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?"
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
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.
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.
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.