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Myst Was Supposed To Change the Face of Gaming. What Is Its Legacy?

glowend writes "On 24 September 1993, computer users were introduced to Myst. Grantland takes a look at the game's legacy, two decades on. Quoting: 'Twenty years ago, people talked about Myst the same way they talked about The Sopranos during its first season: as one of those rare works that irrevocably changed its medium. It certainly felt like nothing in gaming would or could be the same after it. Yes, Myst went on to sell more than 6 million copies and was declared a game-changer (so to speak), widely credited with launching the era of CD-ROM gaming. It launched an equally critically adored and commercially successful sequel, and eventually four more installments. Fans and critics alike held their breath in anticipation of the tidal wave of exploratory, open-ended gaming that was supposed to follow, waiting to be drowned in a sea of new worlds. And then, nothing.' Why didn't Myst have a larger impact?"

374 comments

  1. The graphics were simply brilliant by Nefarious+Wheel · · Score: 5, Interesting

    And turned brass was everywhere. I loved the puzzles, the incredible transport monorails, the sheer quiet brilliance. And quiet it was, and cerebral. Still looking for something quite that good again.

    --
    Do not mock my vision of impractical footwear
    1. Re:The graphics were simply brilliant by Anonymous Coward · · Score: 1

      Myst created a visionary world with its own unique interface systems. Other great games have done this since. Half Life, Halo, Dungeon siege. None in the same way as that would be copycat, But all with a Visionary world and story.

    2. Re:The graphics were simply brilliant by Anonymous Coward · · Score: 0

      I am with you on this. I actually found Riven first, for some reason. I think the puzzles in that game are slightly too obscure in places, but playing it again on my iPad, I still jumped when the little girl appears and trips over on the forest path, and I still got a thrill from the cable cars and the amazing submarine train.

    3. Re:The graphics were simply brilliant by interkin3tic · · Score: 4, Informative

      You might try "playing" "Dear Esther." It's not a game and it's very very short, but it struck me as the most Mysty, er, program I've encountered since Riven.

    4. Re:The graphics were simply brilliant by Anonymous Coward · · Score: 2, Informative

      FWIW, in the same genre I preferred Obsidian.

    5. Re:The graphics were simply brilliant by Cali+Thalen · · Score: 5, Informative

      What happened was they tried to go online more, and Uru happened.

      Wonderful graphics and levels, with online bits and pieces (I don't know if it was really multiplayer, but there was some social component to it). But all this before most internet connections were capable of dealing with it (5 minute load times for zoning between sections was a really serious deal breaker).

      It died, hard, and I think that took the wind out of their sails for a bit. Not sure they ever recovered much after that.

      (I was in the early beta and stuck with it pretty much through that, and it was never ready for prime time at all. Last I checked I was still listed in the credits, I'll have to check that again some time).

      --
      Chaos, panic, disorder...my work here is done.
    6. Re:The graphics were simply brilliant by hairyfeet · · Score: 5, Insightful

      But the the reason why nobody makes those anymore and why very few "Myst style" games came out is really simple and its the same reason why FMV "games" also died, and its the simple fact that graphics caught up.

      The reason why Myst was so amazing back in the day was....it was 1993. Remember what PCs were like back in 93? You average game back then was a side scroller, Wolfenstein was less than a year old and you had to have a pretty beefy PC to run it. Now look at Myst...it was simply amazing to look at, much more like a movie than a game as far as graphical quality goes and in an era of levels that looked like paper cut outs? Its really not surprising it blew so many away.

      But then something truly amazing happened,..the rise of the graphics card, or as many called it back in the day the "graphical accelerator". Suddenly games went from cut outs to crude 3D shapes to incredible depth...just compare No One Lives Forever 1 & 2 to see how far games came in just a few years, hell I still play a few games from a decade ago online and stuff like Freelancer still can immerse me in this galaxy hopping universe. But Myst just didn't translate well to the fully realized 3D world, like Dragon's Lair and the whole FMV craze what once wowed us just didn't really work in a fully 3D world.

      So I would say the legacy of Myst was to give us back in 93 a brief taste of what the future would be like, a world where these fully fleshed out worlds are taken for granted...I mean how many of us here have fired up a recent game and just marveled at how fricking HUGE and fleshed out these worlds really are? I mean when I fire up Just Cause II with islands large enough that it would take the better part of an hour to drive across it, or fire up Borderlands II and look at how many hours I have sunk in and haven't even got to see all the game has to offer? Its pretty fricking amazing, just as Myst made our collective jaws drop back in the day. If you asked me to list the biggest jaw dropper moments of early gaming it would have to be Myst, the first time I played Quake, and that opening with the castle on Unreal.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    7. Re:The graphics were simply brilliant by Coren22 · · Score: 1

      I remember running Myst on a Pentium, there was one scene with animated water where the computer simply choked, never got past it...

      It was amazing graphics for the time, and now you can get better graphics even rendering them on the fly.

      --
      APK likes to ask for responses to the same things over and over. Maybe he just likes the responses?
    8. Re:The graphics were simply brilliant by Anonymous Coward · · Score: 4, Insightful

      Unfortunately all those rich, well-developed worlds and rendering power have been wasted on shoot-shoot-shoot twitchfests full of videorealistic gore, for spastic teenage boys and aspergic middle-aged men. Myst and Riven interested me, but every popular game I've seen since then has ranged from pathetically stoopid to offensively violent. (Note: I don't believe that violent video games create people obsessed with violence ... but they sure as hell turn off those of us who aren't.)

    9. Re:The graphics were simply brilliant by drinkypoo · · Score: 5, Insightful

      It's really too bad that Grand Theft Auto doesn't have a pure sandbox mode, where you could diddle some sliders to make it only, say, as violent as the real world. And where you had access to everything from the get-go. Because there are probably people who would buy the game solely to get access to its sandbox. I personally eagerly awaited a new story in the GTA universe, so beating the game to get access to everything isn't an arduous task for me. I understand not wanting to play a violent game, sometimes I don't want to have to mug people just to street race too. Or whatever.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    10. Re:The graphics were simply brilliant by nanospook · · Score: 0

      Actually Castle Wolfenstein came out on the Apple+ back in the 80's.. but I suspect you mean the revamped PC version..

      --
      Have you fscked your local propeller head today?
    11. Re:The graphics were simply brilliant by Darinbob · · Score: 2

      Myst was more than just graphics though. What was also different, or at least very rare, was the emphasis on puzzles and non-combat within a world simulation. Ie, it's genre would be an explore the world and figure out puzzles to find more area to explore game. So games like The Longest Journey would seem to be descendants of Myst (even though Myst puzzles weren't adventure style puzzles). That genre is still around though it's dwarfed by the "shoot it if it moves" 3D games.

    12. Re:The graphics were simply brilliant by Darinbob · · Score: 1

      There is a version of Myst that's rendered on the fly, letting you move around more freely.

    13. Re:The graphics were simply brilliant by HalAtWork · · Score: 2

      Here's a good article on every myst game including uru: http://www.hardcoregaming101.net/myst/myst.htm

    14. Re:The graphics were simply brilliant by _xeno_ · · Score: 4, Informative

      Yes, called realMyst. The graphics are actually better in realMyst than the prerendered Myst graphics were. Myst's graphics were actually pretty bad, we just didn't notice at the time.

      --
      You are in a maze of twisty little relative jumps, all alike.
    15. Re:The graphics were simply brilliant by Anonymous Coward · · Score: 0

      Agreed. I've just read about Grand Theft Auto - never played it - but have been intrigued by descriptions of how big its "world" is.

      I'd like to wander around in that world, but I'm not interested in the loads of cheap violence and torture, so I won't buy the game.

    16. Re:The graphics were simply brilliant by Another,+completely · · Score: 5, Interesting

      What killed Uru for me was that it stopped being pure puzzle-solving, and added technical run-and-jump obstacles. Sure, sometimes the solution was to push a chair off of a cliff above to create something to step on in the water, but then they also required pressing the jump button at just the right time. The brilliance of Myst and the sequels was that you had all the time in the world to think about the puzzle, and when you knew the answer, you could pretty much get it to work first time. Another great thing about it was that nobody ever explained the rules, and it wasn't always obvious whether an object represented a puzzle that would help you progress, or if it was just an interesting piece of scenery.

    17. Re:The graphics were simply brilliant by drkim · · Score: 1

      It's really too bad that Grand Theft Auto doesn't have a pure sandbox mode...

      You're thinking of the best selling game franchise in history: "The Sims." Pure sandbox.

      It would be nice if it had the graphics and physics of GTA, though...!

    18. Re:The graphics were simply brilliant by hairyfeet · · Score: 4, Interesting

      Try Just Cause II as it has EXACTLY what you are describing. You can start a new game and after the first mission? You can just drive through the countryside if you desire and as long as you don't go running down cops or blasting people nobody will bother you. You can drive to the airport, pick up a plane or chopper and just fly around without being bothered, you can go down to the docs and get anything from a speedboat to a Junk and just go cruising, or if you buy the parachute thrusters DLC (just 99c) you can just jump into the air and fly your parachute all across the place, even use the grappler to grab onto boats and cars and go parasailing.

      Anyway as long as you have Vista or better (requires DX10) and even an average gaming card (it plays over 30FPS on my HD4850, a card you can get for less than $40 on Amazon) you can go where you want and do whatever you want, the entire world from the mountain tops to the ocean is 100% open from the get go. Sounds like exactly what you are looking for....but you really should go apeshit in that game at least once, nothing wilder than riding on the hood of a car going 165MPH+ and grappling a pursuing cop car to the ground and making it do the T3 car flip, tying a cop bike to a lamppost like Jedi, or blowing out the tires of a jeep and watching it cartwheel a dozen times before becoming a fireball, VERY cool.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    19. Re:The graphics were simply brilliant by GospelHead821 · · Score: 2

      One of the things that I found most delightful about Myst - and continue to marvel at - is that the core of the gameplay had nothing to do with killing things. I find Minecraft increasingly appealing because the emphasis is more on building and exploring. Myst really gave the impression of a bigger world around you and used the literary technique of "show, don't tell" to exhibit it. I guess I can admit to being a little bit jaded. There are quite a few "show, don't tell" elements hidden in a game like Guild Wars 2. On the other hand, they're more like Easter eggs than serious components of the narrative or the gameplay. In Myst, if you weren't paying attention, you weren't proceeding. How many games dare that nowadays? Not that it would matter. Today, if you aren't paying attention, just consult the wiki. In fact, just consult the wiki in advance, so you'll know what to prepare for.

      --
      Virtue finds and chooses the mean.
      Aristotle, Ethica Nichomachea
    20. Re:The graphics were simply brilliant by Forever+Wondering · · Score: 2

      Agreed about the 3D shoot-em-ups.

      Myst-like games still live on with some changes [I've played Myst/Riven and all of the following]:
      - 7th Guest/11th Hour (historical) -- lots of puzzles
      - Lara Croft series -- shoot em up, but that wasn't the whole game
      - Nancy Drew series (20+ games) -- solve a murder mystery
      - Art of Murder series -- be a female FBI agent and stop a serial killer
      - Yesterday -- play various characters (including one with no memory) with a progressive mystery storyline

      All of these have tough problems/puzzles but do this in a more conventional setting. It's tough enough to solve the puzzles without having to do this in an unfamiliar world.

      Myst had mythos [of Atrus, etc.], but it was a bit sterile. There wasn't as much of a storyline [where characters can actually converse]. The newer games are more like interactive fiction. Each of the characters has a distinct personality and you actually start to care about them, just like you would in any good story.

      As to game mechanics, some of the modern games have a button to highlight the sensitized areas in a scene. Otherwise, it's genuine work to poke every pixel looking for something. Newer games also have a "give me a clue" button. This helps if you're engrossed in the storyline and reach a point where you admit you're stuck but still want to proceed through the game--for the story.

      Myst had no such "I admit I'm flummoxed" help. After a while, it just became work to drudge around the same area looking for the way out. Of course, one could always consult a walkthrough, but that highlights the need in the game itself for something to make it enjoyable for all.

      Also, Myst may be having problems because of Ubisoft's stance on DRM. I'll never buy another Ubisoft game, ever, because of it.

      --
      Like a good neighbor, fsck is there ...
    21. Re:The graphics were simply brilliant by Forever+Wondering · · Score: 1

      Offtopic, but I like your sig ...

      --
      Like a good neighbor, fsck is there ...
    22. Re:The graphics were simply brilliant by bickerdyke · · Score: 3, Interesting

      I never got the hang of Myst. Partly because the puzzle weren't adventure style. They were completly detached from the story! The graphics were great, but I never had any motivation why I should open these valves or turn that sundial. And finding out what the story is about at all by reading those text fragments at a 1995 monitor was a PITA!

      --
      bickerdyke
    23. Re:The graphics were simply brilliant by Shadow+of+Eternity · · Score: 2

      I think a bigger problem is that the "Game made me lose" crowded out the "I lost to the game" mindset and people are just too goddamn thick to enjoy a game that *hard*.

      --
      A bullet may have your name on it but splash damage is addressed "To whom it may concern."
    24. Re:The graphics were simply brilliant by Anonymous Coward · · Score: 2, Insightful

      Coming from The 7th Guest, I was originally looking forward to Myst until I played it and realised that the puzzles were all simple, the story stupid and the lovely graphics that I thought were fully animated ended up being nothing more than a damn slideshow.

    25. Re:The graphics were simply brilliant by bfandreas · · Score: 0

      And turned brass was everywhere. I loved the puzzles, the incredible transport monorails, the sheer quiet brilliance. And quiet it was, and cerebral. Still looking for something quite that good again.

      To me it was overproduced insubstantial pap. And exactly that is its legacy.

      Our mainstream games today are best compared to the FMV interactive movies from the mid nineties. Only that the railroaded stuff is now rendered on your machine which offers a little bit more freedom. Designers then wished they were Hollywood directors and designers now think they are Hollywood directors.

      --
      20 minutes into the future
    26. Re:The graphics were simply brilliant by Anonymous Coward · · Score: 0

      Yeah, the only thing myst missed was an actual GAME. The same thing many new games are missing. As a GAMER, I don't want to walk through amazing landscapes, I'll watch LotR if I want to see amazing landscapes. In a game I want a challenge, score keeping and "hitpoints".

    27. Re:The graphics were simply brilliant by Anonymous Coward · · Score: 0

      Sorry but, having "played" Dear Esther ... at which point during the "experience" did you have to think about what you hadh to do?
      About the only similarities between it and Myst are: you're on a deserted Island and you click to walk around.

    28. Re:The graphics were simply brilliant by somersault · · Score: 2

      Holy fuck, you're stupid. Half-Life was complete crap with a lame story and horrible, generic gameplay.

      I find it pretty ludicrous that you think Unreal had better story and gameplay than Half-Life. How so?

      The Unreal multiplayer was quite fun, but the single player was one of the most boring and repetitive shooters I've ever played.

      --
      which is totally what she said
    29. Re:The graphics were simply brilliant by Megane · · Score: 1

      Another thing is that Myst was in the early CD-ROM era. Before that, you had to distribute things in 1.44MB chunks that a user had to pre-install, and a CD-ROM could hold 450 floppies worth of data. I think Myst even ran directly from the CD-ROM, in a time when you might not even have a 640MB hard drive.

      I guess one of the things about it was that it made a game out of an excessively skeuomorphic interface. If you render a background too well, it makes it hard to tell what are the limited objects that you can interact with. I think it at least changed your cursor to indicate what you could interact with if you "scrubbed" the screen, but it was still new enough to see that for it to be interesting.

      Here's a bit of trivia: the original version of Myst ran in Hypercard. What, you say Hypercard can't do color graphics? They had to use plug-ins to make it show those pre-rendered pictures.

      --
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    30. Re:The graphics were simply brilliant by sandytaru · · Score: 2

      Have you tried Journey on the PS3? It's the closest that a game in the last few years has come to the original spirit of Myst, I think. Beautiful graphics, beautiful music, a series of puzzles, a world to explore.

      --
      Occasionally living proof of the Ballmer peak.
    31. Re:The graphics were simply brilliant by Anonymous Coward · · Score: 0

      What? I ran Myst on a 486, and it ran beautifully.

    32. Re:The graphics were simply brilliant by Balinares · · Score: 3, Informative

      Oh, then this is probably my cue to turn up and point you to Mystcraft. Mystcraft is just as the name implies: a mod for Minecraft that adds Myst-like mechanisms for creating and exploring Ages. Yes, it's just about as fantastic as it sounds. (And by God, don't forget to bring a linking book if you don't want to get forever stranded.)

      And to answer the question raised by the article, I just spent my lunch break playing Mystcraft. Today, in 2013, 20 years after the release of Myst. So I'd say, pretty relevant indeed.

      --

      -- B.
      This sig does in fact not have the property it claims not to have.
    33. Re:The graphics were simply brilliant by Anonymous Coward · · Score: 2, Funny

      Battlefield 3 and Crysis 2 graphics are actually pretty bad, we just don't notice at this time.

    34. Re:The graphics were simply brilliant by Aqualung812 · · Score: 1

      If only someone could combine the openness of Minecraft with the modem-equivalent of Myst graphics.

      I lived through low-res games, so Minecraft isn't quaint to me, it is shit graphics but a great concept otherwise.

      --
      Grammer Nazis - I mod you "troll" unless you actually add something on-topic. Yes, I know I have mispellings in my sig.
    35. Re:The graphics were simply brilliant by sclark46 · · Score: 1

      Me Too!! This was the only set of computer games I ever played and enjoyed.

    36. Re:The graphics were simply brilliant by Kelbear · · Score: 1

      Check out "The Witness", an upcoming by Jonathan Blow (known for Braid).

      It's a single person on a beautiful uninhabited island, you walk around calming exploring and solving puzzles from a first-person perspective. The puzzles as a whole tell a larger story through the perspectives gained by each.

      http://en.wikipedia.org/wiki/The_Witness_(2014_video_game)

      Look up some youtube vids of the demos shown at PAX. Games like this are Myst's legacy.

      Why didn't Myst change the face of gaming? It's just not a popular formula. But it's ok to cater to a niche if you do it well.

    37. Re:The graphics were simply brilliant by UnknownSoldier · · Score: 1

      Try:

      * Limbo (especially the secret hidden level)
      * Trine 1, Trine 2
      * 7th Guest, and 11th Hour.

      Personally I found the Myst puzzles to be too easy and boring. The whole I wanted the ability to look AROUND, not be given a slideshow of the world. The story was meh. But yes, at the puzzles were cerebral.

    38. Re:The graphics were simply brilliant by Cid+Highwind · · Score: 1

      Yeah, he probably means Wolfenstein 3D, which did come out right before Myst, and was the only other game at the time with a first-person view.

      As for TFA's premise "Why didn't Myst have a larger impact?" Are you kidding? First person view, real 3D (granted, pre-rendered real 3D), maps that are playable out-of-order and you can return to many times, using the fricken mouse (which most games were happy to leave alone until after Windows 95), using sound to create atmosphere, multiple endings based on the player's moral choices, the idea that PC games could be art instead of bad copies of arcade quarter-suckers, we're so surrounded by the trees of things Myst did first or did right first that you're missing the forest.

      --
      0 1 - just my two bits
    39. Re:The graphics were simply brilliant by sclark46 · · Score: 1

      What do you mean - you had to solve the puzzle to progress to the next age, and the clues were there to help you if you listened and looked!

    40. Re:The graphics were simply brilliant by Anonymous Coward · · Score: 0

      >> diddle some sliders

      That sounds just sick enough to make it into GTA-VI.

    41. Re:The graphics were simply brilliant by Anonymous Coward · · Score: 0

      Except that there's no puzzles, or gameplay for that matter.

    42. Re:The graphics were simply brilliant by Anonymous Coward · · Score: 0

      Ah, Dear Esther, a game of walking on the beach and then falling.

    43. Re:The graphics were simply brilliant by Sperbels · · Score: 1

      I'm not sure I'd call Journey a puzzle game. It's barely a game, more like an interactive movie. But it is definitely the most beautiful game I've ever played. It's a shame it's only available on PS3.

    44. Re:The graphics were simply brilliant by Anonymous Coward · · Score: 0

      You might be interested in this game when it finally comes out. It's meant to be an open world game that emphasizes exploration and there are a lot of interesting features planned for the game.

    45. Re:The graphics were simply brilliant by TrippTDF · · Score: 1

      Riven did a much better job of incorporating the puzzle into the story. most of the puzzles were just broken or locked objects. you just needed to figure out what was wrong with them.

    46. Re:The graphics were simply brilliant by TrippTDF · · Score: 1

      Myst did run directly from the disc. Riven, the sequel, ran on five discs, each one containing one of the five islands. which meant frequent disc changing if you were jumping around. I can't imagine doing that today.

    47. Re:The graphics were simply brilliant by dmacleod808 · · Score: 1

      Perhaps the poster was not config.sys savvy?

      --
      There Can Be Only One...
    48. Re:The graphics were simply brilliant by randomuser2 · · Score: 1

      I couldn't agree more. With the exception of side-scrolling platformers, I can't see what kind of game Myst didn't have an effect on. TBH, I kinda wonder what inspired them to make the game in the first place, given the crap that we had before it.

