HyperCard stack. Navigation was handled by the internal button system and HyperTalk scripts, with image and QuickTime movie display passed off to various plugins; essentially, Myst functions as a series of separate multimedia slides linked together by commands. The main technical constraint that impacted Myst was slow CD-ROM drive read speeds—few consumers had anything faster than single-speed drives, limiting the speed of streaming data off the disc. Cyan had to go to great lengths to make sure all the game elements loaded as quickly as possible. Images were stored as 8-bit PICT resources with custom color palettes and QuickTime still image compression. Animated elements such as movies and object animations were encoded as QuickTime movies with Cinepak compression; in total, there were more than 66 minutes of Quicktime animation. This careful processing made the finished graphics look like truecolor images despite their low bit depth; the stills were reduced in size from 500 kB to around 80 kB. The Millers tried to place related scenes and files close together on the disc's spiral track to reduce the seek time and in-game delay as the player transitions from scene to scene.
Cyan play-tested the game with two people sitting in front of the game, finding that they would converse with each other and vocalize their likes and dislikes compared to one person silently playing. Rand and Robyn sat behind the testers taking notes, and could make on-the-fly changes and fixes. Cyan wanted the interface of the game to be invisible, and to craft a game that a wide audience would enjoy. Early on they had decided that there would be no inventory, enemies, or ways to die; eventually, they included a save system as a concession to the fact that it would take most players months to complete the game. Among the problems testers discovered with the story was that Myst had no inciting incident. In response, Cyan added a note that clued players in to a chamber that played a message explaining the game's objectives.
Audio
Chris Brandkamp served as sound engineer on Myst; he also doubled as Cyan's chief financial officer. Brandkamp produced most of the ambient and incidental sounds in the game. To make sure the sounds fit, Brandkamp had to wait until the game's visuals were placed in context. Sound effects were drawn from unlikely sources; the noise of a fire in a boiler was created by driving slowly over stones in a driveway because recordings of actual fire did not sound like fire burning. The chimes of a large clock tower were simulated using a wrench, then transposed to a lower pitch. Audio of bubbles, which he recalled as "the most hateful sound", was created by blowing bubbles into differently-sized tubes in a toilet.
At first, Myst had no music, because the Millers did not want music to interfere with the gameplay. After a few tests, they realized that the background music did not adversely affect the game and heightened the mood of certain areas. Robyn Miller ended up composing 40 minutes of synthesized music that was used in the game and later published as Myst: The Soundtrack. Mixing and effects were done on an E-mu Proteus MPS synthesizer. The soundtrack was recorded over the course of two weeks' evenings. Initially, Cyan released the soundtrack via a mail-order service, but before the release of Myst's sequel, Riven, Virgin Records acquired the rights to release the soundtrack, and the CD was re-released on April 21, 1998. A limited-edition 2-LP vinyl release was released in April 2021. The release includes two colored LPs (pink and blue) with a vinyl-exclusive never-before-released track, "AUDIO TRIAL 31—AGE FOUR", as well as never-before-seen documents, photographs, maps, and artifacts.
Release
Myst was released for Macintosh computers on September 30, 1993, marketed with the tagline "The Surrealistic Adventure That Will Become Your World". Sample discs featuring a demo of the game's Myst Island portion were made available as previews. The game was ported to Windows in March 1994. Publicity for the game relied on word of mouth, especially over the internet.
Myst became a massive commercial success. Prior to release, Rand Miller believed selling 100,000 copies would be "mind-blowing"; it sold double that amount in seven months. The game quickly became Broderbund's most successful title, selling more than 500,000 copies by the end of 1994, and more than one million copies by March 1995. It was the best-selling computer game in the United States for 52 months. Myst sold more than 6.3 million units worldwide by 2000, including more than 4.3 million in the United States; and was the bestselling PC game throughout the 1990s until The Sims exceeded its sales in 2002. Along with The 7th Guest, Myst was a killer application that accelerated the sales of CD-ROM drives. The game was the first CD-ROM title to sell more than two million units.
