Domain: myst3.com
Stories and comments across the archive that link to myst3.com.
Comments · 11
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Re:Multi-platform?Well, Myst III:Exile was released for both Playstation 2 and XBox, so maybe that's a sign that this'll be a console game as well.
Although, since the PS2 doesn't come with a hard drive (unless you buy the Linux kit), I'm not sure how you'll experience the persistent, changing and evolving worlds they're touting.
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Re:Myst 3.
Duh, Myst 3: Exile has been out for ages.
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The Age of Nvidia
Is this from Exile? I haven't played that one yet. -
install review...I had a similar experience installing Myst III on a brand new 1.2G Athlon, assuming that would be enough after it failed to run on an old P400 (without 3D graphics). I exchanged the game once before I finally visited the Myst III web site, and low and behold, my problem appeared in the first 5 FAQ. I switched my CD drive letters to D and E and haven't looked back. I have to agree with Michael on the install, no one should have to go through that.
As far as a GAME review is concerned, I'm finding Exile to be as beautiful and riviting (if not more) than the previous two Mysts. The puzzles are challenging, the video effects are gorgeous, and the plot meets Myst expectations.
It's unfortunate that Ubi Soft didn't wait a month or two the fix the install bugs, but I would encourage anyone dedicated to playing Myst III to first visit the well-updated web site FAQ, and buy the game pre-warned. (Hey, I notice it went down in price too!)
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Myst Creators in Twin CitiesFor those of us in the Twin Cities...well we have a little treat comming up next week. A group going by
minnesot electronic theatre is holding a event in minneapolis next wednesday (nov 8, 2000).....why do you care...
well greg uhler and mike brown (vp and senior animator respectively at presto) will be talking about how "cutting edge tech and the artistic mind merge". I can only assume that they will be concentraing how they hav used these approaches to create the latest sequel in the myst realm.
This might be an opp. for us lucky locals to check out some new stuff from myst.
This event appears to be quite interesting...lots of animation and new media innovators. Very pretty website to. -
State of the Genre(s) Oversimplified
As someone who long ago played both Scott Adams and Infocom adventures (yes I'm THAT old), there's something to be said for both reasons for puzzle-style adventure gaming dropping off.
(Note: NOT Dying, just pining for the fjords. Go to the Interactive Fiction archives and see that a great many tools have been developed for people to write their own adventure games, and many have. It's almost open-sourcey, in fact...)
By the way, who remembers the Scott Adams adventures? What a parser those things had! Could only accept one or two whole words at a time, and any sort of mistype would befuddle the poor stupid little thing.
Infocom's parser started out good and evolved over time to be phenomenal. Under Infocom's z-machine parser, I was always tempted to write an adventure in which the player would have to 'light the light light blue light' and I have faith that the parser could have handled it, damnit!
But enough of me geezing...
On the one hand, Gamespot is right that the FPS had more sparkle, more action, more color and flash. Even the original Quake, half of whose color table was shades of 'mud,' had more pop than even the fanciest *text* adventure.
Much the same way it's advertising's job to be seen, so it is with games. They need bigger explosions, bigger shocks, and bigger enemies to draw players from their competitors' bigger explosions, bigger shocks, and bigger enemies. The text adventure, never equipped to deliver that kind of flash-bang, fell by the wayside or got replaced with the graphic versions.
(And as long as I'm going to geeze, I might as well toss in that the violence isn't the problem: it's that the videogaming industry is trying to play to an audience so infovoracious, so dependent on that flash-bang, that they could be diagnosed as attention-defecit. To further back up my point, trust me on this one: I've seen preschoolers sit down at a computer and start machine-gunning the mouse on whatever program is running, just to get the computer to do things quickly. They're not learning how to use the computer because they don't have the patience to learn. They just want to get on to the next image as quickly as possible. And come to that, the teacher in that classroom didn't have the patience to learn it either...)
On the other hand, Old Man Murray has a point too: some of the games started getting too fancy-shmancy for their own good. Some of the later adventure games, in an attempt to be more clever, completely lost their credibility.
It doesn't help that I hold Sierra, the company that put out Gabriel Knight (among others) in low esteem. It wouldn't surprise me if that disguise puzzle quoted in Murray's article was something concocted by middle management.
Games like Myst and Riven helped carve the puzzle game a new niche from the text adventure... and it helped that Myst and Riven had their own internal logic. They took thought rather than jump through hoops. And as for the genre being dead, note that Myst 3: Exile is in development ... doesn't sound quite like a dead genre to me.
The Myst series isn't just a set of hoops or contrived events, but a journey set in a world with its own internal logic. Look around and explore enough, and everything is explained. But you need to do the exploring. And a little thinking.
You don't think of Myst and Riven much as interesting games because even though they have huge panoramas of beautiful scenery, they still lack the flash-bang. They provide their thrills to the whole cerebrum, not just the frontal lobes.
(Damnit, I've gotten all stream-of-consciousy again...)
And suddenly, I'm imagining a game using Unreal's FPS engine, backed with the Z-machine's gorgeously elegant parser (which is quite SMALL and could fit)... -
I have my doubts...
Well, the only experience I have with the company making Myst 3 is with the Journeyman Project 3 demo from the Riven CDs. But I played that demo and I thought it was terrible. I'm disappointed that the Cyan guys aren't working on Myst 3 instead of this bizarre Myst rehash.
The Myst 3 web page seems to imply that they're using the same horrible interface from JP3 (360 degree view?)
I could be wrong - Presto might do a good job with this. But many people have tried to imitate Myst and failed. It's a lot harder to get right than it seems. Sure, anybody can string pretty pictures together and throw some puzzles in, but Myst and especially Riven were so much more than that... -
Re:This is not a good game to 'revisit'They've licensed the rights to Mattel Interactive/Presto Studios, which will be making a sequel. RealMYST is just a remake of the original.
After a few years, you really do forget a lot of the puzzles and things, although it does come back quickly, and you can never forget how the ending works.
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They are working on new gamesSheesh, they announce one of their projects and you assume that it's all that's in the works.
See here for info: http://www.cyan.com/info1.html
Basically, besides Myst Masterpiece for Mac and Myst3d, they're working on a project codenamed "Mudpie" which will be a massively multiplayer D'ni online roll playing game (aparently using a later version of the Myst3d Engine). And they've also licenced Presto Studios to make Myst III
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The following sentence is true. -
Modified EnigmasIf the game is going to work, then the puzzles will have to be modified, otherwise the only selling factor will be "gee wiz it's in 3D", which is not sufficient to get the necessary sales. The new version interests me, though the quality will have to be maintained and there will need to be slight differences to make it feel worth re-exploring.
BTW: Myst 3 is out, though it has been done by the guys who made the Journey Man Project ( Presto Studios ). There is a website: http://www.myst3.com/
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Myst 3
Myst III Now this, I'm really looking forward too...hope they can keep up with Cyan's vision.