    49. Re:The graphics were simply brilliant by OakDragon · · Score: 1

      Maybe the Pentium experienced a floating-point error... or running-water error.

    50. Re:The graphics were simply brilliant by macsyrinx · · Score: 1
    51. Re:The graphics were simply brilliant by Darinbob · · Score: 1

      Why didn't Myst change the face of gaming? It's just not a popular formula. But it's ok to cater to a niche if you do it well.

      On the other hand, the current state of gaming is dominated by one particular type of game play, the first person shooter; and it's overwhelmingly dominated if you include variants on that (third person shooters, shooter/rpg hybrids, mmo/shooters). Walk down the game aisles of a computer store and that's almost all of what you'll see except for a pocket of educational games for kids and another pocket of Myst/adventure like games.

    52. Re:The graphics were simply brilliant by bickerdyke · · Score: 1

      But how was I supposed to know that I have to go through different ages?

      I guess an introduction would have helped. Espescially as I liked a few similar games.

      --
      bickerdyke
    53. Re:The graphics were simply brilliant by Anonymous Coward · · Score: 0

      I would totally buy that game. I've never had the reflexes or the determination to finish a full game of anything harder than Monkey Island but i LOVE the worlds of so many games after that. I used to play Doom on supernatural mode so i could just walk around and enjoy the architecture. That was fantastic.

    54. Re:The graphics were simply brilliant by stub667 · · Score: 1

      This.

      Lots of games do beautiful, interesting & open worlds. Not many games go beyond 'run around killing things' as their core gameplay.

      Check out the trailers for Zeno Clash or Zeno Clash II. Gorgeous surreal visuals, what looks an interesting story. Just don't bother buying it, as all the fantastic world building has been pissed away on a game where you run around punching people.

    55. Re:The graphics were simply brilliant by Anonymous Coward · · Score: 0

      Because Unreal at least had a story, if you bothered to read the notes laying around everywhere. It was quite good at emphasizing the loneliness and desperation of the environment. They also did a great job with allowing the player to explore with the expansive levels. The weapons like the dual Automags, ASMD, Flak Cannon, Bio Rifle and Razorjack were just plain awesome. I think it was probably also the first FPS to implement the dual fire mode for all of the guns. And let's not forget the revolutionary graphics, because there was nothing that could match it for years to come.

      Half Life, on the other hand, had no story or gameplay. Just you walking around with the same four or five NPC models saying the exact same things over and over, broken up in extremely predictable bursts by uninspired enemies with shitty AI.

    56. Re:The graphics were simply brilliant by Anonymous Coward · · Score: 0

      Except Vista can run a whole lot more software than Linux can, including Just Cause 2. That kind of throws your whole idea of "better" right out. It doesn't matter how technically good Linux OSes might be if they can't run anything worthwhile.

    57. Re:The graphics were simply brilliant by somersault · · Score: 1

      Half Life, on the other hand, had no story or gameplay. Just you walking around with the same four or five NPC models saying the exact same things over and over, broken up in extremely predictable bursts by uninspired enemies with shitty AI.

      The AI in Half-Life is still good even in today's term's I'd say. The aliens weren't particularly bright (though not stupid either.. they sometimes retreated, whereas monsters in most games simply run straight towards you), but the soldiers would signal to each other, take cover, make good use of grenades, etc. The story and Universe that Half-Life and Portal created is still one of the most interesting and compelling that I've seen, and I'd like to see where it all ends up. Though I get the impression that maybe Valve don't even know that, and they have a lot of expectations to live up to.

      --
      which is totally what she said
    58. Re:The graphics were simply brilliant by Anonymous Coward · · Score: 0

      I used to run Wolfenstein 3D perfectly fine on a 386DX 25MHz with 4MB of RAM. That was hardly beefy, considering the Pentium was out in 93. Let's not forget that Doom also came out in 1993 and that was pretty playable on that same 386, though there was a very slight jerkiness every now and then due to the small amount of RAM. It ran flawlessly on a 386 with 8MB.

      There is one FMV game that is still awesome to this day. That game is Novastorm (occasional stutter in the video is because the guy is running it in an emulator) for PC. The enemy sprites fight perfectly into the FMV backdrop and the FMV bosses were cool as hell. The most impressive part is that the FMV backgrounds aren't just pretty scenes flying by, they are solid, in that you can scrape up against them and the boundaries change precisely with the FMV environments. Hell, the soundtrack alone makes it worth playing. It's a Psygnosis game, so right there you already know it's great.

    59. Re:The graphics were simply brilliant by Anonymous Coward · · Score: 0

      L.A. Noir had elements of Myst like gameplay in it. But like so many other games you mentioned, it is all about solving mysteries.

    60. Re:The graphics were simply brilliant by Anonymous Coward · · Score: 0

      Agreed. I still have my Myst CD on my tech memorabilia shelf and keep hoping someone will come out with a game that challenges my intellect instead of my fine-motor coordination. While there are some casual game apps that aren't violence and anti-social-based, they are also mediocre in story, art, and intellectual challenge. The way Myst revealed the story was amazing, let alone the quality of the presentation and the challenges.

    61. Re:The graphics were simply brilliant by Anonymous Coward · · Score: 0

      He was referring to Wolfenstein 3D, yes. Not the top-down maze games from the previous decade.

    62. Re:The graphics were simply brilliant by Anonymous Coward · · Score: 0

      Have a look at B. Sokal's Syberia games.

    63. Re:The graphics were simply brilliant by strikethree · · Score: 1

      I hate to state the obvious but put in cheat codes and then don't do violent things. Running people over in intersections is just as violent as the real world is if you drive like a maniac. Most of the violence is because YOU started it.

      You are then free to wander about the world doing whatever piques your interest. That is generally how I play... except I did the missions to unlock everything instead of using cheat codes.

      --
      "Someone needs to talk to the tree of liberty about its ghoulish drinking problem." by ohnocitizen
    64. Re:The graphics were simply brilliant by drinkypoo · · Score: 1

      I hate to state the obvious but put in cheat codes and then don't do violent things.

      The world of GTA is still extremely violent. You can be standing on a streetcorner and watch a conflict between mobs engulf a street with fire.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    65. Re:The graphics were simply brilliant by drinkypoo · · Score: 1

      It doesn't matter how technically good Linux OSes might be if they can't run anything worthwhile.

      There's more to life than games. One day, you too will understand this.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    66. Re:The graphics were simply brilliant by hairyfeet · · Score: 1

      Yeah there is also a wide world of software that likewise won't run on Linux, not to mention that most Linux software is "captain ersatz" and is frankly a piss poor copy of the real thing, see Gimp versus Corel Draw, GnuCash versus Quickbooks, Gnumeric versus excel, hell I could go on all day.

      I'm sorry drinkypoo but Linux sucks, it really does and as long as Torvalds is running the show it won't get any better, just different. I mean we would laugh MSFT right off the planet if they had tried to hang onto the flaky as hell VXD driver model from the 90s but guess what? Torvalds refuses to let go of HIS driver model, which nobody else uses BTW, not even BSD and the other FOSS OSes, and his model is based on...drumroll...1970s Unix!

      Now I could sit here and explain to you using math why his model is doomed to failure, with drivers breaking left and right and corps having to pay entire dev teams just to fix the hardware drivers Torvalds takes a dump on, how a model that was designed when an entire OS could fit on an 8 inch floppy just can't scale to the hundreds of thousands of drivers we have now, but i have a feeling it'll fall on deaf ears. At the end of the day despite how much I hate Metro I'd take Win 8, hell I'd take Vista over being stuck with the mess that is Linux but if you want to spend your weekends fixing whatever torvalds craps on? That is your business.

      Oh and just FYI but I'm typing this on a first gen C2D with 1.5Gb of RAM and it runs Win 7 perfectly and my home system has had Win 7 since Aug 09, not a single crash, not a single BSOD, not a single broken driver in the last 4 years...can you say the same?

      --
      ACs don't waste your time replying, your posts are never seen by me.
    67. Re:The graphics were simply brilliant by maccodemonkey · · Score: 1

      But how was I supposed to know that I have to go through different ages?

      I guess an introduction would have helped. Espescially as I liked a few similar games.

      The video in the room next to the dock (and the letter sitting outside) both explained this. The books in the library with the brothers trapped inside also asked you to go through the different ages and retrieve them pages (which is the story given game part you seemed to have missed, or Myst!)

  2. Better games came along right after? by Anonymous Coward · · Score: 1

    Doom, then 3D acceleration happened. Myst type games looked pretty antiquated after that.

    1. Re:Better games came along right after? by Guspaz · · Score: 2

      It was at least half a decade before real-time 3D graphics were able to match Myst's pre-rendered ones.

    2. Re:Better games came along right after? by Anonymous Coward · · Score: 5, Interesting

      I blame Doom for unintentionally being the spark responsible for the stagnation of the entire video game industry for many years, spawning an ever-increasing multitude of insipid, uninspiring, mindless FPS where the only thing that ever improved were the graphics the video card could pump out.

    3. Re:Better games came along right after? by interkin3tic · · Score: 1

      Indeed, I thought the real revolutionary part of Myst was "Hey, so good graphics look nice." I didn't think anyone thought that there would be a flood of games where you explored islands created through books.

    4. Re:Better games came along right after? by jellomizer · · Score: 2

      Good enough happened.
      While Myst had superior graphics... It is pre-rendering made the world feel less immersive. Compared to Doom and Quake, while the graphics were primitive, you were more immersed in the game.

      --
      If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    5. Re:Better games came along right after? by gl4ss · · Score: 4, Informative

      and that's the thing: pre rendered just isn't that fun, breaks the immersion. flat shaded realtime can be more immersive.

      basically "oh why aren't games like myst??" can be answered with a simple line: Philips CD-i sucks ass.

      heck.. what I want the answer to is what the fuck happened to under a killing moons promise of good games?!?

      --
      world was created 5 seconds before this post as it is.
    6. Re:Better games came along right after? by thesameguy · · Score: 5, Informative

      Yes, exactly!

      I worked at a software store when Myst came out, and we sold MOUNTAINS of it. That at the 7th Guest (and Encarta, LOL) were the go-tos when people added a CD-ROM to their system and wanted something to do with it. But the feedback was universal - after a couple hours in Myst and the visual excitement wore off, it turned out there wasn't much game. It wasn't much more than a graphic Choose Your Own Adventure book.

      Doom came out shortly later, and everyone forgot entirely about Myst. We sold mountains of Doom, and then we sold mountains of those *terrible* compilation CDs that had bazillions of maps downloaded off the internet. And then Doom2, and then more add-on maps (and not long after we started selling NICs and 10Base2 terminators ;). Being able to go anywhere and engage anything was what Myst didn't do, a step we had *expected* Riven to take... but it didn't.

      Under a Killing Moon was also a big seller - and there were other games in the vein, too. All very interesting to play, but like the LucasFilm-style games they got murdered by FPSs and RTSs. I never quite understood why - Day of the Tentacle and Monkey Island were great games with broad appeal. Strange they didn't survive longer.

      heck.. what I want the answer to is what the fuck happened to space combat, and the X-Wing & Wing Commander promises of good games!

    7. Re:Better games came along right after? by Nefarious+Wheel · · Score: 1

      "That's the second largest duck I've EVER had in my pants."
          -- Monkey Island

      --
      Do not mock my vision of impractical footwear
    8. Re:Better games came along right after? by neiras · · Score: 1

      heck.. what I want the answer to is what the fuck happened to space combat, and the X-Wing & Wing Commander promises of good games!

      Star Citizen will hopefully answer that question.

    9. Re:Better games came along right after? by M.+Baranczak · · Score: 4, Funny

      It is pre-rendering made the world feel less immersive.

      I've seen way too many people write "it's" instead of "its". But changing "its" to "it is"? That's a new one.

    10. Re:Better games came along right after? by TheGoodNamesWereGone · · Score: 5, Insightful

      And me without mod points... dammit. If I never see another FPS game it'll be too soon. It seems sometimes they're *all* the industry produces.

    11. Re:Better games came along right after? by LateArthurDent · · Score: 4, Insightful

      Indeed, I thought the real revolutionary part of Myst was "Hey, so good graphics look nice." I didn't think anyone thought that there would be a flood of games where you explored islands created through books.

      I'm seeing a lot of comments here about how the most revolutionary part of Myst was the graphics, and I'm actually surprised. That's not why I like Myst at all (and I still think Myst and Riven are fantastic games). To me, it's about the style of gameplay. There are puzzles, hard puzzles and a story that you're trying to piece together with very little exposition. It was great to just explore without worrying about time limits or things trying to kill you. Every time you discovered something new and progressed, that discovery was its own exciting reward.

      I do agree that "doom happened" is the answer to what happened to Myst-style games, and the adventure genre period. I forever curse the rise of FPS games for that reason. I know adventure games are still made, but 3D killed them, for the same reason Myst III isn't as good as Myst or Riven. I don't want a 3D environment. I want the static adventures of old.

      Speaking of old, that's what I am. Get off my lawn and whatnot.

    12. Re:Better games came along right after? by Anonymous Coward · · Score: 1

      Crappy cheap joysticks happened to space combat.
      If you didn't have a good one. Space combat was a bad joke.

      If you had a good one. You spent a TON on it. And had a whole what... 3 games to play with it? Maybe 4? If they even supported your stick at all.
      This got old really fast. And you didn't continue.

      It was another decade before we got the half assed console controlers. Cheap + good enough for space combat.

    13. Re:Better games came along right after? by zhrike · · Score: 4, Insightful

      I agree with you entirely. The environment was a big draw - and by that I include the sounds and the music, but the puzzles themselves were, at the time, all encompassing. Why didn't it have a bigger impact? Perhaps because creating something so original and unique is rare. The mechanisms of the game were the framework around which the story was wrought. The story, and the puzzles and the way they were integrated, was the thing (IMO).

    14. Re:Better games came along right after? by gl4ss · · Score: 1

      but roberts is the dude that personally through sweat, tears and money took away the fun from wing commander..

      --
      world was created 5 seconds before this post as it is.
    15. Re:Better games came along right after? by dbraden · · Score: 1

      Maybe he simply left out the word "that." As in, "It is pre-rendering that made the world feel less immersive." Could go either way, or maybe we're both wrong. /shrug

    16. Re: Better games came along right after? by Spyrus · · Score: 1

      I'm agreeing with this so hard you would be a little alarmed. Roberts (of "RSI" - terrible acronym) talks down mobile and console, even though that would be the perfect medium for a return to FUN Wing Commander space opera. I would love a cartoony, gyro/touch control space shooter with "Surviving High School" type melodramatic choose-your-path role playing. The hyper realism of Star Citizen is a big turnoff for me, as it looks to be as dull as existing "serious" games like Eve Online. I already have a job and a life, I just want some casual space-based diversion. When Roberts gets ambitious, he starts to stink things up.

    17. Re:Better games came along right after? by Anonymous Coward · · Score: 1

      Nay! I blame Counter Strike for spawning slow-paced aimfests that are all aim and no game - that is the true bland kind of game. Doom 1 and 2 were games where people ran around at the speed of racecars and dodged rockets while firing WMDs on the move. Every single FPS after Doom got slower and less unimaginative, until we hit a low point from which we never recovered. Also, Doom 1 and 2 had a gorgeous aesthetic that benefited from being sprite-based, and the advent of full 3D graphics made games after Doom actually look uglier.

      If someone with the resources to make an FPS were to actually go in the other direction from modern games, we'd get somewhere. They would need a combination of a well-crafted dark fantasy aesthetic, plus solid fast-paced gameplay. Now if only indie studios didn't have a boner for side scrolling games....

    18. Re:Better games came along right after? by cbhacking · · Score: 1

      Star Conflict offers pretty great space combat, if you can stomach its "Free"2Play model and unlock progression. It's the only game following that model which I can, and despite not having spent any money on it at all (I'd gladly have bought the game, if that were possible to do for a single, reasonable, all-content-unlocked price) I'm about halfway through the progression after a little over two weeks. It's fun enough that I don't mind, which is saying a lot for me.

      Also, for what it's worth, the joy of adventure and puzzle-solving in the Myst games never wore off for me. I can see how it would happen for many people, though.

      --
      There's no place I could be, since I've found Serenity...
    19. Re:Better games came along right after? by coastwalker · · Score: 2

      I bought pretty much all of the titles you mention and enjoyed playing them. Being in my thirties I wasn't much interested in FPS so that's when I stopped buying. The market discovered teenage boys and the rest is history, its not worth investing in any other demographic because the return isn't worth it.

      --
      Facts are history now plebs have politics for religion on social media.
    20. Re:Better games came along right after? by Rockoon · · Score: 2

      where the only thing that ever improved were the graphics the video card could pump out.

      Doom and its ilk used software rendering... in fact it was 2D ray-casted with a cheap 3D facade ("walls this far away are this tall, draw a one-pixel-wide strip of that height") on top of that (just like Wolf3D, but doom used more complex 2D BSP-based geometry))

      ...but you for some reason think there was a GPU race in 1993 (the year Doom was released), even though the first consumer-grade 3D-accelerated cards didnt hit the market until 1995...

      Even when 3DFX finally got out their Voodoo Rush card (1997,) GPU's were still extremely uncommon. Games used real 3D by that point, but were still software rendered using the polygon rasterization and texturing algorithms detailed in a series of articles in Dr. Dobbs magazine by Michael Abrash. (Hell, the first 2 versions of Direct3D used software rendering exclusively so the first 3D accelerated games were DOS-based.)

      --
      "His name was James Damore."
    21. Re:Better games came along right after? by puto · · Score: 2

      the voodoo graphics 3d card hit in 1996, and was a pass through gpu. I had one. I had the voodoo 2 in 98, the Rush was a failure.

      --
      The Revolution Will Not Be Televised
    22. Re:Better games came along right after? by Anonymous Coward · · Score: 1

      In other words: the trigger-happy crowd turned out to be more profitable marks for the gaming industry. It's the same reason why so many reality TV shows for morons get made, and so few smartly-written dramas.

    23. Re:Better games came along right after? by gman003 · · Score: 3, Insightful

      The FPS is popular and common because it's easy to get it to work reasonably well. It's a game design that's easy for players to pick up, easy to balance, and easy to squeeze into nearly any story or setting. That's the same reason platformers, turn-based RPGs and 2D fighters were ubiquitous before the (and still common after) FPS - there are reliable formulas to build them. But within the genre, there's a huge amount of space to work in.

      Sure, the most prominent subgenre is the "Hollywood-realistic modern military shooter" - Call of Duty, Battlefield, et cetera. There's too many of them, and most of them aren't all that great (I swear, I only own the latest Medal of Honor because I wanted some other games it was packaged with). They're the most popular even though most of them are uninspired, unpolished or just plain bad, but then again, look at the most popular movies or songs lately and you'll see the same.

      Then you've got the more unusual ones. Bioshock: Infinite was amazing - the story is excellent, and the gameplay, while not revolutionary, was certainly better than most. Borderlands mixes FPS with a dash of Diablo, generating literally billions of random guns for you to min-max. Deus Ex tries, and often succeeds, in providing a wide variety of approaches to each situation. Far Cry 3 gives you a massive open world and a huge focus on stealth (and the recent expansion, Blood Dragon, is the most hilarious parody of 80s action movies I've seen in any medium). The shooter portions of Rage aren't particularly innovative, but it mixed it up with vehicle sections that were actually more fun than the shooting. STALKER goes the opposite direction of the arcade-shooter-with-a-realistic-facade - this is a game where one bullet can kill you if you don't patch yourself up. ARMA goes the same way, except removing crazy sci-fi shit in favor of being a military simulator (I find it boring as hell - my experience was twenty minutes of boot camp, a fifteen-minute mission briefing, a five-minute helicopter ride, ten minutes of walking, then about thirty seconds of shooting before I took a round to the arm and bled out while trying to figure out which button to push to yell for a medic. But I can't say it's not trying, and I can't say it's not trying something different).

      And if anything, I think we're seeing shooters take up a smaller share of the market right now. Looking at my recently-purchased games, I see plenty of RPGs, dozens of weird indie gems, some racing games, puzzle games, strategy games both real-time and turn-based, lots of open-world games, a handful of 2D fighters, a few third-person shooters, and yes, a decent pile of first-person shooters, but only a few of which are insipid, uninspiring or mindless.

      Several of them do, however, look rather pretty.

    24. Re:Better games came along right after? by VortexCortex · · Score: 3, Interesting

      where the only thing that ever improved were the graphics the video card could pump out.

      Doom and its ilk used software rendering... in fact it was 2D ray-casted with a cheap 3D facade ("walls this far away are this tall, draw a one-pixel-wide strip of that height") on top of that (just like Wolf3D, but doom used more complex 2D BSP-based geometry)) ...but you for some reason think there was a GPU race in 1993 (the year Doom was released), even though the first consumer-grade 3D-accelerated cards didnt hit the market until 1995...

      Well, they may have been off base with the "video card" statement for a couple of years, but otherwise more correct than you care to admit, or know.

      Think back to the "Doom Clones" which where so pervasive it was the name everyone used for many years instead of "FPS". Then examine the landscape that followed. If you didn't have an established 3D engine licensed, publishers didn't want to talk to you. In that era of software rasterization we were able to pull off some pretty slick and interesting things (in the demoscene) as CPU speed and RAM size progressed. Hardware fixed function pipeline discrete graphics made everything look pretty much the same for a good long time. Only recently with heterogeneous computing will we be getting back much of the graphical & physics freedom we had with software rasterization.