Remakes and ports
Myst has been remade for PC multiple times since its release.The dock from the starting position on Myst Island as a pre-rendered still in the original game (1993)The same scene rendered in real-time 3D in realMyst (2000)The same scene remade using the Unity engine in realMyst: Masterpiece Edition 2.0 (2015)The same scene remade using Unreal Engine in the VR remake (2021)Myst's success led to the game being ported to multiple platforms. Versions for the Sega Saturn, Sony PlayStation, Atari Jaguar CD, AmigaOS, CD-i and 3DO consoles were released. A version for the Sega CD was developed and previewed by Sunsoft, but ultimately did not ship. An updated version of the game, Myst: Masterpiece Edition, was released in May 2000. It features several improvements over the original game: the images are re-rendered in 24-bit truecolor instead of the original Myst's 256 colors (8-bit); the score was remastered, and sound effects were enhanced. A 2023 fan effort "demade" the game for the Atari 2600.
A complete remake of Myst, RealMyst: Interactive 3D Edition, was developed by Cyan and Sunsoft and published by Ubisoft in November 2000 for Windows PCs, and in January 2002 for Mac. Unlike the original game, the gameplay of realMyst features free-roaming, real-time 3D graphics. Weather effects and a day/night cycle were added to the Ages alongside minor additions to keep the game's story in sync with later entries. The game also added a new Age called Rime, which is featured in an extended ending. While the new interactivity of the game was praised, realMyst ran poorly on most computers of the time. At release, Cyan described the remake as the game they would have originally made, had it not been for previous technology constraints. Robyn Miller later expressed frustration with realMyst and its marketing, saying that it was not how they had originally envisioned Myst.
In 2014, Cyan released a new visually enhanced revision of the game running on the Unity engine, realMyst: Masterpiece Edition. The remake was updated to version 2.0 on January 28, 2015, receiving a significant graphical overhaul in which several bugs were fixed and the detail of many models and textures was upgraded.
Handheld and mobile ports include a remake of Myst for the PlayStation Portable, first released in Japan in 2006. The remake included the Rime Age from realMyst, and higher-resolution widescreen visuals. Similar versions for the Nintendo DS and Nintendo 3DS released in 2007 and 2012. Cyan and Mean Hamster Software released Myst for the Microsoft Windows Mobile platform in 2005; Riven was ported shortly after. In August 2008, Cyan announced that the company was developing a version of Myst for Apple's iOS. The game was made available to download from the iTunes App Store on May 2, 2009. The original download size was 727 MB, which was considered very large by iPhone standards. An updated version of realMyst was released for iPad 2 and above, with improved graphics over the original PC release, on June 14, 2012. A version for Android devices based on the realMyst version was released on January 26, 2017, produced and published by Noodlecake, and a similar port for Riven was released on April 26, 2017.
realMyst: Masterpiece Edition was released for the Nintendo Switch on May 21, 2020.
3D remake for virtual reality and other platforms
Cyan announced a new remake of Myst for high-definition screens and virtual reality, with the game's worlds fully created in free-roam 3D environments, using Unreal Engine 4, along with features like puzzle randomization, in September 2020. Myst for the Oculus Quest and Oculus Quest 2 was released on December 10, 2020; on August 26, 2021, for Windows, macOS, Xbox Series X/S and Xbox One; and on February 9, 2023 for iOS.
Reception
ReceptionAggregator | Score |
---|---|
GameRankings | PC: 83% DS: 45% iOS: 88% PSP: 60% |
Metacritic | DS: 43/100 PSP: 69/100 3DS: 23/100 |
Publication | Score |
---|---|
Adventure Gamers | 4/5 |
Edge | 6/10 |
Electronic Gaming Monthly | 3DO: 5.75/10 |
Famitsu | PS: 29/40 |
GameSpot | PC: 8.9/10 PS: 6.3/10 |
Next Generation | 3DO/PS: 2/5 SAT: 3/5 |
Nintendo Life | 3DS: 1/10 |
Pocket Gamer | 3DS: 3/10 |
Maximum | SAT/PS: 2/5 |
Myst was generally praised by critics. Computer Gaming World assured its readers that the game was not like other CD-ROM games that were "high on glitz and low on substance ... Myst is everything it's touted to be and is, quite simply, the best CD-ROM game." It praised the game's open-world nature, lack of player death, and "straightforward and simple" storyline. The magazine stated that the "mesmerizing" and "stunning" graphics and sound were "not the star of the show ... the substance of the game is every bit as good as its packaging", and concluded that Myst "is bound to set a new standard". In April 1994, the magazine called it an "artistic masterwork". Jeff Koke reviewed Myst in Pyramid #8 (July/August 1994), and stated: "It is the first adventure game in which I left feeling as though I had visited a real place."
