Friday 7 June 2024

Game 143: Myst (1993) - Introduction

 Written by Vetinari

Myst.

I hate Myst.

Wait, that came out wrong. Let me elaborate on that a bit. I do not hate Myst in the sense of "this game sucks" or “I find it intolerable” or “it is an affront to God and every copy of it should be burnt and buried”.

No, I hate it in the same sense that I hate the MCU, or Stefan Feld, or Poke bowls. I played it once, thirty years ago, and thought it was a fine game. Visually stunning, obviously, maybe a bit too much of a puzzle-fest and with a paper-thin plot, but certainly quite a good effort.

And then something happened. It was such a huge success that most adventure gaming companies tried to replicate it by doing games similar to Myst, and the market in the late 1990s pivoted to producing a plethora of puzzle-fests and Myst-clones, so the traditional plot-driven and quirky adventures that we had come to expect from Sierra and LucasArts quickly fell out of favour.

And when both these clones and the "real" adventure games failed to get sales, the market decreed that all adventures were no longer trendy, and suddenly the big guys in the gaming market started producing first-person shooters with Star Wars tie-ins, and from then on traditional point-and-click games were mostly relegated to indie companies.

So, this is why I hate Myst: because in my opinion it kickstarted the end of the golden age of adventure gaming. You can say what you want about the fact that the real reasons are instead the more and more ridiculous puzzles or the unrealistic plot developments or the fact that the increasing computing power meant that gamers wanted cutting-edge graphics that weren't suited to a more laid-back genre such as adventures.

In my heart of hearts, I know that the true culprit is the huge single-handed success of Myst.

And this is an absolutely and totally reasonable puzzle, thank you.
Anyway, after getting that rant out of my system, I can revisit this game with fresh eyes, so let's talk a bit about it.

Myst is primarily the creation of two brothers, Rand and Robyn Miller, who founded their software company Cyan Productions while operating out of their parents' basement in Spokane, Washington. Rand focused more on the programming side, while Robyn was more of a musician and an artist (and in fact later on abandoned the computing world to dedicate himself to independent film-making).
The Miller Brothers, as depicted in Myst's manual.
They released three other titles before beginning to work on Myst, all three puzzle games targeted at a children's audience: The Manhole, Cosmic Osmo and the Worlds beyond the Mackerel (fantastic title, btw) and Spelunx.

The two brothers then wanted to switch to creating a game that appealed to adults, but when they pitched their idea to Activision (who by then was evidently too busy burning Infocom to the ground) they were told to to stick to children's games. The Millers were struggling financially at this time, but luckily for them they were approached by Japanese company Sunsoft that, by financing this new project of theirs, allowed them to embark on it and develop it during the next few years.

The Millers were aided in this task by a small team composed of sound designer Chris Brandkamp, 3D artist and animator Chuck Carter, as well as Richard Watson, Bonnie McDowall, and Ryan Miller, all of them practically unknown before working at Cyan. As for Robyn and Rand, apart from sharing the lead on the design, the former focused on the videos and musical score, while the latter on graphics and animation.

The game went on to become a massive commercial success, selling more than 500,000 copies in one year. (!)

It was the best-selling computer game in the United States for 52 months. (!!)

It held the title of best-selling computer game of all time from its release in 1993 until the release of The Sims seven years later. (!!!)

It was ported to all kinds of consoles such as Sega Saturn, Sony PlayStation, Atari Jaguar CD, AmigaOS, CD-i and 3DO.
Some of these I had never heard of before now.
It went on to spawn six sequels (!!!!) and was itself remade four times (!!!!!): as Myst: Masterpiece Edition in 2000, as realMyst in 2002, as realMyst: Masterpiece Edition in 2014, and as Myst (without a subtitle, but with added support for virtual reality screens) in 2020.

This is a game that sold more than six millions copies. The Secret of Monkey Island sold less than one million copies, and that was considered a big commercial success. To reiterate, this game sold more than six times as much as a game for which there are countless t-shirts sold in game fairs all around the world.
I should know, I have three of them.
Bloody hell. Why did I even agree to review this game for the blog? It's like if they asked a weak replacement full-back with no international caps to play in the semifinal match of the World Cup.

Anyway, the game was shipped in a CD-ROM (it was a so-called killer app that helped to substantially increase the sales of CD-ROM drives in the mid-90s), and then inside the box there was also the game manual and a blank notebook titled “The Journal of Myst”, which as per the instructions on the cover page should have been used to jot down the player's observations about the locales and puzzles of the game.
Fancy...

...but a bit pretentious, don't you think?
After having learnt a lot about the background information for this game, the first hurdle that I have to overcome before playing it for the blog is choosing which version to use.

In fact, the blog files this game under 1993, but actually the September 24,1993 release of Myst is the one for the Macintosh (the Miller brothers developed the game on Macintosh computers, using the HyperCard software). The PC port was only released in March 1994.