      Now, think back before Doom. The Fully 3D Virtuality VR Arcade had Dactly Nightmare and Exorex. The PCs had Starglider2 (those guys went on to make starfox). We had Real 3D, though untextured (and on 386 machines). On 486, and Pentium one could do a whole hell of a lot more, the loads of RAM helped overcome lots of slow CPU calculations (look up tables everywhere). However, we had sacrificed "real" 3D for textures+2.5D (faux 3D). After the 3D HW boom there were so many different vendors to customize your code for really only the bigger shops could swing a stable widely supported engine... And when they did make an engine, it looked like every other engine out there... If someone did try something new looking, chances are no publisher would touch it, and if it was untextured most players wouldn't either.

      Say what you want, doesn't change reality. You're focusing on HW accel BS, when in reality anything untextured after Doom did suffer. You might not realize we did, in fact, lose a lot in gameplay over textures. And it WAS a graphics race, starting in the software rasterizer era, but those who had the money to come to market first carried it on into the 3D graphics card era. And Carmack did have a big part to play in the monotonous landscape of games for decades, beginning with Doom (though it wasn't the first shooter, Catacombs, Hovertank, Wolf3D, etc, it was the one that spurned the textured lust).

      To this day, publishers largely won't talk to you unless you've licensed ID or Unreal, or some other engine. A few indie games with custom engines are starting to turn their heads now though -- See: infini/Minecraft, etc. Look up stuff like Atomontage (running on a meager laptop, primarily in software calculations / immediate mode), and wonder why that tech's not in any games yet, at least for world geometry -- Consoles don't have the RAM, and so established engines don't do it.

    25. Re:Better games came along right after? by Evil+Pete · · Score: 2

      To me the revolutionary thing about Myst was that the artwork looked like Art. It was beautiful. Haunting. Not quite immersive, but gee 20 years ago, what would you expect? The music wasn't bad either.

      --
      Bitter and proud of it.
    26. Re:Better games came along right after? by Anonymous Coward · · Score: 0

      There were plenty of puzzle/adventure games before Myst, including some incredibly difficult ones. All Myst brought to the table that was unique in any way was impressive graphics, music, and FMV.

    27. Re:Better games came along right after? by BoberFett · · Score: 1

      I never played Myst, point and click games annoyed me. But isn't Bioshock just Myst in realtime with some FPS thrown in?

    28. Re:Better games came along right after? by Anonymous Coward · · Score: 1

      It amazes me that anyone can be frustrated with what the industry produces. There are so many games of so many genres that there's no hope of completing more than a tiny fraction of them. There are tons of RPGs, tons of strategy games, tons of indie games, plenty of racing and sports games, etc, etc.

    29. Re:Better games came along right after? by Anonymous Coward · · Score: 0

      The "Real Myst" version feels pretty much like a FPS with puzzles (minus the shooting). Best of both worlds, I would say.

    30. Re:Better games came along right after? by Anonymous Coward · · Score: 0

      I admit, I cleared out the areas, then wandered around looking at the walls.
      bioshock, I was playing and a friend stopped by. what kind of game doesn't have people tryiing to kill you? is this the whole game?
      then a splicer starts talking and she freaked out as I bashed it with a wrench and looted. then I showed her Sanders apartment, and we just looked around like people buying a house.

    31. Re:Better games came along right after? by theshowmecanuck · · Score: 1

      Being able to go anywhere and engage anything

      Fallout 3

      --
      -- I ignore anonymous replies to my comments and postings.
    32. Re:Better games came along right after? by Rockoon · · Score: 0

      I guess I hurt your feelings by pointing out that doom wasn't 3D because you just went way off the deep end.

      Look, the only difference between doom and wolf3d was that in doom the world wasn't defined as voxels. They both used the exact same "texture mapping" as you so generously call it. They both used 2D raycasting. Wolf3d casted rays through a 2D voxel grid while doom casted rays through a 2D BSP-tree of edges.

      I don't know why you are so dumb-struck about doom. Doom did not ignite the 2.5D craze.. it was wolf3d that did that..

      It seems to me that you just played a lot of fucking doom and now think that it was the center of the universe (just YOUR universe.) All the shit that you read into my post that I did not explicitly say is driven by your own emotions. The coward was wrong, and what he was wrong about had to do with doom so thats what got discussed. Get. Fucking. Over. It.

      --
      "His name was James Damore."
    33. Re:Better games came along right after? by ogdenk · · Score: 1

      Before you get too far.... the early iterations of the PowerVR chipset were around in that period too. I first played Quake 2 with hardware acceleration using a card with an NEC PowerVR 2. It wasn't as fast as the voodoo2 I replaced it with but it was still pretty cool.

      ATI wasn't sitting still either but the Voodoo2 was whooping their ass performance wise. They had real OpenGL support though.

      OpenGL was accelerated on many UNIX workstations by that point in time as well. SGI being the coolest of the bunch.

    34. Re:Better games came along right after? by Anonymous Coward · · Score: 0

      If I never see another FPS game it'll be too soon.

      So you want to see more FPS games?

    35. Re:Better games came along right after? by Darinbob · · Score: 2

      And the new FPS games may look great but they're dumber than the old ones. Everything's on rails, there's no sense of exploration or puzzle solving. I was never a big fan of them to start with but I want something with a bit of interest to them; like Deus Ex, No One Lives Forever 2, Tomb Raider, or best of all Thief.

      I did like Doom, but it was dirt cheap and extremely simple play style, with a LOT of levels to play around with, so it was more like playing rogue in that you just fired it up when you were bored and didn't want to play a game that required using a brain or engaging in a story.

    36. Re:Better games came along right after? by Darinbob · · Score: 1

      You know, earlier I was just thinking that there is some similarity to Myst in Bioshock. Ie, you have some realistic scenes of an unusual world, with some story and mystery to uncover, lots to explore, and that was more entertaining to me than the shooting of stuff or the magic-cum-plasmids.

    37. Re:Better games came along right after? by Darinbob · · Score: 3, Insightful

      I think quite a lot of gamers just won't get it. If you ask them what makes game 1 better than game 2, they will point to better graphics, better sound, etc.

      I don't think FPS killed adventure games though, I just think that over time as more and more people started playing games that the type of people who love adventure games are outnumbered by the type of people who love FPS games. And of course there's overlap between the groups. So while the number of adventure games and adventure game players has also grown, it just has grown at a slower rate.

    38. Re:Better games came along right after? by Jesrad · · Score: 1

      Doom did not ignite the 2.5D craze.. it was wolf3d that did that.

      Wolf3D was the first FPS I ever played, sure, but it was Doom they went and made a movie out of instead.

      --
      Maybe we deserve this world ?
    39. Re:Better games came along right after? by drkim · · Score: 1

      It was at least half a decade before real-time 3D graphics were able to match Myst's pre-rendered ones.

      But in fairness to what you are calling "real-time 3D graphics," Myst did not allow you to move around, you were limited to fixed POVs, at certain 90 angles. You couldn't even spin in place.

    40. Re:Better games came along right after? by Anonymous Coward · · Score: 0

      Missed word? It is pre-rendering *that* made the world feel less immersive parses quite nicely.

    41. Re:Better games came along right after? by jones_supa · · Score: 2

      And me without mod points... dammit.

      I have found out that if I check Slashdot frequently (multiple times in a day) I get virtually never any mod points. But if I am occupied with something else for a couple of days and then come back to /., I often find a five-pack bounty. It works quite consistently like this. Does anyone else experience this behavior? Is it intentional? It might also be related to some parameters specific to my account.

    42. Re:Better games came along right after? by bickerdyke · · Score: 1

      I loved The 7th guest!

      "Shy gypsy, slyly, spryly tryst by my crypt"

      "The moon is ruddy, your fate is bloody..."

      "Old man Stauff built a house, stuffed it full of toys" the "old man Stauff is waiting there. crazy, sick and MEAN!" stuck even better than "Another visitor. Stay awhile, Stay FOREVERAHAHAHA!"

      Great voice acting, great music, solveable riddles....

      --
      bickerdyke
    43. Re:Better games came along right after? by Half-pint+HAL · · Score: 1

      The big turning point in FPSes was that when polygon 3D first came along, the processor cost of rendering multiple bad guys on screen went up by several orders of magnitude over the sprite-based games. Games like Doom, Duke Nukem 3D and (the best of the lot) Dark Forces kept you on your toes by having to dispatch multiple baddies in quick succession while dodging fire. Each baddie type had fairly simple behaviour. Heck, I'd say that Doom often came off as just Gauntlet with a first-person perspective: lots of beasties running at you as you navigate a simple maze.

      But as the numbers of on-screen enemies dropped, each individual enemy had to act more intelligently and more naturally, and provide more of a challenge. Polygon FPSes therefore should be considered as a separate genre from sprite-based FPSes. Unfortunately, reality in violence isn't much fun.

      The recent rise in zombie fiction has actually reintroduced something far more Gauntlet-like into the FPS world... but it's too far, cos zombies don't shoot at you...

      --
      Got them moderator blues I blieve I walk out the do', With these mod-points I been gettin', I 'most never post no mo'
    44. Re:Better games came along right after? by bickerdyke · · Score: 1

      To me, it's about the style of gameplay. There are puzzles, hard puzzles and a story that you're trying to piece together with very little exposition. It was great to just explore without worrying about time limits or things trying to kill you.

      And that killed it for me.

      Putting very hard puzzles between no exposition and story fragments left me with a "WTF am I doing here?" There was no story that I wanted to have continued. Just random, meaningless puzzles.

      On the other hand, I like the Professor Layton series, despite the meaningless (*) puzzles. But they're usually easy and the story gets going without them, so you want to solve them to get the next part of the storyline.

      (*) IMHO, the puzzles are SO distached from the story, that the contrieved ways of how they are attached to the storyline, often enough are a tounge-in-cheek fun of their own.

      --
      bickerdyke
    45. Re:Better games came along right after? by Half-pint+HAL · · Score: 2

      Hardware fixed function pipeline discrete graphics made everything look pretty much the same for a good long time. Only recently with heterogeneous computing will we be getting back much of the graphical & physics freedom we had with software rasterization.

      The real victim of the 3D card was space combat. The last generation of software rendered space games was all shiny and vacuumy thanks to phong shading. It all went plasticky when the hardware forced gourad on us.

      --
      Got them moderator blues I blieve I walk out the do', With these mod-points I been gettin', I 'most never post no mo'
    46. Re:Better games came along right after? by SternisheFan · · Score: 1

      After a long while without any moderation points (a year, maybe), last week I logged in and saw that I had 5. Use 'em or lose 'em within a few days. After using them, I then received 15 to use or lose. I have no idea as to the how or why either, just was happy to be able to promote some good commenting (and knock down a few rude ones!)

    47. Re:Better games came along right after? by grumbel · · Score: 1

      While the variety isn't bad, one problem is that the mid-level games have largely disappear. There used to be a time when many games where done by 10 or 15 people. Today on the other side you either have indie games done by like three people and the AAA blockbuster done by 300 people. There is very little in between and that in turn means that a lot of the indie games just feel a little unsatisfying, as a three man team can't produce the same quality as a team of 15. So even technology has advanced a lot, a lot of games end up feeling like a downgrade. The AAA games of course have the personal, but they don't have the freedom to experiment like the smaller teams could. The recent Kickstarter hype might be a way out of the problem and help get funding back into smaller teams, but if that is actually sustainable or will collapse on itself once the first few flops come in we have to wait and see.

    48. Re:Better games came along right after? by Anonymous Coward · · Score: 0

      For one, teenagers aren't the primary demographic for video games any more. Haven't been in ages. The average gamer is in their 30s. (And the average game *buyer* is in their 40s. Older people buying gifts/for their kids skews that one.)

      For two, FPS? Really? Let's look at Amazon's top selling video games right now.

      Grand Theft Auto 5 is in two spots (different bundles). A soccer game. Pokemon. An American football game. Dark Souls II collector's editon. Minecraft. Disney Infinity. Kingdom Hearts HD 1.5. Call of Duty: Ghosts. The Last Of Us. Final Fantasy X/X2 remake. Halo 4. Just Dance 4. Ni no Kuni: Wrath of the White Witch. NCAA Football 14. Animal Crossing: A New Leaf. And NBA 2K14.

      Two FPSes. Four RPGs. A sandbox game. Disney Infinity, which is in a genre that didn't even exist five years ago. Horror games. Sports games. And whatever you want to class Animal Crossing as. (No-plot RPG? Very small sandbox?)

      Sports games have been 'big' since at least the early '80s. I had a bunch on my Commodore 64, and we all wanted to get the updated roster disks each year. (MicroLeague Baseball!). RPGs have always been there. Horror games are relative latecomers - with the odd text adventure aside, they need good graphics to work. And RFID-based character platformers are necessarily new.

      So not only are there a lot more than 'just FPS' games out there, they outsell the FPSes, too.

    49. Re:Better games came along right after? by damnbunni · · Score: 1

      Try Serious Sam.

      The last level of Serious Sam 3 has more enemies shooting at you than the entire Call of Duty series combined.

    50. Re:Better games came along right after? by RKThoadan · · Score: 1

      If you're not opposed to mult-player space combat I strongly recommend freeallegiance - www.freeallegiance.org. It's an impressive blend of space combat with RTS, and is completely free.

    51. Re:Better games came along right after? by Anonymous Coward · · Score: 0

      The problem with that is that the FPS has been dumbed down with each new generation. Doom had puzzles, maze like levels and a set of interesting weapons where as now we just get a modern warfare game with basically interchangeable weapons M9 or AK47 as if it makes a difference with one corridor to crawl alone while hiding behind cover ever 15 feet to let your life recharge.

    52. Re:Better games came along right after? by interkin3tic · · Score: 1

      That's a bit like complaining that the only music that gets made is crappy pop music aimed at preteens. That's only the stuff that is most heavily advertised, that makes its way TO you, and the only reason large entertainment industries are pushing that is because it's the most sure-fire way to get a return on their investment. There is still a hell of a lot of other music being made. There are a hell of a lot of other games being made. Most of them however are not advertising on the sides of busses.

      Disclaimer: I really love those big name FPS AND that crappy pop music, so perhaps I'm biased and have questionable taste. If Taylor Swift ever has a hand in making the next call of duty, I'm totally there. I'm not even joking. And yes: I'll turn in my nerd card now.

    53. Re:Better games came along right after? by Anonymous Coward · · Score: 0

      Myst has its own special place of creating 'dead world' games. Yeah all that fun and enjoyment you had playing sierra online and lucasart adventure games. Forget that shit. Lets have a bunch of illogical puzzles with a really boring story to tie it together. Even worse they *all* went 100% serious instead of fun.

      It is only recently that adventure games have started to get the fun back (thank you telltale!). The real fun ones are few and far between though. Last one I played was the deponina stories. And too bad Bill Tiller did not make his kickstarter.

    54. Re:Better games came along right after? by UnknownSoldier · · Score: 1

      > Every single FPS after Doom got slower and less unimaginative, until we hit a low point from which we never recovered.
      True. I call them "bullet-sponge" games. You shoot at someone, but they are like a sponge soaking up bullets. I mean, seriously, a sniper shot doesn't drop someone instantly to the ground??

      However, I disagree with your conclusion. Go play Quake 3 for a few hours. I find my mind to be hyped up in over-drive and hard to concentrate afterwards. These days I want a more cerebral experience AND fast action. I have found Team Fortress 2 to have fit that bill perfectly.

      > the advent of full 3D graphics made games after Doom actually look uglier.
      Disagree. BF3 looks amazing. Gameplay is decent.
      At first I hated the cartoon look of Team Fortress 2 (having grown up on the low poly look of Quake, CTF, Team Fortress, Mega-Team Fortress) -- but I've come to like the TF2 look. And the gameplay is fun as hell when you are playing 7 humans vs 7 bots.

    55. Re:Better games came along right after? by LateArthurDent · · Score: 1

      Putting very hard puzzles between no exposition and story fragments left me with a "WTF am I doing here?" There was no story that I wanted to have continued. Just random, meaningless puzzles.

      And that's a fine point and good criticism. I didn't mean to say everybody should love Myst. I just wanted to point out that the reason I enjoyed it had nothing to do with polished pre-rendered graphics. The graphics in today's games are much better, but I still prefer Myst's gameplay. Since you don't like the style, even back when Myst was popular, you still didn't like it. That's cool.

      For me, the whole, "wtf am I doing here?" feeling is what made the game. That's the story. I find myself in this island, I'm not sure where I am or how I got here. It's my job to find out. The puzzles had a consistent theme (and once you started hopping worlds through the books you find, each world had its theme), and although you weren't sure of their meaning, you eventually discovered it. At the Myst island, the puzzles were hiding spots for the books, which were each hidden within a mechanism that mimicked the theme of the age the book linked to. The tower was something of a password hint, designed to help Atrus or Catherine figure out how to get to the books if they forgot the key to the puzzles. Discovering what everything was all about was the exciting part for me.

    56. Re:Better games came along right after? by UnknownSoldier · · Score: 1

      No, that is not "all" the industry produces. Go play:

      Limbo
      Path of Exile
      Ico
      Trine
      Journey
      Castle Crashers
      World of Goo

      They are the "creme de la creme" of the indie games. (stupid /. lack of unicode support)

      Master of Magic still hasn't been remade
      Civilization IV is great.
      Monkey Island and Day of the Tentacle are fun as hell.

    57. Re:Better games came along right after? by LateArthurDent · · Score: 1

      I don't think FPS killed adventure games though, I just think that over time as more and more people started playing games that the type of people who love adventure games are outnumbered by the type of people who love FPS games. And of course there's overlap between the groups. So while the number of adventure games and adventure game players has also grown, it just has grown at a slower rate.

      I agree with you. When I say that it killed the genre, I mean that I don't particularly like the newer adventure games that still get made. Because it all uses a 3D engine, and I have to walk around and look for stuff. I like the adventure games in the old style. Look at a static screen, figure out what can be done here, move to the next static screen. I don't see those being made anymore.

    58. Re:Better games came along right after? by Zephyn · · Score: 1

      The recent rise in zombie fiction has actually reintroduced something far more Gauntlet-like into the FPS world... but it's too far, cos zombies don't shoot at you...

      Neither did most things in Gauntlet except for the demons and the lobbers. Even the Sorcerers got up close and personal.

      Perhaps a "Francis needs food, badly!" followed by "I HATE FOOD!" would be more to your liking?

    59. Re:Better games came along right after? by nitehawk214 · · Score: 1

      It was also the era where the old school realistic flight sims died, much for the same reasons. Somehow it is 15 years later and Falcon 4 is still the best combat flight sim ever produced. I would love to give it a try with those community mods, but they dont make game ports to use my old Saitek x36, which has been boxed for over a decade and probably doesn't work anymore. (Which with the goofy keyboard mapping system never worked all that well to begin with.)

      Maybe with the new generation of space games, X:Rebirth, Star Citizen, etc... it will be worthwhile to buy an new HOTAS. Thrustmaster and Saitek managed to survive all these years, perhaps it is time.

      --
      I'm a good cook. I'm a fantastic eater. - Steven Brust
    60. Re:Better games came along right after? by Half-pint+HAL · · Score: 1

      That's what I meant: they went too Gauntlet-like in the sense that they are more Gauntlet-like than Doom.

      --
      Got them moderator blues I blieve I walk out the do', With these mod-points I been gettin', I 'most never post no mo'
    61. Re:Better games came along right after? by Anonymous Coward · · Score: 0

      Bingo! Joe Sixpack is more populous than more thoughtful people. Given how funding etc is going - it might not really matter, as long as you have a critical mass of people willing to fund the projects. You may have a niche that today wouldn't be 'publishable' by the big boys - is certainly viable as kickstarter/direct funded schemes instead. The key to the future is connecting those niche enthusiasts with their niche developers/projects.

    62. Re:Better games came along right after? by Anti-Social+Network · · Score: 1

      ...you do know they made another Deus Ex, right? It's very true to the original, not that half-breed sequel that was horribly dumbed down. And, like the first, you can play it completely pacifistic if you want (aside from the few boss battles anyway). Lots of different ways to proceed through different areas and quests. If you aren't ideologically opposed to Steam DRM, I can happily recommend it.

      --
      Goddammit just when I get my first +5 the Beta rolls out and kills everything
  3. as it turns out... by penguinstorm · · Score: 3

    because for teenage boys shooting things and blowing stuff up is a lot more fun over the long hall

    --
    Skot Nelson music is my saviour / i was maimed by rock and roll
    1. Re:as it turns out... by Anonymous Coward · · Score: 1

      because for teenage boys shooting things and blowing stuff up is a lot more fun over the long hall

      I see.

      Given the obvious similarities here, I'd say we know what kind of "man" runs the country.

      Fucking kids.

    2. Re:as it turns out... by interkin3tic · · Score: 1

      People hate on hipsters and their musical preferences, but I find videogame hipsters to be the most annoying.

      Not only teenage boys like shooters. And if you're right, then that only goes for AAA titles from big studios. Where are the myst-like games from indie developers?