Wired and The New York Times were among the publications that pointed to Myst as evidence that video games could, in fact, evolve into an art form. Entertainment Weekly reported that some players considered Myst's "virtual morality" a religious experience. Aarhus University professor Søren Pold pointed to Myst as an excellent example of how stories can be told using objects rather than people. Laura Evenson, writing for the San Francisco Chronicle, pointed to adult-oriented games like Myst as evidence the video game industry was emerging from its "adolescent" phase.
GameSpot's Jeff Sengstack wrote that "Myst is an immersive experience that draws you in and won't let you go." Writing about Myst's reception, Greg M. Smith noted that Myst had become a hit and was regarded as incredibly immersive despite most closely resembling "the hoary technology of the slideshow (with accompanying music and effects)". Smith concluded that "Myst's primary brilliance lies in the way it provides narrative justification for the very things that are most annoying" about the technological constraints imposed on the game; for instance, Macworld praised Myst's designers for overcoming the occasionally debilitating slowness of CD drives to deliver a consistent experience throughout the game. The publication went on to declare Myst the best game of 1994, stating that Myst removed the "most annoying parts of adventure games—vocabularies that don't understand, people you can't talk to, wrong moves that get you killed and make you start over. You try to unravel the enigma of the island by exploring the island, but there's no time pressure to distract you, no arbitrary punishments put in your way".
Some aspects of the game still received criticism. Several publications did not agree with the positive reception of the story. Jeremy Parish of 1UP.com noted that while its lack of interaction and continual plot suited the game, Myst contributed to a decline in the adventure game genre. Edge stated the main flaw with the game was that the game engine was nowhere near as sophisticated as the graphics. Heidi Fournier of Adventure Gamers noted a few critics complained about the difficulty and lack of context of the puzzles, while others believed these elements added to the gameplay. Similarly, critics were split on whether the lack of a plot the player could actually change was a good or bad element. In 1996 Next Generation called Myst "gaming's bleakest hour", saying the static graphics and purely trial-and-error puzzles epitomized poor game design. The magazine said its commercial success, which they owed chiefly to its popularity among non-gamers as a CD-ROM showcase, had led to many other games emulating its negative aspects. In a 2000 retrospective review, IGN declared that Myst had not aged well and that playing it "was like watching hit TV shows from the 70s. 'People watched that?,' you wonder in horror."
Myst was named Best Adventure/Fantasy Role-Playing Game at the 1994 Codie awards, and received an honorable mention in Electronic Entertainment's 1993 "Breakthrough Game" category, which ultimately went to The 7th Guest. That magazine's editors wrote, "One of the best-looking, best-sounding games ever, the Macintosh version of Myst sets new standards for the effective use of CD-ROM." Myst was also a runner-up for Computer Gaming World's 1993 "Adventure Game of the Year" award, but lost to Gabriel Knight: Sins of the Fathers and Day of the Tentacle (tie). In 1996, the magazine ranked Myst 11th on its list of the most innovative computer games.
Reviews for the game's console ports generally reflected each critic's attitude towards the original game, as critics agreed that the ports for 3DO, Saturn, and PlayStation are virtually identical to the PC original. For example, Sushi-X of Electronic Gaming Monthly gave the 3DO version a five out of ten, remarking: "The graphics and sounds are decent but the game never really appealed to me on the PC", while his co-reviewer Danyon Carpenter gave it a seven out of ten and assessed that "This game was all the rage when it debuted on the PC, and that excitement should follow through on the 3DO." In one of the more enthusiastic reviews for Myst, GamePro gave the 3DO version a perfect five out of five in all four categories (graphics, sound, control and fun factor), concluding: "Beautiful and enchanting, Myst will thrill you and make you think at the same time." The Jaguar CD version was largely ignored by reviewers, but GamePro commented that apart from the Jaguar CD's lack of a mouse peripheral and occasionally longer load times, this version too is identical to the PC original.
However, the 3DS version received negative reviews even from critics who felt that Myst's popularity was merited, citing graphics and audio well below the 3DS's capabilities and the use of awkward circle pad controls in lieu of the 3DS's touchscreen.
