Cyan Worlds Closes
ThPhox writes "Several former employees are reporting on their blogs that Cyan Worlds, the creator of the Myst series of games for Macintosh and PC, has apparently closed. Myst was the best selling PC game of all time, until The Sims, and inspired four sequels, three novels, and a spin-off MMORPG. In 1993, it had amazing graphics, and was one of the first games to be released on CD-ROM. Riven, released in 1995, stunned the world with unparalleled graphics and story. Cyan, you will be greatly missed. But, as they say; 'Perhaps the ending, had not yet been written...'"
I remember taking a tour of their "studio" way back in the early Myst days... I worked at a similar shop, and we'd been talking about doing stuff like that for months, and then BOOM! there it was... better than we could have imagined. They used all the common tools of the day in fantastic ways... after I got that game, I spent the rest of my workdays playing it. Research, y'know. But they weren't just crazy minds, they were very nice guys, too.
Then again, it's not like they've died or anything... but it's still sad to see them go.
The song name is "Good Riddance(Time Of Your Life)", however, the people playing it on the radio and such cut off the "Good Riddance" part. On their greatest hits album, International Superhits!, they called it "Good Riddance".
Wikipedia
Please, for the good of Humanity, vote Obama.
The Myst series was one of the best point-and-click adventure games of all time. It had the best puzzles, the best graphics of it's time, and it didn't get old, it just sucked you in. Those games could take a long time to finish and therefore had a very high playability value. I think Cyan was an inspiration to other game developers. We shall see if any new games come out that even come close to the Myst series.
Hate to say it, but I bought Myst, my wife and I played it, and we thought it was dull, dull, dull.
OK puzzles (Seventh Guest's were good too), but didn't save it for us.
To each.
When I got a CD drive for my Macintosh LC, it came with a couple of CDs, including Cosmic Osmo and The Worlds Beyond The Mackerel, a Hypercard interactive adventure that was somewhat of a precusor of Myst (Myst and Riven are both, in terms of gameplay UI and whatnot, rather Hypercard-ish), save the intended age group, complexity, etc. Kind of aimed at kids, but even though I was ~15-16, it was fun. Pretty nice bluesy-jazzy music soundtrack too, included as CD Audio tracks on the same CDROM (only fault of the soundtrack was that it was blatantly a bunch of MIDI machines doing the performing. Myst was much worse; cheesy MIDI instruments galore. They got much better at it with Riven, mostly by limiting themselves exclusively to "electronic" instruments, instead of trying to pretend they had real instruments.)
Please help metamoderate.
Of course, the only game I ever saw match the Myst series was Schizm - but then, as the only person on the planet who bought, played, finished (without cheats!) and enjoyed Schizm (or even heard of it), I *would* say that.
"The Wheel of Time turns, and Ages come and pass, leaving memories that become legend. Legend fades to MYST, and even myth is long forgotten when the Age that gave it birth comes again.
Even at 13 or 14 that damn game baffled the hell out of me and my parents (we were deeply sucked into games like monkey island and loom though).
Why on earth did people play this game where the minimum player requirements were aparently an IQ of 180+ and a brain the size of a small planet!
The same reason people to crossword puzzles. It provides a chalange. If you complete Quake II, that's nice. But you complete Myst... that's something to be proud of.
It reminds me of the realy text adventures by Scott Adams. These things you typicaly couldn't complete in a day. My usual method was to play for a week or so, put it aside when I couldn't figure something out... then later on a little lightbulb would light up and figure out a little piece of the puzzle and then return to the game. The key difference with text adventures is the fact that the difficulty wasn't always figuring out a puzzle but rather figuring out how to phrase things in a way the game could understand. This was my problem with Scott Adams games (how do I say put bubblegum on the stick in only two words).
Probally the best thing about Myst is the fact, other than the surreal music sucked you into the game, was the fact that it could be enjoyed by two or more people at the same time trying to figure out these puzzles. Given the choice between watching "Must See TV"(tm) or what is basicly an interative story that requires thought to figure out... i'd pick the interactive story.
On a side note... Myst was the game that encouranged me to actually buy a freaking CD-rom drive, PCI video card, and something a 16bit sound card. Before that I didn't have much need for a rom drive as anything I needed I could get on floppy.
There is no sanctuary. There is no sanctuary. SHUT UP! There is no shut up. There is no shut up.
Myst was also the last amazing game to premiere on (and for a time only ran on) Macs first. I saw a demo of it at an old Macworld Expo and it blew me away. I knew it would be something special.
When I saw the first PC versions of it in the early 90's, my little geek heart sank.
Ah. Adventure games. That takes me back. To a time when games were fun and not a graphical pissing contest.
Wow. If the last thing that a company did was in nearly 10 years ago (8 for Mr. Picky here.) then maybe closing their doors wasnt a bad idea...
I thought they closed up shop a long time ago.
What's a sig? Pete Brubaker
Why don't you go to http://www.econym.demon.co.uk/ and explain to this guy that the sea-shells he makes with a single object and a well-chosen formula are impossible? And go to this page: http://www.f-lohmueller.de/pov_tut/pov__eng.htm and tell the guy writing these tutorials that show complex rendered scenes in just a dozen lines of code are impossible? And your next stop should be here: http://www.povray.org/ and then compare the images you saw in the POVray hall of fame to this scene from Myst classic: http://www4.ncsu.edu/~dwbruhn/Terragen/Myst.jpg and tell me that they would all take the same amount of time? The scene from Myst runs to 45 boxes, 37 cylinders, 6 triangular prisms, the tree objects (which look like a cone with a bark texture, about 10 cylinders for the branches, a .png texture with transparency and a leaf fractal rendered in green scattered around it, joined together as a merged object and copy 'n' pasted about 16 times), two height fields (one for the ground and another for the mountain...height fields can just be monochrome bitmaps with a random scattering of noise in them, which, when fed to the ray-tracer, get interpretted as white-high-Y-coordinate, black-low-Y-coordinate, grey in-between), and a sky texture (in POVray, that's the Bozo texture with about 0.7 turbulance and a color-map of four colors, two whites and two blues.)
But hey! You got it, that's impossible!!! Isn't this the same damn crowd that screams Linux is too hard to use (which makes my 8-year-old daughter superior in computer skills to you)? http://liw.iki.fi/liw/texts/linux-anecdotes.html Go tell THAT guy that it's impossible for a 21-year-old who starts out with no computer to write an entire operating system that sees global use.
Go tell a literary scholar that it was impossible for Robert Louis Stephenson to write "The Strange Case of Dr. Jekyl and Mr. Hyde" in three days: http://www.the-wow-experience.com/resources/NEW_Pu blic_Domain_Products.htm
Go to this page and tell this guy: http://www.quandaryland.com/jsp/dispArticle.jsp?in dex=723
that he's full of hooey when he says:
"Slideshow Adventures are cheaper and easier to make than the 3D equivalent. Hobbyists can do them for fun. Small independent developers can produce reasonable (even excellent) games on a shoe string. They're a way to start for those hoping to make the big-time. For the Adventure genre to thrive it needs a supply of Adventures. If Adventures are limited to productions costing tens of millions of dollars there won't be very many of them."
And then go to hell so the rest of us can have a decent conversation for a change.