    3. Re:as it turns out... by electron+sponge · · Score: 4, Interesting

      because for teenage boys shooting things and blowing stuff up is a lot more fun over the long hall

      For the long hall, you'll need to haul the sniper rifle with you. For the short hall, a shotgun or assault rifle will do.

      Speaking as someone who was a teenaged boy when Myst came out, I can honestly say no game interested me less than it did. I saw demos of it at the video game stores, and all the clerks would gush over it being amazing, groundbreaking, etc. I'd nod my head, say "okay dude, yeah, do you even know what you're talking about?" and go home to play Ultima VII. To me it looked like the Sierra * Quest games without the things that made those games fun.

      The game that I believe was the most influential from that period in time was Wolfenstein 3D, which was the seminal FPS game in my opinion. As a shareware game, it reached an audience of "anyone who had a modem and the number of a BBS with a halfway-decent files section." It was over the top, just a bit camp, and a thousand percent fun. You can even play it on Facebook now. I got banned from my high school computer network for installing Wolf3D on the server. A teacher walked in and our entire Turbo Pascal class was slaying Nazis. My only defense was that it was more useful than learning Pascal. They were not amused.

      I agree with the parent poster that the attributes of FPS games are very alluring to teenaged boys, but I wouldn't necessarily consider that a bad thing (or a good thing, either). It is what it is.

    4. Re:as it turns out... by xevioso · · Score: 4, Funny

      Stop with the hipster hate. It's the cool thing to do now, so hating on hipsters makes YOU a hipster.

    5. Re:as it turns out... by basecastula+ · · Score: 1

      because for teenage boys shooting things and blowing stuff up is a lot more fun over the long hall

      As a child who played both Myst, Riven, Doom 1 and numerous Janes Combat Simulation games. They all had their time and place. Once you beat doom a couple times and blowing the same buildings up got boring, Myst provided something more challenging. I don't know how old you were when you bought the game but I was at the age where puzzle games still had value. And for everyone who played Myst and not Riven. Check it out.

    6. Re:as it turns out... by Anonymous Coward · · Score: 0

      That's very true. Though, since he's a hipster, and you are hating on him, and hating on hipsters is what made him a hipster... *head asplodes!*

    7. Re:as it turns out... by Anonymous Coward · · Score: 0

      OMG. Ultima VII - Best Game Ever. Can we please go on a date?

    8. Re:as it turns out... by mrchaotica · · Score: 1

      I got banned from my high school computer network for installing Wolf3D on the server. A teacher walked in and our entire Turbo Pascal class was slaying Nazis. My only defense was that it was more useful than learning Pascal. They were not amused.

      You just had the wrong teacher. I spent my senior year playing Team Fortress Classic in my Cisco CCNA class with permission because my friends and I didn't suck at computers and finished our work really quickly.

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    9. Re:as it turns out... by Anonymous Coward · · Score: 0

      Jesus Christ... really? The "long hall"?

    10. Re:as it turns out... by Anonymous Coward · · Score: 0

      *deep, disdainful sigh* Yeah, and those durn whippersnappers are busy ruining the world, with their hippity-hop musics and their wacky tobaccy and their sports cars and their facing books. Shall I ask them to get off your lawn, or are you going to take care of that, grandpa?

    11. Re:as it turns out... by nigelo · · Score: 1

      Bit of a damp squid, eh?

      --
      *Still* negative function...
    12. Re:as it turns out... by Kal+Zekdor · · Score: 1

      I got banned from my high school computer network for installing Wolf3D on the server. A teacher walked in and our entire Turbo Pascal class was slaying Nazis. My only defense was that it was more useful than learning Pascal. They were not amused.

      You just had the wrong teacher. I spent my senior year playing Team Fortress Classic in my Cisco CCNA class with permission because my friends and I didn't suck at computers and finished our work really quickly.

      Curious... I did the same thing... In the same class... Where did you go to school?

    13. Re:as it turns out... by Neo-Rio-101 · · Score: 1

      The fact that you got kicked out for installing Wolf3D shows your age.

      Back in my day, we got in trouble and banned from the computers for sneaking into the classroom during lunchtime to play Karateka on the Apple IIs

      --
      READY.
      PRINT ""+-0
    14. Re:as it turns out... by Darinbob · · Score: 1

      There are things that while not like Myst&Riven have the same style of exploration of a mysterious world. Many of the modern graphical adventure games could fit into this category, like Syberia or Longest Journey. Some aren't even rendered as dynamic 3D but are static images the same as Myst. It's not a huge market though but it's still out there.

      Remember that another big thing that was considered different about Myst was the large number of female players, since at the time most popular computer games were shooters. Probably all of the 3D games (static or dynamic) before Myst were action games. I met so many people who honestly did not understand why Myst was popular because it wasn't the style that they liked, and they seemed unable to understand that some people liked other styles of games. It was actually called a "girl's game" by some merely because it was non violent.

    15. Re:as it turns out... by Darinbob · · Score: 1

      Oh ya, one more thing, Myst was also noted for being very popular with non-gamers, as in being the first game many customers ever purchased (possibly the last too).

    16. Re:as it turns out... by Comen · · Score: 1

      I agree, Myst was boring to me, people say the graphics looked great? I bought it and was bored.
      DOOM was what woke me up, it was also release in 1993, and had a FREE version that made Myst look like crap. I was hooking 2 PC's together with a DB9 serial cable to play DOOM 1 vs 1 and can remember the first time a saw my buddy run by me in a level and was amazed, nothing had done that before!

    17. Re:as it turns out... by Anonymous Coward · · Score: 0

      When a hipster says he hates hipsters, is he still a hipster?

    18. Re:as it turns out... by RivenAleem · · Score: 1

      Yes, Riven is awesome. Trust me on this.

    19. Re:as it turns out... by houghi · · Score: 2

      Stop with the hipster hate. It's the cool thing to do now, so hating on hipsters makes YOU a hipster.

      I hated hipsters before it was cool.

      --
      Don't fight for your country, if your country does not fight for you.
    20. Re:as it turns out... by drkim · · Score: 1

      Jesus Christ... really? The "long hall"?

      Sorry about that:
      "because for teenage boys shooting things and blowing stuff up is a lot more fun than walking down that long hall in MYST."

    21. Re:as it turns out... by gargll · · Score: 1

      Where are the myst-like games from indie developers?

      Jonathan Blow's new game, the witness, is inspired by myst: http://www.youtube.com/watch?v=Brd0F7rlXCI.

    22. Re:as it turns out... by gargll · · Score: 1

      As another example of indie game inspired by myst, I would put "Gone Home". The premise is essentially the same: you arrive to some place and try to figure out what happened by looking at what people left behind. In general, all "exploration" games of today are to some extent descendants of myst (for instance, "proteus" and "dear esther").

    23. Re:as it turns out... by bickerdyke · · Score: 1

      No. Hipsters and Hipster-Haters are different kind of mainstream.

      --
      bickerdyke
    24. Re:as it turns out... by bickerdyke · · Score: 1

      Oh how I hate mainstream!

      --
      bickerdyke
    25. Re:as it turns out... by NJRoadfan · · Score: 1

      We did the same in AP Computer Science, but the game of the moment was Quake II. Whats odd is the teacher didn't care. When someone brought in GTA (the original), she flipped out about the cop killing. All the gory FPSness of Q2 wasn't a problem though.

    26. Re:as it turns out... by damnbunni · · Score: 1

      Was it possible to purchase a computer in the '90s without getting Myst with it?

    27. Re:as it turns out... by Skylinux · · Score: 1

      I ran the local Counter Strike server in my CCNA class. The teacher did not mind as long as our grades where good.
      I miss those days :)

      --
      Everyone who buys Wild Hunt will receive 16 specially prepared DLCs absolutely for free, regardless of platform.
    28. Re:as it turns out... by Anonymous Coward · · Score: 0

      Pft... I hated hipsters before it was cool.

    29. Re:as it turns out... by Anonymous Coward · · Score: 0

      I was hating hipsters before it was cool!

    30. Re:as it turns out... by UnknownSoldier · · Score: 1

      Ultima 7 -- definitely in the top 10 best games of all time. Thank god for Exult :)
      Ultima Online
      Ultima 4
      rest of the series go downhill :-(

      At least you can play the Ultima 4 remake on iOS: Ultima Forever :)

    31. Re:as it turns out... by JonnyCalcutta · · Score: 1

      I didn't mind Myst, but agree about Doom - it was a game changer. It had non-stop action, was networked and had infinite maps and mods.

      We had 4 computers on a local LAN and I used to play all night and then go home and literally dream about running down those jaggy lined corridors.

    32. Re:as it turns out... by Anonymous Coward · · Score: 0

      You don't have to make this comment every time. Just relax and ignore.

    33. Re:as it turns out... by Anonymous Coward · · Score: 0

      I was hating on hipsters before it was popular.

    34. Re:as it turns out... by coolsnowmen · · Score: 1

      People draw their violence lines in different places. It isn't too hard for me to see the difference between killing demons in doom, the mutants in quake, and the police/people of GTA.

    35. Re:as it turns out... by surelyserious · · Score: 1

      Stop with the hipster hate. It's the cool thing to do now, so hating on hipsters makes YOU a hipster.

      Actually, no, hating on hipsters is no longer hip—so your hating on people for hating on hipsters ...makes you a hipster.


      Sucks to be you.

      --
      "We're millions of miles from earth, inside a giant white face, what's impossible?"
    36. Re:as it turns out... by Darinbob · · Score: 1

      Of course. Some computers may have come with it but many did not, and there were many boxes of Myst that were sold separately from computers.

    37. Re:as it turns out... by metrix007 · · Score: 1

      Don't worry, you guys didn't go to the same school. It's actually pretty common to play games in computer classes with permission...

      --
      If you ignore ACs because they are anonymous - you're an idiot.
    38. Re: as it turns out... by Kal+Zekdor · · Score: 1

      The same game, in the same class (which isn't exactly your usual fare), for the same reasons seemed like a curious coincidence to me.

    39. Re:as it turns out... by strikethree · · Score: 1

      I like you.

      Your view is real and your consciousness is semi-wild. You are an actual person.

      Cheers

      --
      "Someone needs to talk to the tree of liberty about its ghoulish drinking problem." by ohnocitizen
  4. Obligatory by Mitchell314 · · Score: 3, Interesting

    It lives on in minecraft . . . :D

    --
    I read TFA and all I got was this lousy cookie
    1. Re:Obligatory by Anonymous Coward · · Score: 0

      How are these two things remotely the same?

      On one hand, you have a minimally interactive graphical "text" adventure game. On the other hand, you have half a game that pretty much forces you to do all the work building the levels. With shittier graphics than Myst. How the hell are these related?

    2. Re:Obligatory by The+Nipponese · · Score: 1

      I think the GTA series is the rightful and modern successor of the genre.

    3. Re:Obligatory by stms · · Score: 3, Interesting

      I'm surprised no one has brought up Jonathan Blow's upcoming game The Witness it's heavily influenced by Myst. Check it out.
      http://the-witness.net/news/
      https://www.youtube.com/watch?v=Brd0F7rlXCI

    4. Re:Obligatory by masshuu · · Score: 1
      --
      O.o
    5. Re:Obligatory by DMUTPeregrine · · Score: 1

      Mystcraft is a minecraft mod. Part of the project is to create a Myst-like puzzle adventure map.

      --
      Not a sentence!
    6. Re:Obligatory by Anonymous Coward · · Score: 0

      I'm surprised no one brought up Darkstar considering it has the cast of MST3K in it.

      http://www.darkstar.gs/home.htm

    7. Re:Obligatory by balbus000 · · Score: 1

      At first I was excited reading your comment. Then after seeing the youtube video saying it was for PS 4 I was worried. Since the official website is down, I researched it, and now I definitely know this will be no comparison to Myst.

      Development started in 2009, originally planned for PC and iOS, along with some consoles. Then he decided to discontinue work towards Xbox 360 and PS 3 "due to the relatively low system specs", even though the graphics seem on par with the original Myst. Now it's going to be a limited time PS 4 exclusive, with Windows and iOS versions to follow.

      Really? Xbox 360 and PS 3 don't have enough power for this game, but iOS does? Maybe I should check out his previous game "Braid" first, but this guy doesn't seem to know what he's doing in game development, even if his game design is good.

    8. Re:Obligatory by stms · · Score: 1

      Jonathan Blow is considered the father of the current indie game craze after the success of Braid. Having played Braid it's quite good. The Witness is a 3D rendered game Myst wasn't much more than a cleaver series of pictures. The art style and basic game play concept are both inspired by Myst. I've actually had several friends say "this looks like Myst" when I've sent them some screenshots and the trailer. Did you even watch the PS4 trailer? It will be released on PS4/PC/iOS simultaneously with the possibility for other consoles coming later. Lastly the PS3/360 are almost 8 years old it really isn't that much of a stretch to say that mobile devices outperform them.

  5. Probably because it was a sort of mediocre game... by seebs · · Score: 5, Insightful

    I mean, yeah, it was gorgeous at a time when games weren't, and it had "new" gameplay.

    Only. The gameplay, once you get over the "new", sort of sucks. Yeah, you're supposed to experiment with things to find out what they do, except you don't even know what experiment you'll be trying. There's no way to predict whether clicking on something will try to pick it up, or push it, or turn it, or whatever, so you can't perform interesting experiments to learn about things. And ultimately, it just sorta never gets past that. The writing was interesting, but it worked better as a book than as a game.

    Basically, it's like a text adventure with a much worse and stupider parser, but it has graphics.

    --
    My blog: http://www.seebs.net/log/ --- My iPhone/iPad app: http://www.seebs.net/seebsfrac/
  6. This isn't the history I remember. by Derec01 · · Score: 5, Insightful

    I don't accept the premise of the question.

    For one, Myst had a large impact, as admitted in the question.

    For another, when did critics imply that Myst heralded an era of "open ended" gameplay? It was not itself some intensely open ended experience. It was definitely leisurely, but it effectively replaced a game on rails with a game on a Gantt chart. You could approach a few things in any order, but there was usually a limiting factor elsewhere in the world.

    Finally, there are numerous games with hugely developed background worlds and interaction with that world that far exceed the slowly expanding maze of puzzle locked doors that made up Myst. I read the Myst books as a kid and loved them, but some LucasArts games of the same era had worlds with a more cohesive character.

    1. Re:This isn't the history I remember. by Anonymous Coward · · Score: 0

      It's an intentionally inflammatory title, precisely aimed at bringing people to the comments section and increasing ad revenue...yes, I know I'm not any better by responding :P Seriously though, you're absolutely right, the question itself is ridiculous. Myst was never "trying" to be a revolutionary game, that's what its charm was coming from a software developer's perspective. It was deceptively simple, the artwork was fantastic and the music was on par with some of the best movie soundtracks that I can remember...very atmospheric, every small part of it drew you in. But no one part of it was trying to be "revolutionary" in any way, it wasn't promoted as being a new "type" of game...hell, what it really amounted to was just a very clever use of HyperCard and Quicktime.

    2. Re:This isn't the history I remember. by Derec01 · · Score: 2

      I should have mentioned this in my post above, but I actually do treasure Myst as my first introduction to a deep storyline in a game (I was 10). It was *the* game that got me into serious PC gaming, thinking about gameplay and design, and keeping up with game news. I was so excited for Riven that I had bookmarked this silly webcam that had a view of the offices where it was being developed with a countdown timer.

      And yet while it was *a* high water mark, there is no question that it's been surpassed. It had a sense of place and an aura to it, but in the end its gameplay was simply wallpaper over a puzzle. It had nothing on a game like Ultima VII. That is a game that I wish had made a greater splash.

      In a lot of ways the move to 3D was a damn shame. In a gridded or hex based world, the number of possible objects is manageable, and you can really do some exciting things in terms of interacting objects and a viable game world. Once 3D gaming took over, it felt like far more development time went towards basic things like collision detection and pathfinding that were trivial in 2D. Even today, something like Skyrim feels clumsy because our ability to interact with the world is so miniscule compared to the open set of 3D object positions and details.

    3. Re:This isn't the history I remember. by Attila+Dimedici · · Score: 2

      That was more or less what I was thinking. Did the various people associated with the article and making this post never hear of "The Elder Scrolls" games? Those are all rather open ended. Of course, on the other hand, they answered their own question when they compared the hype to "The Sopranos", as far as I can tell, "The Sopranos" changed nothing about television shows. "The Sopranos" was to TV shows what "The Godfather" was to movies, nothing more.

      --
      The truth is that all men having power ought to be mistrusted. James Madison
    4. Re:This isn't the history I remember. by AdamHaun · · Score: 1

      Of course, on the other hand, they answered their own question when they compared the hype to "The Sopranos", as far as I can tell, "The Sopranos" changed nothing about television shows.

      I don't know; it sure seems like there are a lot more serial dramas on American TV in the post-Sopranos era. In the first few years of the millennium it was almost all sitcoms and reality shows. (Not that there's a shortage of those today, but when I was a kid, it seemed like *every* TV show as purely episodic.)

      --
      Visit the
    5. Re:This isn't the history I remember. by jedidiah · · Score: 2

      Serial drama? Sounds a lot like Babylon 5.

      There's probably a lot of stuff in between too...

      Plus there's the King (or rather Queen) of all serial drama. Beats them all to the punch by decades. Probably shouldn't call it out by name.

      The hipsters will spontaneously combust.

      --
      A Pirate and a Puritan look the same on a balance sheet.
    6. Re:This isn't the history I remember. by Attila+Dimedici · · Score: 1

      There may be more serial dramas on TV since the Sopranos than there was immediately preceding the Sopranos, but I do not perceive that there are any more than there were in the late 70s/early 80s (remember Dallas, Dynasty, etc?).

      --
      The truth is that all men having power ought to be mistrusted. James Madison
    7. Re:This isn't the history I remember. by Beardo+the+Bearded · · Score: 1

      Well, it's clear that they never played "Myst".

      Myst was basically a "click on things until you figure out what the puzzle was" game. Its legacy is the Flash game variant of "escape the room".

      --

      ---
      ECHELON is a government program to find words like bomb, jihad, plutonium, assassinate, and anarchy.
    8. Re:This isn't the history I remember. by dyingtolive · · Score: 1

      Yes. I want to bake some motherfucking bread. Not because I have to for some shitty quest, but because I can. My biggest fear is that there are still minute little things that exist in that game I've not yet discovered you can do.

      --
      Support the EFF and Creative Commons. The war is coming, and they're supporting you...
    9. Re:This isn't the history I remember. by AdamHaun · · Score: 1

      I do not perceive that there are any more than there were in the late 70s/early 80s (remember Dallas, Dynasty, etc?).

      Well, I was born in '82, so no. I turned 18 the year Survivor launched, so my view is probably colored somewhat. I fled to anime for a few years, and when I came back to American TV it looked very different.

      --
      Visit the
    10. Re:This isn't the history I remember. by Attila+Dimedici · · Score: 1

      Well, this is a problem I run into a lot. People forgetting that history did not start when they were born.

      --
      The truth is that all men having power ought to be mistrusted. James Madison
    11. Re:This isn't the history I remember. by Darinbob · · Score: 1

      This reminds me of MMOs. You find a group of players who are actually role playing and then other players who take time out of their game to mock the role players for not playing the game right. Many of the "traditional" gamer types don't seem to understand people who want to play non traditional games or in non traditional ways; and rather than just moving on they feel the need comment negatively.

    12. Re:This isn't the history I remember. by Darinbob · · Score: 1

      Note quite. Myst and Riven were more logical than that. You never needed to actually guess at a solution. You did need to explore enough and open enough doors and drawers to get the info though. At the same time there was a *point* to it all, which was to uncover the story. The escape-the-room game had no point except to escape the room, there were no other books to read, no interesting objects to look at, etc.

      Sure, if your only goal was to play it and get it over with then I can understand why you never saw anything better in the game than that. You may as well say that the goal of a book is to turn the pages until you get to the end.

    13. Re:This isn't the history I remember. by AdamHaun · · Score: 1

      Er... I am aware that the world predates my birth, thank you. But I don't see how having lots of serial dramas in the 1970s means a reemergence of the form in the mid-2000s doesn't count as a change.

      --
      Visit the
    14. Re:This isn't the history I remember. by Beardo+the+Bearded · · Score: 1

      I enjoyed the hell out of Myst, and even found all three ways to die.

      It was a great game, it was fun, but it sure as hell wasn't open-ended exploration.

      --

      ---
      ECHELON is a government program to find words like bomb, jihad, plutonium, assassinate, and anarchy.
    15. Re:This isn't the history I remember. by Attila+Dimedici · · Score: 1

      I did not mean that to come out as the putdown it sounded like. However, my point is that serial dramas have come and gone in TV history. The Sopranos just started the latest wave, they did not cause it.

      --
      The truth is that all men having power ought to be mistrusted. James Madison
    16. Re:This isn't the history I remember. by Anonymous Coward · · Score: 0

      'For one, Myst had a large impact, as admitted in the question.'

      Please show us the influence you speak of.
      I, for one, have not encountered games as boring or time consuming as Myst in at least 20 yeas.
      So my guess is its impact was just collateral damage.