Legacy
Myst's success was due to its wide audience appeal, high-fidelity imagery combined with low system requirements, and the number of platforms it appeared on. It showed that games focused on puzzles instead of action could be major hits. Myst's popularity baffled some, who wondered how a game that was seen as "little more than 'an interactive slide show'" turned out to be a hit. As early as December 1994, Newsweek compared Myst to "an art film, destined to gather critical acclaim and then dust on the shelves". Others criticized Myst as the "ultimate anti-arcade game", as it was much more relaxed and casual than other games—the game required no special skills and there was no score or time limit. Myst was described by Stephen Kline and his coauthors as the "anti-Doom"; where Doom was violent, Satanic and focused on shock value and speed, Myst was tranquil and created by Christian developers.
In the wake of Myst's sales, other developers sought to capitalize on comparing their games to Myst, or released "Myst clones" that sought to replicate its success. Some developers of adventure games concurrent to Myst's release were critical of the game due to the number of subsequent titles that copied Myst's style. As the adventure game genre faced a downturn, Gamecenter and others laid the blame squarely on Myst:
People wanted eye candy, not real storytelling. Never mind the fact that Myst had the worst ending in gaming history; never mind the fact that Myst's idea of interactivity involved sparse clicks followed by hours of skull scratching. True adventure games came—Grim Fandango, Blade Runner, Gabriel Knight 3—and they failed to get sales.
In comparison, game designer Josh Mandel said the responsibility belonged to game publishers, who now expected every adventure game to be a Myst-caliber hit. Edge, writing in 1998, declared the game's impact mixed, but one that ultimately did more good to the industry than harm, writing that it helped develop PC-based gaming.
Myst helped create a new way of thinking about presentation in video games due to the nature of the CD-ROM: whereas most games before could be viewed as "games of emergence", in which game elements combined in novel and surprising ways to the player, Myst demonstrated one of the first "games of progression" where the player is guided through predefined sets of encounters. This helped to provide alternative experiences atypical of usual video games, and helped lay the foundations of more experimental indie video games developed in the 2000s. The game served as a precursor to casual games, which typically do not require players to act quickly, as well as an early predecessor to the walking simulators that allow players to explore at their own pace. Cyan's sequels to Myst also indirectly served to popularize escape the room games, which provide similar puzzle-solving experiences but in a much more confined space.
Myst became a cultural touchstone of the day; the game was so popular the Miller brothers appeared in advertisements for The Gap. Actor Matt Damon wanted The Bourne Conspiracy video game to be a puzzle game like Myst, refusing to lend his voice talent to the game when it was turned into a shooter instead. Myst has also been used for educational and scientific purposes; Becta recognized a primary school teacher, Tim Rylands, who had made literacy gains using Myst as a teaching tool, and researchers have used the game for studies examining the effect of video games on aggression. A parody computer game, Pyst, was released in 1996; the game is a satirical free roam of Myst Island which had been apparently vandalized by frustrated visitors. Myst was added to the collection of video games of the Museum of Modern Art in 2013, where it is displayed as a video presentation.
Myst's success sparked a multimedia franchise. Riven was released in 1997 and continues Myst's storyline. Presto Studios and Ubisoft developed and published Myst III: Exile in 2001, Myst IV: Revelation was developed and published entirely by Ubisoft and released in 2004. The latest game in the franchise is Myst V: End of Ages, developed by Cyan Worlds and released in 2005. In addition to the main games, Cyan developed Uru: Ages Beyond Myst. The multiplayer component of Uru was initially canceled, but GameTap eventually revived it as Myst Online: Uru Live. After Uru Live was cancelled, the game was released as an open source title. The Miller brothers collaborated with David Wingrove to produce several novels based on the Myst universe, which were published by Hyperion. The novels, entitled Myst: The Book of Atrus, Myst: The Book of Ti'ana and Myst: The Book of D'ni, fill in the games' backstory and were packaged together as The Myst Reader. By 2003, the Myst franchise had sold over twelve million copies worldwide, with Myst representing more than six million copies in the figure. Multiple attempts have been made to adapt the games and series into television series and feature films.
See also
- Choose-your-own-adventure and gamebook—Books that allow the reader to choose a narrative line
Notes
- In a 1995 interview, the Millers said the game cost $600,000, half of which came from Sunsoft; The New York Daily News gave the game's budget as $700,000 in 1997.
References
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External links
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