Also, there is another issue. Having had so many remakes during the years, if I attempt to acquire this game at the moment, they try to sell me the most recent edition (from 2021). The only commercially (or otherwise) available version of the older releases of the game for PC seems to be the Masterpiece Edition from 2000. According to the comments of Myst aficionados that version of the game is pretty similar to the original one (which is all but impossible to find), but it has better rendered graphics and animation, so they wouldn't be the same as the 1994 version anyway.

What to do, what to do?

There is only one possibility.

We're going to emulate the **** out of this game, baby!

...Four hours later.
Wow. Who would have thought that it would be so hard to emulate a MacOS under Windows?

In any case, I am now running a MacOS 9 on which I have installed the original Myst 1.0 US version, so as close as I can get to what a player would have experienced at the time the game was first released onto the unsuspecting general public.

Starting the game, after the initial animated logos for Broderbund and Cyan, the title screen appears, with the letters rotating to compose the game title while an ominous music plays.
The face that launched a thousand ships

Then a voice-over starts while the game credits roll, and suddenly it dawns on me that this game has no subtitles option.

Let's just hope the voice actors are intelligible.
The narrator muses to himself that he tried to destroy the Myst book, but, as he fell into a starry fissure together with it, he realized that instead it would continue falling into this expanse, ending up who knows where. Not knowing where it would come to rest, he ends the introduction by saying that “the ending has not yet been written”.
Apparently I live in the middle of nowhere (literally).
The game proper begins with the same book referred to by the mysterious narrator landing right in front of me. By picking it up and opening it, I am thrust into an Endeian sequence where I am literally caught up inside the description of the book and find myself in another world, in particular the dock of an island in the middle of the ocean.
The animation of the book approaching the island is stunning.
Just by checking this initial sequence, I can already say that the interface is incredibly basic, but also very intuitive and quite ahead of its time.

In practice, all of the actions inside the game are performed by one click of the mouse. The mouse pointer changes according to what you can do in the related part of the screen. So for instance, if I want to move forward, I click straight ahead, if I want to turn left or right, I click on the left or right side of the screen.
The same interface that will be used in many escape room Flash games.
In other cases I could look up or down in a location, or examine an object by clicking on it and going into a close-up view. The same one-click action is used for activating mechanisms (such as switches) or opening/closing something (like we just did with the book).

The mouse pointer also turns into an open hand if the object is draggable from one part of the screen to another (used for some puzzles), and you can also pick up some specific objects, even if there is no inventory per se (the cursor just changes into a representation of that object, and you are supposed to use it somewhere else very soon after).

And with that, I think that this introductory post is done. In the next one I will start exploring the game and (hopefully) solve some puzzles.
Little known fact: Myst is short for Mysterious Island.
Session Time: 0 hour 10 minutes

Total Time: 0 hour 10 minutes

Note Regarding Spoilers and Companion Assist Points: There's a set of rules regarding spoilers and companion assist points. Please read it here before making any comments that could be considered a spoiler in any way. The short of it is that no CAPs will be given for hints or spoilers given in advance of me requiring one. As this is an introduction post, it's an opportunity for readers to bet 10 CAPs (only if they already have them) that I won't be able to solve a puzzle without putting in an official Request for Assistance: remember to use ROT13 for betting. If you get it right, you will be rewarded with 50 CAPs in return. It's also your chance to predict what the final rating will be for the game. Voters can predict whatever score they want, regardless of whether someone else has already chosen it. All correct (or nearest) votes will go into a draw.

62 comments:

  1. Ok, so this is a tough one to guess a rating for. I didn't enjoy the two minutes of it I played back in the day, but even still, I recognize others think it's an acceptable game. But the PISSED scale might not be very generous to it.

    I'll be generous and guess a 55.

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  2. Ah, Myst. I have such a complicated relationship with you. Hated it. Didn't understand it. Then a friend played through it with me and I saw the magic in it. Loved it. NO, It's too frustrating. But it's mesmerising. Where's the story? I'll guess 59.

    I'll try to play along with this as I'd like to go through the series again. But since I played the original only a few years ago I'll probably go with realMyst Masterpiece Edition which I've not played.

    In regards to subtitles: yeah, their absence is a problem. There's dialogue in the game I could not understand at all. The original has no subtitles. The Masterpiece Edition has no subtitles. RealMyst has no subtitles. RealMyst Masterpiece Edition has no subtitles.

    Can you believe that the game only got subtitles with the 2021 remake?

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    1. Glad to have someone accompany me in this enterprise! And yes, having no subtitles suck.

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    2. To be fair, subtitles were far from universal at this point. I know that if a game had the option, back then, I had them turned off, because they blocked the graphics and I hated that. Some games offered one or the other -- voice or text, but not both. SCUMMvm patches those games now, but it wasn't an option back then.