  7. Go drive around in GTA V for a while by Animats · · Score: 3, Insightful

    Drive around in GTA V. Visit the beach. Go swimming and dive underwater. Check out the beach walk. Climb the mountains. Fly the blimp. There are about 20 square miles to explore, all with considerable detail.

    That's the legacy of Myst.

    1. Re:Go drive around in GTA V for a while by Anonymous Coward · · Score: 0

      I gather from that comment you never played Myst.

    2. Re:Go drive around in GTA V for a while by Anonymous Coward · · Score: 0

      Drive around in GTA V. Visit the beach. Go swimming and dive underwater. Check out the beach walk. Climb the mountains. Fly the blimp. There are about 20 square miles to explore, all with considerable detail.

      That's the legacy of Myst.

      Why? This was the obvious path for video games for a long time. Myst didn't cause people to want to build open world games.

    3. Re:Go drive around in GTA V for a while by Anonymous Coward · · Score: 0

      Don't think so buddy. If you want to attribute modern games to Myst, you would do better to name The Sims, The Walking Dead, even World of Warcraft.

      Aside from having a beach, GTA is everything that Myst was not; a functional world full of interactions, not just pretty backgrounds to hide the fact that the entirety of gameplay consists of a few obtuse puzzles.

      Myst was a definitive game in the adventure genre, and its legacy is that, outside of maybe one company (Telltale), the adventure genre is basically dead.

    4. Re:Go drive around in GTA V for a while by thesameguy · · Score: 2

      Indeed. That's what Doom did. Doom made that suggestion, albeit indirectly. Doom suggested Quake and Quake suggested Half Life.

      Myst was a genre more or less to itself, a genre aimed at non-computer game players. A low-stress "experience" that included no real failure, and no rules for success. If you clicked enough, you'd eventually get it. I think more aptly, Myth's legacy is Bejewelled. Or Diablo. :*)

      My $0.02, YMMV.

    5. Re:Go drive around in GTA V for a while by electron+sponge · · Score: 1

      Drive around in GTA V. Visit the beach. Go swimming and dive underwater. Check out the beach walk. Climb the mountains. Fly the blimp. There are about 20 square miles to explore, all with considerable detail.

      That's the legacy of Myst.

      I disagree. There were several games that predated Myst that were much more open. The Ultima series comes to mind, especially. Play any of the Ultima 7 games (which you still can do, search engine search "Exult Ultima," and be prepared to find a torrent for necessary data files). You could go so far afield, nowhere near where your plot-driven objective was, and find crazy mysteries and adventures (and if you were crafty enough, the Hoe of Destruction). There were dungeons that had nothing to do with the plotline scattered all over that ridiculously huge map. It's still worth a look, IMO. YMMV.

    6. Re:Go drive around in GTA V for a while by SQLGuru · · Score: 2

      Myst was the end-goal for the point/click adventure games.....Doom was near the beginning of a genre.

      At this point, point/click adventures aren't going to get a whole lot better than Myst, but FPS games continue to get better.

    7. Re:Go drive around in GTA V for a while by Jane+Q.+Public · · Score: 4, Insightful

      "That's the legacy of Myst."

      But the question was: "What happened?"

      What happened was this: the laptops finally came of age, and later Myst versions were distributed via Ubisoft. Ubisoft, in turn, implemented DRM, requiring the CD to be in the drive whenever you played.

      Back when, I sent an email to Cyan, complaining about the DRM. A programmer wrote back, saying he, too, thought the DRM was BS but there was nothing he could do about it, because it was the distributor insisting on it, with his bosses' consent.

      I vowed never to buy another Myst release. End of story.

    8. Re:Go drive around in GTA V for a while by sharklasers · · Score: 1

      Funny how people seem to much prefer living in a virtual world and doing all the things you describe rather than perform them in the real world. I wonder if escapism has gone too far...

    9. Re:Go drive around in GTA V for a while by Flere+Imsaho · · Score: 2

      I take it you're from Chicago? Killing meatspace hookers is frowned upon where I live.

      --
      It gripped her hand gently. 'Regret is for humans,' it said.
    10. Re:Go drive around in GTA V for a while by Anonymous Coward · · Score: 0

      I shall free thee from your vow: Cyan Worlds games. GOG. No DRM.

    11. Re:Go drive around in GTA V for a while by Anonymous Coward · · Score: 0

      I'd like to check out GTA in order to wander around that world, but the violence is such a downer, so I'll pass.

    12. Re:Go drive around in GTA V for a while by Darinbob · · Score: 0

      That's copy protection, not DRM. They are not the same thing.

    13. Re:Go drive around in GTA V for a while by sharklasers · · Score: 1

      Australia, actually. Is there something I should know?

    14. Re:Go drive around in GTA V for a while by Jane+Q.+Public · · Score: 1

      "That's copy protection, not DRM. They are not the same thing."

      Copy protection is one form of DRM. Do you even know what DRM stands for?

    15. Re:Go drive around in GTA V for a while by Jane+Q.+Public · · Score: 1

      "I shall free thee from your vow: Cyan Worlds games. GOG. No DRM."

      Very interesting. Too bad it took so many years.

    16. Re:Go drive around in GTA V for a while by TheCycoONE · · Score: 1
    17. Re:Go drive around in GTA V for a while by Anonymous Coward · · Score: 0

      Nah, that's the legacy of Morrowind, the first non-procedural (hand crafted, you may take that as good or bad), truly open-world 3D RPG.
      Sure, if you want to admit bigger differences in concept and execution (after all building upon other's ideas is a Good Thing), it would be the legacy of Ultima 7 (predating Myst and more similar to GTA5), but personally I'd stick with GTA5 being "just" a significantly bigger Morrowind set in the 21st century "real" world.

      captcha: interned

    18. Re:Go drive around in GTA V for a while by electron+sponge · · Score: 1

      Awesome! Thanks for the link.

  8. I know why by pongo000 · · Score: 1

    No explosions. No strippers. No guns.

    Not that I don't like my GTA fix. But I also thoroughly enjoyed the Myst series as well. Just making an observation.

    1. Re:I know why by Hsien-Ko · · Score: 1

      Not really much else to play on your brand new Mac Performa.

    2. Re:I know why by Lehk228 · · Score: 1

      did someone mention Duke 3D?

      --
      Snowden and Manning are heroes.
    3. Re:I know why by drkim · · Score: 1

      No explosions. No strippers. No guns.

      Not that I don't like my GTA fix. But I also thoroughly enjoyed the Myst series as well. Just making an observation.

      I think these would be the legacy of "Duke Nukem."

  9. Great game. Wish there were more like it. by ClassicASP · · Score: 3, Insightful

    I remember other similar games "The 7th guest" and "Monkey Island". Good games that make you think instead of just running around shooting. Wish there were more like that. Leisure suit Larry was pretty good too I think.

    1. Re:Great game. Wish there were more like it. by GarethIwanFairclough · · Score: 1

      Iirc, the last lesuire suit larry had you running around naked.

    2. Re:Great game. Wish there were more like it. by Anonymous Coward · · Score: 0

      Except that thinking didn't help you solve the puzzles in myst.
      It was mostly about random luck.

    3. Re:Great game. Wish there were more like it. by Anonymous Coward · · Score: 0

      What would you consider Portal? You run around in that shooting :)

    4. Re:Great game. Wish there were more like it. by Anubis+IV · · Score: 3, Informative

      You must be thinking of later games in the series which were developed by other studios. Every puzzle in the original game was solvable without brute force by either applying simple logic or making use of the clues available to the player. That's actually a large aspect of what set it apart and continues to set it apart.

    5. Re:Great game. Wish there were more like it. by Anonymous Coward · · Score: 0

      You mean like Portal?

    6. Re:Great game. Wish there were more like it. by jones_supa · · Score: 1

      By the way, there is a "Portal clone" called Twin Sector. It received quite mediocre reviews, but I have been following a Let's Play about it, and to me the game does not seem like a complete disaster at all. So if you like the genre, maybe grab that one as a cheapie from Steam for a rainy day.

  10. Not a money maker by Nethemas+the+Great · · Score: 1

    Open-ended gaming has open-ended playability. Linear progression games, have a definite ending and a limited re-playability factor. There's only so many times you will want to complete the same maps, run the same quests, kill the same bosses. You will inevitably be driven to purchase new games to solve your boredom. Buying new games is good... Replaying old ones bad.

    --
    Two of my imaginary friends reproduced once ... with negative results.
  11. Multimedia upgrade kits by MrEricSir · · Score: 5, Insightful

    Asking why Myst is no longer relevant is sort of asking like why people stopped buying Encarta. The reason Myst was such a sleeper hit is that it coincided with the start of the "multimedia era" in the 90's. Once you went out and spent $150+ on a soundcard, speakers, and a CD-ROM drive, then what?

    Multimedia features are no fun without software, and Myst managed to be family-friendly and take advantage of your computer's new features. It was the right game at the right time.

    --
    There's no -1 for "I don't get it."
    1. Re:Multimedia upgrade kits by Anonymous Coward · · Score: 0

      Myst also managed to sit in stores for a full decade at the lowest price games were available.
      As i remember THAT was when it became 'popular'.
      It was the perfect gift for grandma to buy for her grandchildren.

  12. Myst DID change the face of gaming... by Delusion_ · · Score: 2

    ...its legacy lives on in the strength of game sales to casual gamers who aren't looking for real-time stress, true open-world experiences, or multiplayer competition.

    I don't intend this as a general argument, but in my own experience, Myst was incredibly popular among people who didn't play a lot of computer games, but none of the people I knew who were regular computer gamers played it at all. Again, just an anecdote, but it wouldn't surprise me if there's a wider truth in it.

    1. Re:Myst DID change the face of gaming... by electron+sponge · · Score: 1

      ...its legacy lives on in the strength of game sales to casual gamers who aren't looking for real-time stress, true open-world experiences, or multiplayer competition.

      I don't intend this as a general argument, but in my own experience, Myst was incredibly popular among people who didn't play a lot of computer games, but none of the people I knew who were regular computer gamers played it at all. Again, just an anecdote, but it wouldn't surprise me if there's a wider truth in it.

      This is, anecdotally, my experience as well. I knew people whose parents played Myst. I didn't know anyone who was a gamer who played it. There were plenty of better titles out there for the gamer crowd.

    2. Re:Myst DID change the face of gaming... by Darinbob · · Score: 1

      There was overlap. I played the "traditional" games but I also played Myst. I like adventure games and Myst was closer to that genre. It is possible to like a wide variety of play styles. (though I don't play much of the newer FPS games, they're just far too boring for me, though I'll do the FPS/RPG hybrids)

    3. Re:Myst DID change the face of gaming... by Anonymous Coward · · Score: 0

      My experience was the same. My Dad loved Myst but I couldn't stand it because it was too boring for me.

    4. Re:Myst DID change the face of gaming... by Anonymous Coward · · Score: 0

      That is not the legacy of Myst.
      Myst neither invented casual gaming nor did it progress the genre significantly.
      It was popular with the people you mention because it was marketed in a non-game context.
      There was a time when i considered Myst to be the whore of gaming.
      It was sold at bargain prices at all possible outlets, including gass stations and supermarkets.
      For non-gamers it must have looked as if Myst was the EPITOME of gaming, why otherwise would it be sold at every streetcorner?
      So the unknowing non-gamers buckled under the pressure and started buying, all the while thinking they now owned the pinnacle of gaming experiences.

  13. I loved those games by neiras · · Score: 2

    As far as I'm concerned, Riven was the pinnacle of the series. The art was incredibly detailed, the music and sound work top-notch. Scene construction was incredibly dense with story - everything had meaning, everything was a clue. It was obsessively detailed. I remember reading somewhere that the artists didn't do any low-poly models at all; single frames took days to render back in 1996 on then-top-of-line SGI hardware.

    I bought the GOG version a few months ago in a fit of nostalgia. It's kind of sad how low-resolution and overcompressed the in-game renders are by current standards. I'd love to see a modern take on Riven - even re-rendered high res stills would be sweet.

    You can play with the remnants of the Myst Uru MMO for free here. I think you can even download and run a server if you want.

    1. Re:I loved those games by WMD_88 · · Score: 3, Interesting

      It's kind of sad how low-resolution and overcompressed the in-game renders are by current standards.

      They actually aren't compressed at all; they are stored on the CD as uncompressed 16-bit images. Perhaps what you notice is the dithering? Myst was the same way, but 8-bit. Computers of the day weren't fast enough to decompress images during game play with decent speed.

      I have the original CD version, which still works on XP with a few tweaks. Have loved it since day 1. :) There is a project that is attempting to re-create the game in a real-time 3D engine: Starry Expanse. They have a small tech demo available.

    2. Re:I loved those games by Anonymous Coward · · Score: 1

      http://www.starryexpanse.com/

    3. Re:I loved those games by RivenAleem · · Score: 1

      As far as I'm concerned, Riven was the pinnacle of the series.

      I feel I have to agree here.

    4. Re:I loved those games by Anonymous Coward · · Score: 0

      Check out 1953. It's like a cold-war mind-fuck take on Myst.

  14. Graphics were great, software, not so much by Black+Art · · Score: 1

    The biggest problem with the Myst games is that to run it on Windows you had to install the buggy Quicktime software. It was always breaking, either because of upgrade issues or just plain bugs. I think a lot of people gave up on it because of how hard it was to keep running if you had other games on the system.

    The game was ahead of its time. It would have been much better with a 3d render software engine like Unreal. (Which did not exist at that time.)

    Also, you did not get to kill anything. Modern gamers need a body count.

    --
    "Trademarks are the heraldry of the new feudalism."
    1. Re:Graphics were great, software, not so much by mdenham · · Score: 1

      I'm not so sure that they do (need a body count, that is) - in fact, I'm pretty sure that Portal and Portal 2 are basically what Myst's legacy are at this point, and neither of those has you racking up a body count (other than deaths by failure, ha ha).

    2. Re:Graphics were great, software, not so much by jimwatters · · Score: 2

      Agree. Relying on Quicktime thus relying on Apple was a big down fall. I really enjoyed playing Myst until I needed to update Quicktime then it broke everything., After a short time could not even install Myst because it was incomparable with the version of Apples Quicktime. It was not possible to downgrade Quicktime in order to get Myst to install. When it was working correctly the puzzle and game play were well thought out but the interface was too slow. There was a lot of waiting for the next stage of the story to be told. Disagree about body count.

  15. It Did by Anonymous Coward · · Score: 1

    Myst spawned entire genres. There were a ton of copycat games that came out soon after. And today there are lots of escape games, machine games, hidden item games, and point and click puzzle games inspired by it. You just have to look for them. They are often found only on 'casual' game sites or online game portals.

    The production quality of these games varies a lot, but for a high-production values recent game in this genre, see The Room: http://fireproofgames.com/the-room

    Of course, none of these games looks exactly like Myst. Some focus on a high-quality visual look. Others on open-endedness. Still others take the written-clue and machine manipulation paradigm that it established.

    1. Re:It Did by jkg2 · · Score: 0

      Yeah THE ROOM!! That is definitely one of the most Myst influenced (and amazingly cool!) games I've ever played. If you haven't tried it, you really, really, should! http://www.youtube.com/watch?v=5TcG8gYO7ow

  16. It has had a HUGE impact by THERetroGamer · · Score: 1

    How many people went into game design, seeing how awesome graphics and sound could be in a game - an actual, legit career choice - far more than can be counted.

  17. Changed Gaming Forever? by zippthorne · · Score: 0

    More like "one of the worst games ever"

    It was a pile of photographs (they literally used photo-like borders for the images) that you click through. It was like a web-based choose your own adventure novel, without the novel....

    There weren't even very many of them. I'm not sure where people are getting this "huge, open-ended world" bit.

    I suppose you could consider it a precursor to the FMV click-adventures that they had so much trouble giving away during the "try to fill a CD, but compress the hell out of it anyway, because no one has a quad speed yet to read it or a graphics card to show it" mid 90s...

    --
    Can you be Even More Awesome?!
  18. No killing by onyxruby · · Score: 2

    Myst sold incredibly well because it was a novelty and people had never experienced something like it before. Unfortunately it lacked anything to retain people's attention. Sure it had puzzles, but the puzzles weren't part of the environment, and puzzles could be solved with cheap games that didn't require the then expensive hardware. Myst lacked anything that would lock you into engaging within the environment itself. The result was that it became nothing more than the pretty picture that may as well have been a background picture.

    Because Myst never did take advantage of what it had and as a result the novelty quickly wore off. However other people in the industry quickly realized that what the beautiful scenery needed was guns, swords and zombies. The net result was that you had something to engage your attention in the beautiful scenery and adding pretend violence was the perfect recipe. The result has been years of first person shooters that have all been wildly successful by using open environments, beautiful scenery and violence.

    1. Re:No killing by Giant+Electronic+Bra · · Score: 2

      Yeah, I never really saw what the appeal of Myst was myself. It wasn't a new genre, really, it was just Zork with pictures. It was STATIC, that was the whole problem. The pictures were pretty, but lots of pictures are pretty. The puzzles were OK, but Zork had equally intricate puzzles, that wasn't new. The story line was somewhat better than that of other games of the same vintage, but given the static nature of the game state (nothing evolves without player interaction) there's not a lot that you can do with pushing the story. In fact the story is just a slow reveal of something that happened in the past, the player isn't participating in the REAL story, just uncovering it.

      Honestly, I think Myst was influential in some respects, but it was FAR too limited a game format to really spawn a vigorous genre. I think you're right, John Carmack came along and added guns and monsters to nice graphics and the world never looked back. NOW the player was in the middle of the story, MADE the story. It was a thinner and less interesting story, but you were part of it.

      Of course now with Internet and very much faster machines maybe there's something to revisit. Honestly though, I think the labor involved in world-design is always the limit on games. You can only afford to create so much world. The next stage has to be computer generated and managed world content so that games can truly become virtually infinite in size and complexity.

      --
      "Malo periculosam, libertatem quam quietam servitutem." -- Jefferson
    2. Re:No killing by drinkypoo · · Score: 1

      It wasn't even Zork with pictures. A Zork with pictures was done; it was pretty mediocre. In those days, though, it was hard to do what they tried to do with it, and the requirements were fairly intense. Today a game of that caliber could run on a netbook.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    3. Re:No killing by Darinbob · · Score: 1

      But it did take off with a segment of players. There are many Myst-like games out there and they're still being made. Some players do find Myst engaging even if you don't understand it. There is more than scenery to look at too, there are objects to examine (more in Riven than Myst of course).

      I think one thing similar would be Second Life, in the sense that it was about exploring (and creating) rather than shooting and looting, and similarly it had many non-gamers who played it. Meanwhile the gamers didn't understand the appeal. (I'm no fan of second life but if someone does enjoy it then that's fine with me and I don't need to bash it)

    4. Re:No killing by Anonymous Coward · · Score: 0

      The amount of presumption in this conversation is frustrating to read.

      This game required an attention span and an appreciation for mystery. The fact that it didn't appeal to you does not mean it wasn't any good in the first place. That game pulled many of us in right from the getgo, and it rewarded those with the patience to go further into it.

      Speak for yourself!

  19. Didn't age well by oic0 · · Score: 1

    Sure myst looked great, but modern games have much better graphics. Sure Myst had intriguing puzzles, but puzzle games are dime a dozen in the bargain bin. Sure it had a good story, but lots of games have had good stories. The properties that made it good at the time did not age well and now days the audience for such a game would be minuscule. Perhaps the gaming demographic has changed too. The games that have aged well are the games that allow a sense of advancement or that allow a lot of creativity. Pokemon, Diablo II, minecraft (for sake of argument I am saying it was born old).

  20. Let down by warrior389 · · Score: 2

    I remember being excited waiting for it to come out, then it turned out to not be a real 3d game. I was so disappointed. Doom and Duke Nukem 3D were the ones that changed gaming.

    1. Re:Let down by drkim · · Score: 1

      I remember being excited waiting for it to come out, then it turned out to not be a real 3d game. I was so disappointed. Doom and Duke Nukem 3D were the ones that changed gaming.

      Agreed.
      Another thing that changed the face of gaming (not mentioned here that I've seen yet) was the inclusion of the actual game editor with the game, allowing for users to make their own levels and eventually, total conversions.

  21. Plastic guitars by interkin3tic · · Score: 2

    It's legacy was that people enjoyed it intensely for a game or two, then wanted something else. Same as guitar hero. The novelty isn't the only thing either game had going for it, they were both well made, it's just not something you want to play forever.

  22. Myst had an incredible impact on computer science by Anonymous Coward · · Score: 5, Funny

    Myst required a CD-ROM drive, and a bunch of RAM. This meant I had to put a CD-ROM drive and RAM on my credit card. This led to my having so much credit card debt that I had to drop out of grad school and get a real job to pay it off. This kept me from finishing my Ph.D. This is why P=NP hasn't been solved, and why we don't have flying cars.

    Thanks a lot, Myst.

  23. It was a casual game by AdamHaun · · Score: 3, Insightful

    Why didn't Myst have a larger impact? The answer is in the article:

    Much of the game's popularity was thanks to casual players who found themselves drawn to its evocative, violence-free world; many hard-core gamers found it obtuse and frustrating, its point-and-click interface slideshow-esque and stifling. Maybe Myst wasn't for hard-core gamers. Maybe it wasn't even really a game.

