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