    It also explains the distinction and the draw:

    I was about 11 when I landed on the island for the first time — a couple years late; CD-ROM technology took a few years to come to our house. NES and Sega were more or less verboten throughout my childhood. That didn't stop me from playing hours of Zelda at my friends' houses, but because I didn't have nearly as much time to practice getting "good" at console games, I remember having a bit of anxiety about navigating a virtual world, feeling painfully inept in comparison with my friends, for whom a controller felt as natural in their hands as a no. 2 pencil. But now, here I was in a world where video game aptitude was irrelevant: rather than a mastery of timing and hand-eye coordination (ah, remember that old argument to get your parents to buy you a Nintendo? "It'll improve my hand-eye coordination, Mom!"), Myst required little more than your eyes, your ears, and a healthy sense of curiosity.

    To that I would add that the pre-rendered graphics looked much nicer than most other games available at the time.

    I was a gamer when Myst came out. I remember it being sneered at by the hardcore crowd. The people talking about it changing the face of gaming were the ones salivating over its sales figures. But casual games don't seem to create new genres so easily. For a while it was Myst, then it was The Sims, then Angry Birds, Farmville, Plants vs. Zombies, and who knows what else. And they're all different! Whatever makes a casual game popular, it doesn't seem to be easy to clone. At a guess, I'd say it's personality.

    (Why did we sneer at Myst? Because every gaming executive secretly wants their company to be a casual gaming money machine. When they start talking about "the future of gaming" being being point-and-click slideshows, it sounds very threatening to us. The modern version of this is "the future of gaming is mobile", i.e. games with a terrible touchscreen interface. But since gaming happens across so many different platforms now, it's less scary. Plus, we're older, so we've seen this pattern a few times.)

    (Also, I was 12, so I sneered at everything.)

    --
    Visit the
    1. Re:It was a casual game by jedidiah · · Score: 1

      > Why did we sneer at Myst?

      We don't sneer at Myst. We sneer at hipsters trying to put it on some kind of pedestal. It's the mindless hype machine we sneer at.

      --
      A Pirate and a Puritan look the same on a balance sheet.
    2. Re:It was a casual game by Hatta · · Score: 1

      But it did change the face of gaming. It killed the graphic adventure genre. Why spend money on actors and writers when you can grab a logic puzzle book from the grocery store magazine rack, render some pretty graphics, and call it a game? To someone who grew up on King's Quest and Monkey Island, Myst was a poor excuse for an adventure game.

      --
      Give me Classic Slashdot or give me death!
    3. Re:It was a casual game by Darinbob · · Score: 1

      I never understood the sneering. When Myst was new, the entirety of the gaming community was incredibly tiny. Why would a niche crowd feel the need to denigrate a different niche crowd?

      Besides for everyone who can sneer at Myst and come up with some artificial reasons for it, there is someone who can sneer at Doom and come up with artificial reasons for that. Ultimately though if some players like it then that is all that matters, because there are no games anywhere that are fun to everyone.

    4. Re:It was a casual game by Darinbob · · Score: 1

      It didn't kill the genre though, the genre just adapted. We have modern graphical adventure games still that are like the older games. The Monkey Island series continued on for many years after Myst. However the adventure game crowd has always been a very tiny niche whereas the total number of game players has grown tremendously.

      I certainly found it possible to play and like Doom, and Monkey Island, and Myst. Why should I be forced to pick just one to like? Why should I feel the need to bash one of them just because I like a different one better? Why is there Myst hate?

    5. Re:It was a casual game by AdamHaun · · Score: 1

      Well, I didn't say it was *justified* sneering. But I wouldn't call it 100% artificial either. Big-name casual games are usually not the most sophisticated of their genre. (Fans of tower defense games complain bitterly about the simplicity of Plants vs. Zombies, for example.) There are legitimate criticisms of any work of art.

      Myst players weren't all part of the gaming community. Many (most?) never played other games, except for stuff like Solitaire. And Myst sold 3-6 times as many copies as the most popular hardcore games of that year (e.g. Doom, Secret of Mana, Mega Man X). It might have been niche in an absolute sense, but it didn't seem that way at the time.

      --
      Visit the
  24. No love for Return to Zork and 7th Guest? by Anonymous Coward · · Score: 0

    Both far superior games IMHO that came out at the same time. I think that Myst appealed to the nontraditional gamer a little more.
    Having it not really be 3D kind of turned off the gamer crown, who was hungry for a real open world.
    I don't think we really got something like that until far far later... I'm thinking around half life 1.

  25. Re:Probably because it was a sort of mediocre game by Anonymous Coward · · Score: 0

    Right, it's basically a text adventure. That said, I love a good text adventure...

  26. Myst was just the latest iteration. by Anonymous Coward · · Score: 0

    Was it ground breaking? Yes. It had an amazing immersive quality. The fact that it didn't try to bludgeon the gamer over the head with over the board sound, is in the age of over stimulation, very laudable. It was also the next iteration of the scummvm style games. If it wasn't for space quest, dragon's lair et al, it would have never happened. But consequently it's difficult to say if any other game would have not have been made in the same way.

  27. Re:Probably because it was a sort of mediocre game by jedidiah · · Score: 1

    There were not-quite-real-time games before Myst. Myst just exploited the available hardware of the time. Of course a newer game is going to look better than an older game.

    The same goes for everything that followed Myst.

    The not-quite-real-time aspect just got buried by games that were real-time.

    --
    A Pirate and a Puritan look the same on a balance sheet.
  28. Game changer in people. Not in gaming. by briancox2 · · Score: 1

    It was a game that became talked about at a water cooler. It changed to game of "who gamers are".

    In other words, it allowed gaming to be considered on level footing with books, movies and tv shows because it was something almost anyone could relate to and find interesting. It made gaming a respectible type of personal entertainment. Where as, prior to Myst, gaming was a very very niche market.

    --
    We should learn what we need to know about issues, before we decide what we need to feel about them.
  29. I was a teenager back then... by Falkentyne · · Score: 1

    .. and Myst was pretty damn boring. Oh look, a picture you can click on. You go north, you are eaten by a grue now in full color! That about sums up the level of enjoyment for me.

    I also don't like dungeons and dragons and tabletop war games.

  30. Because of the Web? by binarstu · · Score: 4, Insightful

    Wow -- it has actually been 20 years since Myst came out?? That seems unbelievable. I haven't done any "real" computer gaming in a long time, but I spent many hours working my way through Myst and absolutely loved that game.

    I wonder if the popularization of the World Wide Web had something to do with the eventual decline of Myst and games like it. I remember that a big part of the satisfaction of playing Myst and other puzzle-based games, such as the King's Quest series, was that you really needed to struggle through the challenges until you figured them out. For example, a staple of those games was a maze that you had to traverse at some point (remember the little subterranean train thing in Myst?). To solve them, you had to spend considerable time exploring and mapping until you finally figured out how to get where you needed to go. If you were stuck, there wasn't much you could do except try harder until you got it. Sure, the game companies had "hot lines" that you could call for hints, but they charged you for it, and nobody I knew ever used them. As a result, the game was much more rewarding because you had to do it all by yourself. This environment also was conducive to playing the game with others, because two (or more) heads are better than one. My brother and I worked through a number of these games when we were kids, and playing them together added to the fun.

    Once the Web became mainstream, the situation changed very quickly. Suddenly, game "walk throughs" were widely available for free, and much of the mystique that led to these games' success disappeared. You need to solve that maze? Just look it up on the walk through and you can be done with it in about two minutes. Once the entire game solution was readily available, the sense of accomplishment from solving the puzzles was greatly diminished, in my opinion.

    So, imagine a world where there is no quick, easy way to look up game solutions. It seems terribly quaint now, but that was the environment in which Myst and similar games before it became popular. Once that changed, I think the days were numbered for the puzzle-based games, at least as far as their ability to become blockbusters.

    I haven't done any research to compare how well actual market trends correlated with the rise of the Web. This is just my recollection of how the gaming world changed during that time.

    1. Re:Because of the Web? by dcollins · · Score: 1

      Good stuff, thanks for writing that.

      --
      We know where leadership by an anti-intellectual "strongman" who scapegoats minorities and likes boisterous rallies goes
    2. Re:Because of the Web? by Anonymous Coward · · Score: 0

      Wouldn't it be fairly easy today for the "maze" to be randomly generated for each player, so the puzzle's solution couldn't be shared online.

    3. Re:Because of the Web? by drkim · · Score: 1

      Wouldn't it be fairly easy today for the "maze" to be randomly generated for each player, so the puzzle's solution couldn't be shared online.

      That's happening now with "Cloudberry Kingdom" where levels are generated on-the-fly.

      More:

      http://www.gamasutra.com/view/feature/170049/how_to_make_insane_procedural_.php?print=1

    4. Re:Because of the Web? by NJRoadfan · · Score: 1

      Player's Guides existed for the popular games. Walkthrus were available in the file download sections of all the major online services and BBSes of the 1990s.

    5. Re:Because of the Web? by Anonymous Coward · · Score: 0

      Actually the underground train maze in Myst did not require any trial and error at all. The important thing about the age it was in was sound, and the train maze used sound to tell you exactly where to go. There were four different sounds that it made to tell you the direction to take. When you first started that puzzle, there was only one way to go, and it gave you that sound. turn around and go back and you can get the second sound. In the second room there was only one way forward, that gave you the third sound, turn around and go back to get the fourth. Now every time you went from intersection to intersection, you listened to the sounds it gave and it would lead you to the exit, no mapping or trial and error was needed at all, just learning the four sounds and listening for them.

      This is one of the things that I liked about the puzzles in myst, as long as you understood all the clues it was giving you, all the puzzles could be solved with pure logic and no trial and error at all. It just took thinking.

  31. Just a game in the middle of changing OS by Anonymous Coward · · Score: 0

    First: It was a good game but it was just another game. It was not the story or the novel of the era!!!
    PROS: graphics, sound, interesting story and puzzles. CONS: No interaction with NPC

    Second: At that time windows was changing versions very fast. The problem with Myst as with many other games was quicktime, quicktime changed with every version of the OS , rendering unplayable many good games, Myst was unplayable with "new" OS and computers for a long time....

    Third: When Myst tried to re. released the game.. the graphics were outdated

    fourth: The internet began to conquer the world so gamesbecame social. Nerds like me were playing MUDS, The lack of social interaction inside myst, not even NPC felt lonely and empty. who wants to be lonely in this world?.

    Personally I feel that the very thing that make myst a hit, (quicktime) was its death.

  32. Myst's impact is everywhere... by Anonymous Coward · · Score: 0

    You know how Bioshock gets so much acclaim for its world building and details that rely on players to discover? Well, Myst did that first...and Myst created a game environment that treated its players with enough respect to allow them to piece together a story on their own.

    Myst's impact goes far beyond just an open world and artwork.

    1. Re:Myst's impact is everywhere... by Anonymous Coward · · Score: 0

      You know how Bioshock gets so much acclaim for its world building and details that rely on players to discover? Well, Myst did that first....

      I don't think so, although Myst's ray-traced images were amazing for the time.

      System Shock did that also in 1993, with much more adrenaline pumping... TRUE 3D levels (but 2D NPCs), and hacking a computer required the player to navigate a 3D assortment of lines representing the computer in-game. That was the first time I got dizzy playing a game, and I don't remember others, but I think it may have happened once or twice more over the years.

      SS2 was a (large initially, small in retrospect) letdown (despite its awesomeness) because it seemed so SHORT after SS1. Of course, Ken Levine was inspired to apply for work at Irrational because of his experience playing SS1, which became, naturally, the predecessor of SS2 and then new worlds like those of Bioshock and Bioshock Infinite. The Thief series fits in there as well, while Irrational was still alive in the development world.

  33. Modern Descendents by JabberWokky · · Score: 1

    I would say that games like Trauma and (I believe, as it hasn't actually come out yet) The Witness tap a similar vein from the player perspective.

    As I don't often play video games, I would imagine that others could find plenty of other examples that fit. Of course, then I fear (this being Slashdot) you would have to deal with pendants who ignore subjective "feels like" perspectives... which are actually relevant in this case, as we are dealing with art. Still, there are spiritual successors out there that do comprise part of the legacy.

    --
    "$30 for the One True Ring. $10 each additional ring!" -- JRR "Bob" Tolkien
    1. Re:Modern Descendents by Half-pint+HAL · · Score: 1

      Of course, then I fear (this being Slashdot) you would have to deal with pendants who ignore subjective "feels like" perspectives...

      Now that is a classy troll!

      --
      Got them moderator blues I blieve I walk out the do', With these mod-points I been gettin', I 'most never post no mo'
    2. Re:Modern Descendents by JabberWokky · · Score: 1

      Now that is a classy troll!

      That is more of a classic. I also habitually tpyo and make spalling and grammaticals errors. My use of spalling dates to 110 baud BBSes in the 1980s. I'm pretty sure saying people were being pendantic is something I picked up from usenet and I now use regularly in edit and commit comments. Of course, it assumes an audience who gets it, much like CDO (compulsively alphabetizing things).

      --
      "$30 for the One True Ring. $10 each additional ring!" -- JRR "Bob" Tolkien
  34. Re:Probably because it was a sort of mediocre game by GrpA · · Score: 3, Insightful

    This is something I agree with. It did feel like a "graphic adventure" game, but the puzzles were made somewhat frustrating. I might have enjoyed the puzzles if they were something I could have played with outside of the game.

    I never quite got into myst. Being a FPS player from far earlier than Myst ( Ultima Underworld ) - the openness of a vast free-form 3D world had already demonstrated far greater appeal, but only on the PC platform. The Mac was, at that time, very poorly supported and had none of the games that the PC players were experiencing at that time.

    As such, I recall the "excitement" of anyone who had a Mac and could play Myst and while the graphics were pretty for the era ( look at the old screenshots ), the gameplay wasn't very exciting and took too long. Still, people played it, because those of us who had CD rom's needed something to show others that was different to the floppy-loaded games of the time. And at the time, it really was "eye candy".

    The 7th guest was similar ( we used to call it the "7th guess" because of the guesswork in solving puzzles ) and arguably more enjoyable, but the concept of being alone in a 3D world was probably recaptured beautifully by the game "portal" which introduced a dynamic element to the puzzles, so if anyone is looking to what happened to games like "Myst" and "Riven" and "The Seventh Guest", they finally came of age in "Portal" in my opinion.

    GrpA

    --
    Enjoy science fiction? "Turing Evolved" - AI, Mecha, Androids and rail-gun battles. What more could you want?
  35. Anyone Remember Strata 3D? by maxbash · · Score: 3, Interesting

    It's claim to fame was that Myst used Strata 3D for the scenes. It had a good begining, on its way to become a known name like Maya is now. Then in about 1996 their new multiplatform version became an unmangeable mess with them trying to add too many features at once. Their bank forced them to release it uncomplete and they quickly got a reputaion for releasing buggy crap. Suprisingly they are still around, but after some research I found their company is registered to a humble residential home. The company may be only be a side project for its founder now.

  36. Re:Probably because it was a sort of mediocre game by sdinfoserv · · Score: 1

    I couldn't agree more. People raved about the puzzles. After about an hour of running around not knowing the context of anything, how to handle it, what to do with it, or why even it may or may not be important, the "new" scenery wore out and it just sucked. I couldn't complete any of the series without reading how-to's and that detracted from the spirit. Stopped being shiny really fast.

  37. I got frustrated and quit by msobkow · · Score: 1, Insightful

    Personally I found Myst to be the most frustrating video game I ever wasted money on. There were virtually no clues for the puzzles it presented, which made them an exercise in futility rather than an exploratory challenge of thinking or creativity.

    While the graphics were beautiful for the time, they're quite primitive compared to modern games.

    Personally I think Half-Life and Deus Ex were far more groundbreaking and open-ended, despite the fact that you could attack the Myst puzzles in virtually any order you liked. Sometimes a bit of direction to the plot improves the story.

    --
    I do not fail; I succeed at finding out what does not work.
    1. Re:I got frustrated and quit by Hatta · · Score: 2

      No, you just didn't pay attention. All Myst took to beat was a notebook. Go everywhere, write down everything unusual, use the clues in the obvious place. If anything it was too easy, I beat it in one sick day home from school. You want frustrating? Try a Sierra adventure game.

      --
      Give me Classic Slashdot or give me death!
    2. Re:I got frustrated and quit by Anonymous Coward · · Score: 0

      I solved the entire thing by myself with just written notes. You just missed all the clues.

    3. Re:I got frustrated and quit by Magius_AR · · Score: 1

      No, you just didn't pay attention. All Myst took to beat was a notebook. Go everywhere, write down everything unusual, use the clues in the obvious place. If anything it was too easy, I beat it in one sick day home from school. You want frustrating? Try a Sierra adventure game.

      For the third time in this thread, I bring up the Channelwood tree elevator...how the hell was that "obvious" via a notebook? What clues linked a button in a cabin to a tree some ten screens away? (that doesn't even remotely look like something capable of moving, let alone acting as an elevator...) -- the only hint following the button push is a mechanical sound that could be just about anything. I couldn't imagine anyone solving this puzzle without repeated trial and error (push button, walk around, look at a bunch of stuff -- oh the sound stopped?...wash, rinse, repeat) -- nothing of that is logical, it's literally no different than the pixel hunting "try object with object" days of the earlier adventure games.

  38. Pre-rendered graphics by Anonymous Coward · · Score: 0

    Saying the game will change the future of gaming was a pretty stupid thing to say. There's no way pre-rendered images would become the norm. It was popular because it was the first time people saw pictures looking that good in a video game.

  39. WTF? by sharklasers · · Score: 2

    Myst was a breakout game for its level of atmosphere, immersiveness and pre-rendered graphics. I still enjoy it and boot up ScummVM (development build) every so often to get a hit of nostalgia. Riven's even better in that regard, since it's fun to see if I can finish both games (particualryl the latter) without referring to a walkthrough.

    But wtf is this article going on about? New worlds and open-ended gameplay? We have tons of sandbox games now such as GTA, Saints Row and Skyrim. The article doesn't make it clear what it's suggesting we don't have. Myst was a bit unusual in that violence wasn't a focal point of the game (you don't kill things to accomplish tasks), but apart from that they were atmosphere-full games with some interesting puzzles. They weren't out to change the world.

  40. Myst was boring by Karmashock · · Score: 1

    It was visually impressive and had voice acting and actors... but was the game play great? Not so much. There were some puzzles and some mysteries. But it was a point and click adventure game. And from a gameplay stand point, most of its competitors were better.

    Which would you rather play again... Myst or Monkey's Island? Exactly.

    Myst was pretty. That was what it was... And since there have been prettier games. So yeah... no one cares about myst anymore.

    --
    I've decided to stop wasting my time responding to AC trolls/sockpuppets... so if you want a response from me... login.
    1. Re:Myst was boring by Darinbob · · Score: 1

      I have replayed both Myst and Monkey Island within the last 12 months.

  41. Re:Probably because it was a sort of mediocre game by Soporific · · Score: 1

    The game Syberia was a bit like Myst but the puzzles weren't quite as bizarre, although I did end up having to look for how-to's I wasn't as stumped as I was with Myst.

    ~S

  42. Re:Probably because it was a sort of mediocre game by Anubis+IV · · Score: 5, Insightful

    Nonsense. I'll grant that it wasn't always clear what interactions were possible, given the choice to use a minimalistic interface in order to produce the most immersive experience possible at the time, but what separated Myst from contemporary point-and-click puzzle games, as well as most of its created-by-other-companies sequels, is that the puzzles actually did have a logic to them that removed the need for guesswork. The gear puzzle that's accessible right from the start is a prime example. It's there in front of you, the mechanisms for controlling the puzzle are simple, yet the actual solving of it is not so trivial. You need to actually figure out how it works and what result you're trying to produce from it, since otherwise brute force and guessing won't do you any good.

    There were a handful of "here's the key, now go use it" puzzles, which generally are a cop-out in place of a well-crafted puzzle, but in this case, those puzzles were a part of the larger puzzle: figuring out how the world itself was put together. Each of them had a logic to them that made sense in the context of the world as a whole and contributed to your understanding of how each of the parts fit together with the rest. Sure, figuring out that you need to turn the water on to power equipment in one of the worlds in the game is just a matter of finding the right spot to interact with, but there are clues all over pointing you to the fact that such an interaction must exist (e.g. pipes all over, obvious ways to direct the flow of water, etc.), as well as more clues pointing you towards where you can find that spot (e.g. the pipes all lead to it).

    Riven was much the same, though it was even made its puzzles an even more fundamental part of the world. In contrast, Myst III (developed by a different studio) was filled with numerous puzzles that made no sense at all (rather than having the puzzles be a natural part of the world, it relied on the idea that the worlds had been created specifically to be filled with puzzles as a training ground for some of the characters in the story, which the developers used as an excuse to shoehorn in all sorts of nonsensical stuff) and relied on simple brute force or happening to look in the right direction at just the right time to solve. I even recall hearing a quote at one point from the CEO of the company that made Myst and Riven, talking about how he wasn't a fan of the fact that some of the puzzles in Myst III required random guessing to solve. Myst IV was marginally better. Myst V was created by the original company, but it suffered from various issues as well, though it was still better than either III or IV.

    If you don't think that the puzzles made sense, then I'd suggest that you simply didn't explore the world as fully as you were meant to. I've found similar opinions in the past from folks that opted to use walkthroughs, usually because they see the puzzles as obstacles keeping them from the story, rather than recognizing that the process for solving them is how you learn about the story most fully.

  43. Myst was an adventure game ... by MacTO · · Score: 1

    ... and adventure games died out because they depended upon puzzles to regulate the flow of the game.

    If you thought like the game designer, that was great because you could explore the world and think your way through the puzzles that you encountered.

    If you didn't think like the game designer, it was a nightmare because you would be trapped in a small part of that world without being able to figure out how to escape. In some cases you didn't even know that you could escape. In other cases you knew exactly how you should be able to progress, but the game designer didn't think that way so you had to figure out the game designer's solution.

    Since different game designers thought in different ways and different gamers thought in different ways, buying a game was always hit and miss.

    Other than that, I'm trying to figure out how Myst was different from prior games. You certainly had adventure games before Myst (Infocom being the classic example), and you had graphical adventure games (Sierra Online was famous for them), and you had sophisticated rendered graphics in games. About the only difference that I can think of is that Cyan tried to make it photo-realistic, within the obvious limitations of technology back then, and they threw in video clips. It required a CD-ROM in order to conveniently store that much data, which was uncommon for games of that era.

  44. Re:Probably because it was a sort of mediocre game by Gothmolly · · Score: 0

    QFT. Myst sucked. It was like getting lost in the maze in Zork II, where everything you did got you more lost, until a grue ate you. The only people I knew who played Myst were suckered into it because it was 'cool', nobody actually played/won it.

    --
    I want to delete my account but Slashdot doesn't allow it.
  45. Oh the grey market of old. by basecastula+ · · Score: 1

    Should have gone to the Computer Show and Sale at the Vallejo Fairgrounds.

  46. Re:Probably because it was a sort of mediocre game by Anonymous Coward · · Score: 0

    I'd argue the opposite. It was what made us despise the closed worlds in the mid-era of FPS, where you couldn't go the direction *you* wanted to go.

  47. I think you've got your games a bit mixed up by The_Revelation · · Score: 1

    Myst was, at least to many of my friends, Return to Zork's slightly retarded cousin. The presentation was very similar, yet somewhat more isolated due to a lack of other characters in the world. Elements like Zork's sound recording puzzle were brilliant, and aside from a brutally challenging second last puzzle (if you had dropped any items throughout the game, it could not be beaten) the level of challenge would not be seen again until Access released it's Tex Murphy series with Under a Killing Moon in 1994. For a time adventure style games lulled, but with the rise of companies like Telltale the format is being somewhat revived. 2014 will see a new Tex Murphy instalment

    It was not just the unique puzzles that made RTZ a brilliant title, but the inclusion of FMV in a way that rewarded the player but didn't sacrifice to much content at the expense of their inclusion. FMV, at the time, was quite popular, but was often an 'all or nothing' affair. On top of this, video codecs were in their infancy, meaning a minute of data ate up a considerable chunk of a disc. So for RTZ to offer hours upon hours of gameplay in addition to FMV, all on a single disc, was simply remarkable.

    So what was Myst's legacy? Beats me. It did nothing that hadn't been done already.

  48. Re:Myst had an incredible impact on computer scien by Anonymous Coward · · Score: 0

    Myst was great on the Atari Jaguar, with 24-bit color graphics and no extra RAM to buy. DOOM had 24-bit gfx on the Jag also (thanks Carmack), but no in-game music. Too bad there was no hardware texture-mapping (just hardware Gouraud shading) and a crippling data-transfer bug in the chipset which forced special workarounds. Ahh well.

  49. Re:What? by magarity · · Score: 5, Interesting

    Yep; the graphics were pretty but single solution set-piece puzzles are not all that fun. Myst was a tedious exercise in figuring out exactly in what order to do what the designers wanted you to do.

  50. Right by Ecuador · · Score: 1

    It sounds pretty strange to me to hear that Myst brought "open ended" gameplay, since I remember the era rather clearly and it was not exactly like that. For example, 9 years before, players of Elite had been treated with real open ended gameplay. And the same year as Myst, Frontier: Elite II came out with the entire galaxy fitting on a diskette and adding even more freedom. I remember me and my friends were awestruck by the sheer size and possibilities that Elite II gave you, while Myst did not seem that revolutionary and certainly not "open ended" when compared to other game playing experiences.

    --
    Violence is the last refuge of the incompetent. Polar Scope Align for iOS
    1. Re:Right by Mryll · · Score: 1

      Ultima IV had a really broad world for the time, and was pretty open ended. You had to proceed through a lot of things before it was even apparent there was an endgame other than self-improvement.

  51. Cause it's funner to kill shit by WOOFYGOOFY · · Score: 1

    Grunt.

  52. Re:Probably because it was a sort of mediocre game by Anonymous Coward · · Score: 0

    "I never quite got into myst"

        You weren't the only one. I got Myst as a hand me down from seven other owners in the late nineties and I never got past the front room. Neither did those other owners when I asked several of them about it which is why I got it for nothing. I was playing Wolfenstein, Hitchhikers Guide to the Galaxy, and Pinball Dreams around when Myst came out. Myst, for the time was beautiful but like HHG if you couldn't figure out the puzzles it was pointless. I don't mind exploration games but forget the puzzles. I got tired of trying to figure out the creators context with infocom games.

  53. Simple by Osgeld · · Score: 0

    its a crappy FMG game with a simplistic adventure game engine tacked on with puzzles

  54. Myst Online: Uru Live by Anonymous Coward · · Score: 1

    It's still alive today, now as a pseudo community-run affair.

    And it was less killed and more seen as an unprofitable endeavor by Ubisoft, who'd already blown a couple of single player releases with their fugged up DRM.

  55. PointCast was another example by Anonymous Coward · · Score: 0

    It took over the Internet for about six months in the '90s, then it vanished. And unlike MySpace, it wasn't knocked off by a competitor.

  56. Numbers, and letters, and traveling, oh my! by magusxxx · · Score: 1

    But remember, before Myst there was Fool's Errand and 3 in Three. Both of which were major game changers as well. But alas, forgotten by all but we geekiest. :(

    --
    Care killed the cat, but satisfaction brought it back.
  57. Re:Probably because it was a sort of mediocre game by jonwil · · Score: 1

    +1 to this, I have played both Myst and Riven and really liked the puzzles because they were proper puzzles here it was clear how whatever you were interacting with worked but wasn't clear exactly what you needed to do to it to make it work and required you to use your head (and information you find in the game world) to figure it all out.

  58. Myst did it's thing, games are better now by Goldsmith · · Score: 2

    Anyone who thinks modern games are all dumb shooters should take a stroll through some of the independent games on Steam. We're in the middle of a great period in video games. If you're not having fun, wake up and smell the Kirbal Space Program.

  59. Re:Probably because it was a sort of mediocre game by mrchaotica · · Score: 0

    the concept of being alone in a 3D world was probably recaptured beautifully by the game "portal" which introduced a dynamic element to the puzzles, so if anyone is looking to what happened to games like "Myst" and "Riven" and "The Seventh Guest", they finally came of age in "Portal" in my opinion.

    This would have earned an "insightful" had I not already posted in this thread.

    --

    "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

  60. Re:What? by pla · · Score: 2

    Myst was a tedious exercise in figuring out exactly in what order to do what the designers wanted you to do.

    This. I like puzzle games, and remember playing Myst shortly after it came out - And I really just didn't find it all that entertaining, aside from the novelty of the level of eye candy. And eye candy wears off way too quickly to base a whole game, much less a whole genre, on it.

    And today? Hell, we have casual "nuisance" puzzles in games consisting of columns of rippling water that more-or-less accurately refract light as the player moves around them.

    Put bluntly, Myst didn't fall off the map after wild success - It simply failed in general, despite enjoying a level of commercial success.

  61. Doom. by Anonymous Coward · · Score: 0

    Doom was released on December 10th, 1993.
    Doom is what happened.

  62. Myst was a bad game but its importance is often un by Anonymous Coward · · Score: 1

    I've been a gamer for a long time. I also started as a PC gamer before most everyone I know did and I played a variety of games, most of which I liked so I'm not genre specific. Myst however was not a game I cared for in the least for a bunch of different reasons (some listed below) though I do understand and appreciate what it did for gaming today.

    1. Many of the puzzles made no logical sense. When I compare this game to other games that weren't 'first person adventure' style games, I found a distinct lack of cause and effect in the puzzles as welI as no clarity as to what was actually usable. It was sensory overload as well as it was near impossible to determine what was part of the scenery and what wasn't, let alone what objects mattered and what didn't. In comparison, I remember Zork very well. I remember the game giving me just enough info to know which questions to ask and what was actually usable without bombarding me with a bunch if useless drivel. Freedom is one thing, but when you give me a screenshot of a thousand objects and ask me to find a way to go to the next screen by figuring out how three of these objects works together, I'm going to get bored. I'm probably among the few who considers uru to be a much better game overall as the direction in the game provided just enough to navigate the world even if the world itself was merely half baked.

    2. Visually, the game was very impressive, though I knew it was only screenshots strung together with invisible fields that moved between other screens. I never truly lost myself in the game because of this. around the same time, I discovered Zelda and the early metal gear games (pre-solid) and while they looked terrible in comparison and were console based (loosely using that for msx), they provided infinitely more fun because they had focus and I lost myself in them, especially metal gear 1 and 2. To this day, very few games truly accomplish this in my eyes and it's a sign that someone truly sunk their heart and soul into something when i experience this. Sadly it seems like this is getting fewer and further between as it becomes more commercialized.

    While I dislike Myst and Riven, I do understand what they did for gaming. In my eyes, we wouldn't have many of the early innovators in the first person genre; ones that took a first person game beyond just shooting. That is what I consider to be its legacy.

  63. 3d0 by nensondubois · · Score: 1

    The 3D0 touted this game and unlikely as it was, the game did not save the console. From memory.

    --
    http://gamehacking.org/vb/threads/12747-nensondubois-codes http://twitter.com/nensondubois_
  64. Cheat books and walk throughs... by David_Hart · · Score: 1

    Myst was truly one of the first games that most people could not solve without cheat books or walk throughs... And, yes, I realize that walk throughs were kicking around before Myst, but Myst was freaking hard to solve. At least, that's my opinion.

    1. Re:Cheat books and walk throughs... by bussdriver · · Score: 1

      No, Myst didn't need cheats! Not giving up immediately you can get it eventually. No it didn't take up a crazy amount of time me and my friend finished it faster than a Zelda game.

      Myst 2: Riven was aPoS. I was mapping out the character set to decode the language used in the game until I realized the end was a lame joke of a puzzle and the language merely for decoration. I suppose most of it was ok.

      Myst 3 was disappointing and tedious in some places where you had to click a lot - I totally remember hating this one level where you couldn't see where to click to get anywhere - the puzzle placement was also beginning to get too abstract, taking away from the exploring and making the world just a ploy to transition between a few puzzles they found in books. I think Luke Skywalker was the villain.

      I stopped at that point. It would seem that today they either just do a puzzle as a casual app OR they remove nearly all thinking and do a choose your own adventure like The Walking Dead. (Which frankly I'd buy if they just made it into an animated series to save me the pointless wondering with the mouse - deciding at critical points could remain... choose your own adventure books are probably still published.)

  65. Re:Probably because it was a sort of mediocre game by RPI+Geek · · Score: 1

    My sig thanks you for mentioning the 7th Guest

    --

    - "Nobody came out that night, not one was ever seen. But Old Man Stauf is waiting there, crazy sick and mean!"
  66. none by tedleaf · · Score: 0

    6 million over 20 years,hardly a massive seller realy, myst has no legacy, it was crud then and is still crud. you can have everything that myst promised, if you dont mind paying £/$ hundreds to buy a game, but how many folk will/can pay $ 200/250 for a GAME. if you want all these abilities, expect to pay for them.

  67. Myst isn't special by Sigma+7 · · Score: 2

    As much as everyone may like Myst, it's not technically special. The only thing going for it would be the use of multimedia/FMV. Even if FMV appeared in other games, it doesn't mean those games are any good.

    Gameplay-wise, Myst takes an Alpine Encounter approach to the puzzles - you can bypass most of the game if you already know what to do.

    The puzzles themselves are mostly control-room puzzles - click on something, and something happens some distance away. The back and forth travelling, although a good way to examine the landscape, isn't good for those who want to get along with the plot.

  68. Re:Probably because it was a sort of mediocre game by ArsonSmith · · Score: 1

    This seems to come up every once in a while. I vaguely remember trying mist and thinking 'ehh' when it was new. I see articles about it every once in a while and wonder if there was something I missed. Just youtub'ed it and realized I was right to begin with.

    ehh

    --
    Paying taxes to buy civilization is like paying a hooker to buy love.
  69. Myst was terrible by unsinged+int · · Score: 1

    Seriously hated that game more than any other. Graphics made it impossible to tell what to click so it was just a random click fest.

  70. Myst left no legacy because it didn't deliver by ddyer-bennet · · Score: 1

    Basically, Myst was an adventure game -- wander around and solve puzzles. Only it had a much less satisfying user interface, and was terribly slow. Result -- boring game play. As I recall, and I didn't play it much (girlfriend was in love with it), the puzzles were rarely particularly visual, either. And the puzzles were often boring. It also had the problem of needing to spend endless boring hours clicking on everything to see what responded.

    So -- kind of a pretty art gallery, could hold my attention for several minutes that way. Boring as a game.

  71. Myst's children are alive and well by kallisti · · Score: 1

    Go to Big Fish if you think that Myst-type games are dead.

    Try the demos for anything in the Dream Chronicles, Azada, Drawn, or Awakening series and tell me that isn't Myst influenced. Pretty rendered graphics, weird scenes with devices you need to figure out, it's all there. Sure, the actual find-the-object parts are new and there's WAY too many implementations of Simon and the Towers of Hanoi, but the basics of exploration and solving puzzles remains. Also, in what sense was Myst open-ended? Sure, you could freely walk between scenes, but it was still pretty much on rails.

    I think it's more an issue of these games not being marketed to the "real gamer" market so they are invisible to people in that scene. Which makes sense, Myst wasn't targeted at that segment either. But there are lots and lots of them if you actually try looking. Big Fish claims that 2 billion games have been downloaded, so it's lot exactly a small market either. (Although, to be fair, I couldn't find much on conversion rates)

  72. Re:Probably because it was a sort of mediocre game by Anonymous Coward · · Score: 0

    Don't forget about games like Zork: Grand Inquisitor or Zork: Nemesis. Those were awesome games - challenging puzzles and funny to boot.

    Myst was ok, but I enjoyed Riven and 7th Guest more.

  73. Re:What? by khellendros1984 · · Score: 4, Insightful

    Myst was a tedious exercise in figuring out exactly in what order to do what the designers wanted you to do.

    I'd say that it was more an exercise in finding the clues spread around the world about how to solve the puzzles, making the connections, and getting it done. The information was all there, you just had to pay attention to find it. You've got a point that each of the games is (on the whole) only really good for one play-through, though. I can't argue with that.

    --
    It is pitch black. You are likely to be eaten by a grue.
  74. Re:Probably because it was a sort of mediocre game by Darinbob · · Score: 1

    Some players love that game play. I like it too. Not all the time but it's fascinating to explore a world and uncover a mystery in a way that doesn't involve shooting everything. The original Myst puzzles weren't so great but I think Riven and Exile were much better.

    I'd put The Journeyman Project series into the same category as Myst, very similar play style, but with a time travel cop storyline. Actually doing a web search on myst-like turns up a lot of games.

    I got the Myst book but I really disliked it...

  75. Re:Probably because it was a sort of mediocre game by Darinbob · · Score: 1

    I did get 7th Guest but I never really liked it like I did the other games. The puzzles in Myst and Riven, while a bit annoying, at least made sense in that they were intended as locks to some door or other. Whereas figuring out the puzzles in 7th Guest seemed arbitrary and unconnected to the world they were in or the doors they unlocked. Ie, the mansion was owned by an eccentric and spooky maker of games, and yet instead of tricky mechanical toys to figure out we're left with traditional puzzles like flipping pennies in sequence on a table in order to unlock a door or box.

  76. I lived in that world by aepervius · · Score: 1

    "So, imagine a world where there is no quick, easy way to look up game solutions" i lived thru that world, and it SUCKED royally. If you did not find a solution because you missed a damn pixel , you could get stuck in a game foreever never finishing it. I never finished KQ4 for example. At least today if you are completely stuck, you can look it up. And if you have no will and ook for solution immediately, then you probably are not into adventure or search-the-pixel clicker.

    --
    C. Sagan : A demon haunted world:
    http://www.amazon.com/gp/product/0345409469/
    visit randi.org
  77. Don't forget the DECENT Multimedia games by saramakos · · Score: 1

    What I find sad is that so many people raving about Myst/Riven forget the classics that did "multimedia" gaming right - Under a Killing Moon, Pandora Directive, Tex Murphy: Overseer. In my opinion these remain the pinnacle of that era's gaming.

  78. Re:Probably because it was a sort of mediocre game by seebs · · Score: 2

    I think you're responding to a criticism other than the one I made. And radically so, given that I am pretty much on the opposite end of the game-playing spectrum from the straw man you're arguing with.

    My complaint has nothing to do with the logic of the puzzles. The puzzles aren't even remotely, in any way, a factor in what I'm talking about. I'm talking about the interface.

    Your mouse pointer is over an object -- say, a box, or a book. If you click on it, will you:
    1. Open it.
    2. Pick it up.
    3. Throw it.

    You don't know. You can't tell. There is only one action for each object, but there are many different actions, so when you click on a particular object, you have no idea what instruction you are giving the game.

    Imagine that you were to take something like Zork, and replace all the verbs with "click".

    > CLICK TROLL
    You attack the troll, dealing it a lethal blow. It dissipates into greasy smoke, leaving behind a dagger, a book, and a coin.
    > CLICK COIN
    You take the coin and stuff it in your pocket.
    > CLICK BOOK
    You open the book, find a magical spell which appears to summon a hostile demon, and incant the spell. A hostile demon appears.
    > CLICK DAGGER
    Realizing that you have no control over what your avatar does, you lunge for the dagger, then plunge it into your own chest.

    And then someone on the Internet tells you it's your fault for not paying enough attention; you should have known what the dagger would do.

    No. The problem is that you have no way of guessing what your interactions will be. If I click on a thing, am I taking it, pushing it, pulling it, or doing something else with it? I have no way of knowing. There's nothing I can look at, or study, or do, that will let me answer the question "what action will my implied avatar attempt to take if I click on this object". Sure, once I know that my avatar is going to try to pick a thing up, or try to turn it, or push it, or whatever, then we have puzzles which are by and large decent puzzles. But that's much later in the gameplay process than my criticism.

    My complaint isn't about the process of figuring out how something works once you know what clicking on it does. It's that for each object, there is exactly one verb, and the player can't know what it is in advance. If Myst had been an RPG, the only indication of whether another player were a hostile monster or a friendly ally would be that, when you clicked on them, either you attacked them or you talked to them. But there would be no indication whatsoever, before you attack or talk, of which was going to happen...

    --
    My blog: http://www.seebs.net/log/ --- My iPhone/iPad app: http://www.seebs.net/seebsfrac/
  79. What is Myst ? by Anonymous Coward · · Score: 1

    To understand the impact of Myst and the sequels and why there is so few successors, I think we need to understand what kind of game it was.

    It had great graphics (for 1993).
    It had good and relaxing music, almost hypnotic.
    It had simple controls.
    It had a whole new world to explore, strange, beautyful and harmless.
    It had some good level puzzles, originals and did not take the player for a dumb one.
    It had a big good story, with a coherent universe and good characters, to discover, step by step, including the player into it.
    It was a calm, slow game, with no time limit or stress pressure.
    And most of all, it was poetic.

    Poetic games are a rarity. I can think of games like "the longest journey", "Fez" or "Journey", with stories which kidnapped me until I reached the end... and even after.

    In my opinion, this is the true legacy of Myst : a little touch of poetry.

  80. Re:Probably because it was a sort of mediocre game by bickerdyke · · Score: 2

    This is something I agree with. It did feel like a "graphic adventure" game, but the puzzles were made somewhat frustrating. I might have enjoyed the puzzles if they were something I could have played with outside of the game.

    Right!

    I remember back when Maniac Mansion was all the rage! We solved 80% of that game outside the actual game during breaks at school, mostly by discussing the individual progress we made the evening before. That was fun I never had again until later at university, the whole dorm joined "Planetarion". Most of the game didn't take place in our browsers, but on the kitchen table and in the local pub where we would discuss strategy. I still remember the pub owner taking that one phone call... A message for the "galactic commander"... :-)

    --
    bickerdyke
  81. 7th guest by Anonymous Coward · · Score: 0

    Myst was one of those early games taking 'advantage' of the fact that PC now could have CD-ROM drives. I put 'advantage' between quotes, because if you look on any platform (CDI, SegaCD, ...) , CD-ROM was actually a bad game medium, it wasn't until later when you have masive storage and 3D combined that really great cames came out of it. The only good use of CD-ROM with games was that it provided some amazing soundtracks over what would be the same as the floppy version of the game (Day of the tentacle is a prime example for me as well as all CD32 games).
    What myst brought was hi-res pre-rendered gfx just like '7th Guest' had, which was an equally bad game. Just compare myst to whatever you have from that time and it just fails to impres.

  82. Re:Probably because it was a sort of mediocre game by NJRoadfan · · Score: 1

    The biggest puzzle to 7th Guest was actually getting it to run on your machine back in 1993-94. That blue setup program was certainly part of the "experience".

  83. Re:Probably because it was a sort of mediocre game by Megane · · Score: 1

    Basically, it's like a text adventure with a much worse and stupider parser, but it has graphics.

    In other words, instead of fighting the parser to figure out the word it wants, you're fighting the less-than-helpful user interface, having to "scrub" the screen and watch where the cursor changes. Everything is pre-rendered, so you don't even get the usual visual cues around the edges of objects against the background. Until today I don't think I've ever thought of Myst as making a game out of excessively skeuomorphic interfaces.

    --
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  84. well... by Anonymous Coward · · Score: 0

    ...honestly, it didn't have much impact because only a small subset of people actually liked it. It was loved in a few small circles, but in the bigger community it was merely a curiosity to be discarded as it wasn't fun.

  85. Re:Probably because it was a sort of mediocre game by Anonymous Coward · · Score: 0

    The only people I knew who played Myst were suckered into it because it was 'cool', nobody actually played/won it.

    Seriously? I don't remember getting stuck on any puzzles in Myst; it was all very intuitive. Even the actual maze has sound effects to tell you which way to go.

  86. Lifeless Planet seems Mysty by gottabeme · · Score: 1

    lifelessplanet.com

    --
    "Those who consume the bulk of goods are those who make them. We must never forget this secret of our prosperity."
  87. Myst was influential by TheSkepticalOptimist · · Score: 1

    It let companies realize they could release 15 versions of the same exact thing and consumers will always buy them. Apple, Microsoft, and EA Sports have become prolific at continuing the legacy that was started by Myst.

    --
    I haven't thought of anything clever to put here, but then again most of you haven't either.
  88. Myst Lives! What are people saying? by DiscountBorg(TM) · · Score: 1

    Go look up the 'adventure' section on Steam for tons of examples! If you're looking for major titles, then you might only find passing nods to it here and there (aside from something like Portal 2).. but there are countless independent games that focus on rich atmospherics combined with puzzles. On iOS The Room is a short but fantastic example of this that anyone who loves Myst should really check out. Kairo (multiplatform) is kinda interesting too, how about Braid, shall we go on and on?

    --
    "The single biggest problem in communication is the illusion that it has taken place." George Bernard Shaw
  89. Open ended? by Oligonicella · · Score: 1

    If and only if you consider that, regardless of anything you did, you still wind up trapped alone in a room of books for your perusal (which you can't read or interact with) "open ended".

    Absolutely the worst result in a game ever.

  90. What made Myst different by ziellenbach · · Score: 1

    Four factors made Myst groundbreaking. An immersive environment with beautifully rendered scenes, realistically-animated graphics and sound (something not done before). No violence, sex or profanity, which meant that anyone could explore it, whether that's 7 year old Timmy or Grandma. The puzzles themselves were engaging and beautiful. And it was made for Mac & PC. Certainly it inherited aspects from text adventures like Zork, but primarily due to the limitations of the technology and interface at the time. I see all modern immersive MMORPGs as descendants of CYAN's early work. It's even more amazing when you consider that they did it 20 years ago and people still play the game on PCs, consoles and even phones.

  91. Riven by Alioth · · Score: 1

    I never played the original Myst but I did play Riven. Also 7th Guest (which I think came free with a CD-ROM drive).

    Riven struck me to be more of a technology demonstrator than a game, a sort of "My, look how much stuff we can get onto a DVD-ROM!" demonstrator.

    Now I know the kind of game it was is fondly liked by some people, but to me it just seemed like how to fill a DVD-ROM first and a game second.

  92. The animation was less brilliant by ZahrGnosis · · Score: 1

    I'm with you on 7th Guest... it was way more playable to me, and the games since then resemble it much more than Myst, IMO. I really just didn't enjoy Myst... it was eye candy at the time, but very static -- there were far more engrossing and compelling games even at the time. I wouldn't even call it very "open"... If you got stuck on a puzzle you'd eventually have to solve it to move on, just like in any game... it just let you wander around a lot looking for clues in the mean time. It owed a lot of that style of gameplay to Sierra's adventure games (and others) that came well before it.

    But calling the graphics brilliant... they were pretty certainly, but the animation lacked significantly compared to 7th guest which came out almost exactly the same time and looked fantastic as well as animated.

    As to why it didn't influence more games... the shortcuts they used on CD-Roms back then are no longer necessary. They'd pre-animate and pre-render everything then just call it up from disk. More Power has allowed us to animate and render on the fly which means that, no matter how open Myst seemed, it's almost trivial to make something more open and fluid now and in a much better way. Myst's and 7th Guests's technology was breakthrough at the time, but it was a stop gap while more real-time technologies could take over.

  93. And prolly not the first either. by Impy+the+Impiuos+Imp · · Score: 1

    "Inigo Gets Out", a Hypercard Stack game back on the original Mac, by an amateur, where a kitten goes exploring, and crudely but cutely drawn.

    Pronounced "eye NEE go", shoot me I hate my brain.

    --
    (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  94. Re:Probably because it was a sort of mediocre game by Anonymous Coward · · Score: 0

    Your anecdotal experience of having dimwitted hipster friends is yours and yours alone.

    Me and my friend had a blast solving those puzzles and we were all of 11 years old.

  95. Re:Probably because it was a sort of mediocre game by Anubis+IV · · Score: 1

    Ah, I follow. I incorrectly thought that was a part of a larger criticism, rather than the core of your criticism, hence why I more or less dismissed it up front. If that's your main criticism, then I do agree that it is, in fact, just as you described. It's something I acknowledged in my last post, and I'll stand by that.

    That said, I'm not sure it's actually a problem, since unlike many other games of its time, there were no downsides in Myst to not knowing what the interactions would be in advance. Lots of other games allow you to reach unwinnable states, suffer a game over, or otherwise punish you for just mucking about, but Myst rewarded you for doing so with (sometimes admittedly unexpected) reactions from the puzzles that could lead you to a better understanding of how they function. It actively encouraged you to click about in an exploratory manner, just as it actively encouraged you to wander around and take in the scenery. Basically, it put the player in a safe environment, and in so doing, the player became free to click about just for the wonder for things, without worry that they would be punished for doing so.

    So, while I do agree that some (perhaps even most) of the interactions were unclear until you actually engaged in them (and I can think of several off the top of my head that were like that for me), it came with none of the downsides that we would typically associate with an interface confusion of that sort. Moreover, the confusion was a temporary one, since clicking on objects was always a safe thing to do and would always clear up the confusion immediately.

  96. Stole five years from my family by Dino · · Score: 1

    After our family got together and played Myst over winter holidays, there was much discussion that we could do better. My dad, uncle, aunt, cousin and others worked for 4 years to make Morpheus which was released in 1998 by Piranha interactive. Piranha very shortly went broke and paid little of what we owed. We all went back to our lives, but there are still background attempts at rebooting the game.

    --
    That's not what I meant.
  97. Because it sucked? by Anonymous Coward · · Score: 0

    If you look at the gameplay, it just isn't very exciting.

    1. Re:Because it sucked? by khellendros1984 · · Score: 1

      Exciting? No. More interesting (IMO) than most games that I'd describe as "exciting"? Hell yes. Easier to play when I feel like just chilling out, too.

      --
      It is pitch black. You are likely to be eaten by a grue.
  98. Re. Bungie by ziellenbach · · Score: 1

    Not enough credit given to Bungie, not for HALO, which was derivative, though not as some might expect, but for the Marathon Trilogy, first installment released in 1994. Innovative FPS, interesting story-lines and cool sounds, music & graphics. Even more fun as a network game. It sported editors for levels & physics and was clearly the origination for HALO. I was in the audience at MacWorld when the first HALO gameplay video was aired. My first thought was that it was basically Marathon Infinity on steroids. I also gritted my teeth when Microsoft bought Bungie and canceled development for everything but the XBOX, but that's another story.

  99. It was too hard by Anonymous Coward · · Score: 0

    I've played through Myst 1 & 2 as a kid and despite how amazing they were I knew very few people who even tried to play into it. The game was too quiet, required too much thinking, and wasn't laid out for easy consumption. As a good example in Myst 2 you had to deduce the number system by learning it from the kids toy in one of the early areas. Most people wouldn't waste the time playing anything like that and would immediately switch to something more violent and fast paced.

    If you look at some of the later releases (the last I played was Myst 3) they made some OK updates but the ability to look around was all goofed up and it lacked the smoothness you need for taking in a whole world. I'm sure if they made a new one it would look amazing and do ok but I really think the amount of thought that has to be put into playing it would be a show stopper for most people.

  100. MYST 3D by CanEHdian · · Score: 1

    For the Nintendo 3DS (released October 2012) is still being sold today in retail locations.

    --
    When the copyright term is "forever minus a day", live every day like it's the last.
  101. The Neverhood by psydeshow · · Score: 1

    I was in my early 20s when Myst came out. The visual design turned me off, it looked like someone's coked-out New Age fantasy come to life. Like a wine bar on steroids, all brass rail and ferns and bubbling water. No thanks.

    Now, "The Neverhood", on the other hand... that was like being dropped into the middle of a Gumby adventure. That game rocked.
    http://en.wikipedia.org/wiki/The_Neverhood

    I know, off-topic since not an open world game. But it was puzzle-solving and on CD-ROM, so...

  102. Re:Probably because it was a sort of mediocre game by Politburo · · Score: 1

    There was no death, talking, or fighting in the game, though. And it wasn't an RPG.. nor were there monsters or allies. Seems you've constructed your own strawman.

  103. Still alive to me by insandouts · · Score: 1

    I've played Myst 1-3, just beating the 3rd a week ago, and am not stopping there. I've also, read two of the books (really fascinating). I was around to play it when the 1st came out, and it was amazing, but the prerendered perspectives seemed like a gimmick that worked well for just this game's purpose. While the graphics were great, it was really the challenge, immersive atmosphere, and 'cleverness' they cultivated that fascinated me. It was a great story, with great puzzles, and imaginative environments that made it wonderful to me, not the rendering gimmicks, (though I could see how prerendered scenes allowed them to better create the worlds they wanted to portray) Further, I think they took the series as far as they could, it had a good run. But you know, I still really hope the series picks up again.

  104. Re:What? by Anonymous Coward · · Score: 0

    If you ever played Zork - or it's predecessor Advent...this mode of puzzle solution would be recognizable. I would argue Myst is a text based adventure with pretty pictures overlayed for each 'room' in the dungeon.

  105. Re:Probably because it was a sort of mediocre game by Magius_AR · · Score: 1

    Yeah, you're supposed to experiment with things to find out what they do, except you don't even know what experiment you'll be trying.

    A million times this. I still remember the exact moment in Myst that I threw up my hands in frustration and gave up on the game. I was stuck and had no idea how to proceed. The "puzzle" in question was a cabin with a button. When you push the button, a "chunking" sound could be heard over the next minute or so. Yet it didn't appear to do anything in the cabin, nor were there any clues as to what it _should_ do. Lo and behold, when I checked a walkthrough later, it apparently caused a tree BEHIND the cabin to go down into the ground. If you happened to go to the tree during the appropriate time period and happened to notice the tree moving (which wasn't easy with the graphics of the day) and also were patient enough to watch the moving tree for several seconds, a door would appear. How the hell were you supposed to put two and two together on that one?

  106. Re:Probably because it was a sort of mediocre game by Magius_AR · · Score: 1

    If you don't think that the puzzles made sense, then I'd suggest that you simply didn't explore the world as fully as you were meant to.

    Explain to me the clues that would have led a person to know that a button pushed in a cabin would make a door appear at a given time in a tree some 10 screens away from the original button? Hell, explain to me the logic that would even connect the button to said tree (or point to the mechanical nature of the tree).

  107. Re:Probably because it was a sort of mediocre game by Anonymous Coward · · Score: 0

    I figured it out without help. Just like a lot of the puzzles, the key was in the sound. There was a repeated banging noise that changed volume depending on how close to the tree you were. So, once I discovered it was the tree, then it was trying to figure out the tree secret. I then had the tree sink all the way down and then had it raise, I hopped in and went all the way to the top, but nothing changed. So I hit the button to go back down. I turned off the steam and heard the bang so I went back to the tree and saw the door sink in the ground. So I raised the tree again and then turned it off. I hopped in and sank down and found the book. No help, no hints, just a half an hour. All using the sound provided and a little exploration.

  108. Re:Probably because it was a sort of mediocre game by Anubis+IV · · Score: 1

    Just to clear up a few factual issues, it's actually a wheel that you turn right next to a boiler in the cabin (which is important), rather than being a button that you press, and the tree is only about three moves away from where you are, not ten (i.e. exit the cabin, advance to the left, advance to the tree). Also, the opening didn't just "appear", though I'll address that in more detail.

    As for the clues, there aren't any that tell you that an opening will appear in the tree, but there are plenty pointing you to the tree, and the opening is easy to find once you're looking at the tree:
    1) Right from the start, you can tell that the tree is going to be a part of a puzzle, given that it is by FAR the tallest tree on the island (and I believe that there are also references to it in some of the in-game texts). Also, unlike all other trees, it's surrounded by a wall and has stairs leading up to it. Clearly, something is up.

    2) The tree is located literally right next to the cabin, not halfway across the island as you seem to imply. Nothing else of note is located in their immediate vicinity, which gives the player a pretty good indication that they may be related to each other.

    3) Inside the cabin, right next to the boiler, is a painting of the tree, which further reinforces the fact that the boiler and its wheel are somehow linked to the tree.

    4) When you turn the wheel after igniting the light for the boiler, you can hear what sounds like pneumatic activity coming from outside. Again, the tree is right next to the cabin, so it's a fairly obvious place to start your search, not to mention that the sound gets louder as you approach the tree and quieter as you move away. After awhile, the sound stops, but turning the wheel back the other way leads to a sound like a pneumatic release, which also stops after a bit, after which you can restart the whole process.

    5) By now, most people have figured out that the tree is where stuff is happening, but even if you hadn't, looking at it would tell you that it was the thing responsible for the sound, since you can see it rising and falling, depending on which way you've turned the wheel. If you're staring straight at the tree, it'll seem as if the opening "appears" in front of you suddenly, but if you had looked up after seeing that something was up with the tree, you'd have seen the opening above ground level and realized that you needed to bring it down by lowering the pressure so that the tree fell to a point where the opening was at a level you could reach.

    The problem you're describing is what happens when someone doesn't catch the clues linking the cabin and the boiler to the tree, and then doesn't realize both that the tree is rising out of the ground as a result of the boiler's pressure buildup and that the tree has an opening carved into it. Admittedly, you had good reason for not catching onto what was happening, since the tree is one of the few places in the game where you actually can look up, and if you're staring straight at it, the only indication it's rising/falling (other than the opening "appearing" in front of you) is that, if I recall correctly, the bark's texture changes each time you hear the pneumatic sounds. It definitely could have been clearer.

    Even so, there were clues linking the cabin with the tree, indications that the tree was moving with the sounds, and ways to find the opening and realize what was going on with it before it "appeared" in front of the player at ground level.

  109. I loved Myst on the Amiga by necronom426 · · Score: 1

    I got this on CD for my Amiga, and loved it. I think it had the best graphics out of all the original versions (the pre-rendered ones), as I remember reading something about the number of colours being better than the PC and Mac versions, because of the later release. It did struggle a bit with the Quicktime videos, but overall it was excellent. I got Riven on the Playstation and got a PS mouse just to play that one game.

    The books were brilliant, too.

  110. Re:Probably because it was a sort of mediocre game by seebs · · Score: 1

    Ahh, I see!

    I found "and then a long thing happens and I can't do anything and just have to wait while my character does something totally unlike anything I would have intended or tried" to be a significant deterrent. Effectively, a really long delay during which I could do nothing but wait for things to happen, triggered by my character doing something totally unlike what I intended, acted like "punishment" -- it was an unpleasant experience in response to an action that I could not predict would produce that unpleasant experience.

    Even just something as simple as, say, a cursor showing what verb would be applied if I clicked on a thing would probably have saved it for me.

    I think the distinction here is one of how important agency is to you. It's important to me that I am making decisions for my avatars in games. I don't like it when a game makes a decision for me, especially if it's not a decision I want, or there's no way for me to guess what the decision will be in advance. So, basically, what you experienced as "Myst rewarded you for doing so...", I experienced sometimes as a reward, and sometimes as a punishment.

    So it came with, for me, the largest downside of such confusion, which is "it is flatly and totally impossible for me to decide what my next action will be".

    --
    My blog: http://www.seebs.net/log/ --- My iPhone/iPad app: http://www.seebs.net/seebsfrac/
  111. Re:Probably because it was a sort of mediocre game by seebs · · Score: 1

    It was an analogy, which means the parallels don't have to be exact, it's just there to communicate a concept.

    --
    My blog: http://www.seebs.net/log/ --- My iPhone/iPad app: http://www.seebs.net/seebsfrac/
  112. Re:Probably because it was a sort of mediocre game by Anubis+IV · · Score: 1

    Totally makes sense, and that's a really good point, not to mention something that I didn't consider.

    I can see why they didn't change the cursor to match the verb, since doing so can have the effect of breaking immersion (or, in your case, it may aid in it), though even they didn't follow that rule, since I seem to recall there being a few objects that displayed cursors other than the default hand cursor when you interacted with them.

    On the topic of agency, that's an interesting distinction. I'm with you in not liking it when games make decisions on my behalf (it's a big part of why I loved Master of Orion II, which was big on micromanagement, but hated Master of Orion III, since III, among other issues, established AI governors that would make decisions on your behalf throughout your empire), but I for some reason don't have problems with my avatar taking an action that I'm triggering without fully understanding what will happen. If the avatar went and punched in the complicated sequence of buttons for me, I'd hate it, but knowing that that thing I'm clicking on is a button and pressing it, when I, as the player, may not recognize it as a button, is okay with me. I don't like the "one button does everything" (a.k.a. "press B to win") variety of games that have cropped up in recent years, but I am okay with one cursor doing everything in a puzzle game, for some reason. Hmm...

    Anyway, in all sincerity, thanks for taking the time to respond and clarify your position, since it's definitely a valid one, and I was much too dismissive of it at the start of this thread. Now I'm going to want to go and think through all of this some more, since I'd love to suss out my own thoughts on this topic more fully.

  113. machinarium by Anonymous Coward · · Score: 0

    Apparently no-one who reads /. has ever played machinarium. That's sad.

  114. Re:Probably because it was a sort of mediocre game by seebs · · Score: 1

    I didn't even really understand entirely what was bugging me at the time, it wasn't until a friend pointed it out that it became more clear. She's more alert to the details of agency questions.

    In FF14, I had a thing where I had a quest to "go tell some guy in a crowded bar that you did a thing", and it had the visual effects for "warning, you're about to be in a huge fight". Of course, what happens is I tell the guy, who is happy, and nothing at all happens, and then there is a disturbance outside and my character automatically runs out, witnesses a confrontation between some people, and ends up taking a side in their battle. Then there's a fight where I am automatically placed on one side of that fight. After that, my character goes back to whatever was previously going on.

    I don't get the option of not joining this random unrelated fight.
    I don't get the option of, say, interacting further with the poor girl I just defended against thugs, either.

    And that's sort of frustrating, because it's great storytelling for the story of a specific character that may not be the one I wanted to create...

    Myst's issues were more subtle, but more totally pervasive. I very rarely knew what would happen when I clicked on something.

    --
    My blog: http://www.seebs.net/log/ --- My iPhone/iPad app: http://www.seebs.net/seebsfrac/
  115. Myst and Portal by DarthVain · · Score: 1

    First played Myst in University. There was 3 of us that played it together. It was around exam time. We had to make a pact to stop playing it as we would fail exams, we had someone hide it. Year laters I think I found out that one of the guys had made the person who hid it tell them where it was so they could get their fix.

    The best things about it was that it was very non-linear. The puzzles could be anything. It also had a good story that tied everything together. You could also die, is many different ways, pretty unexpectedly. It was quite hard to figure out in some places. The graphics at the time were very good, and the theme (very steampunkesque) was well done. It required a lot of thought, and experimentation. I remember having to recreate a song using levers that I heard in another area that was linked to the room thematically. To me most of these kind of games were, find a key, find a door where that key worked. Using music, sound (particularly at a point in PC gaming that was not so advanced), and a host of other methods to solve puzzles was like a game in 4D. Specifically it had more dimension than any previous game.

    The only thing I can think of recently that is even remotely like it was Portal. However Portal as good as that was, was basically a set of given physical properties, the ability to manipulate them, and then endless situations/variations of more less the same thing. It was lots of fun, and let you play around with physics, but that is about it.

    About the only legacy that it left is that as it turns out, making good video games is hard, and it is easier and more profitable to simply churn out the same dreck each year and add a number to it.