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  3. I guess 68. Even if it's not quite a favourite of mine it's a fairly good game (I think there's a reason beyond the groundbreaking graphics it sold so much). However, things like the de-emphasis on inventory and NPCs might hurt the PISSED rating.

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  4. I tried to play this a few times and did not like it. I don't even think the graphics are good! they were the new 3D hype, but hand drawn stuff from this era was so much nicer in my opinion.

    Anyway, as others have said it's a tough one to score. It's just a guess from me, I never got far enough to get into it so I have no idea what the plot or puzzles are really like, so I'll give it: 48.

    Also if you want a defence of *that* puzzle that "killed adventure games" I will totally give you one (when we get there, lets not get this off topic).

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    1. *That* puzzle is actually bad, but not for the reasons that everyone says!

      "Lbh unir gb znxr n zbhfgnpur gb vzcrefbangr Zbfryl, jura Zbfryl qbrfa'g rira unir n zbhfgnpur!" Gung'f abg rira gur cbvag! Gur cbvag vf gb qvfthvfr lbhefrys va fbzr jnl gb abg or erpbtavfrq ol gur pyrex, naq gur tnzr nyfb uvagf guvf ol fnlvat gung ab-bar rire erfrzoyrf gur cubgb ba gurve cnffcbeg.

      The real problem with it is that vg qbrfa'g nqinapr gur cybg ng nyy! Vg vf gurer whfg nf n fghzoyvat oybpx, whfgvsvrq bayl ol gur snpg gung Tnoevry jnagf gb ybbx pbby ba n zbgbeplpyr.
      Nyfb, haarprffnel pehrygl gb navznyf, gurer vf nyfb gung.
      Vg jbhyq frrzf zber svggvat va n pbzvpny tnzr guna va n frevbhf bar fhpu nf TX3.

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    2. @Andy I think I'd stand up for the graphics. Sure, they're an uninspired form of 3D graphics, an evolution of the ones we saw in 1992's Alone in the Dark and not quite as good as the ones we'll see in Gabriel Knight 3 or Grim Fandango. But they weren't the worst. They're a heck of a lot better than what I saw in Lost in Time.

      Yes, the hand drawn stuff was better, but this wasn't bad.

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    3. @Andy, I don't quite think it was down exclusively to 3D hype, since there were a considerable number of other 3D games from this year and the next which had that hype at the time, but aren't as well remembered now. Myst had the art direction to back it up.

      @Vetinari, that's an unusual observation about it. Considering how often it's brought up, you'd think that particular observation would be more common.

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    4. I just love hand-drawn art and animation so much (even if now a lot of it is more computer assisted) and that early 3D, while not terrible, to me often looked like a real backwards step (until it drastically improved in the following years). Myst always seemed so sterile and bland to me. But also I never got very far so maybe later bits actually look good? we shall see.

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    5. @Andy I think the lack of dialog and interaction it was makes it feel bland. Imagine the same graphics, but behind some animated characters, and it doesn't feel as bad.

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    6. It's very similar to Donkey Kong Country (which is almost its contemporary), in that the *novelty* of the pre-rendered 3D graphics was more impressive than the *fidelity*. This was a game was sold on the sizzle, not the steak.

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  5. 40.
    Normally I'd put it much higher, but I have a feeling that the reviewer's biases will make the score much lower than it otherwise would be.

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    1. Them's fighting words! We will see if you are right when the Final Rating comes round! :)

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  6. I'll guess a 66. The Book of Myst being thrown by a previous owner and catching on its pages the next person who takes it reminds me of "Jumanji".

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    1. While it wasn't mentioned in the post, the manual has a slight backstory-of-sorts that... well, doesn't really explain anything, but sets the game up a bit better than just booting the game and watching the intro cinematic does:

      "You have just stumbled upon a most intriguing book, a book titled Myst. You have no idea where it came from, who wrote it, or how old it is. Reading through its pages provides you with only a superbly crafted description of an island world. But it's just a book, isn't it? As you reach the end of the book, you lay your hand on a page. Suddenly your own world dissolves into blackness, replaced with the island world the pages described. Now you're here, wherever here is, with no option but to explore..."

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  7. The "Myst killed the adventure game genre" narrative is both inadequate and highly compelling. I have nurtured it myself for decades. Your elaboration into the role of Myst clones in finishing the job helps to connect a lot of dots. (The 7th Guest must also take some credit. Meanwhile somehow DooM somehow gets away with murder scott-free, whistling innocently with its hands in its pockets.)

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    1. Like conspiracy theorists, we take comfort in having a scapegoat to blame when things do not align with the way that we wanted them to go.

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    2. I could see an angle where the multimedia 3D experience of such Myst-type adventure games means that budgets increased to a point where the returns were no longer worthwhile. Adventure games were previously relatively inexpensive to make, but adding voice acting, video, 3D rendering... it all adds up! Then you have to sell Myst-level copies to make enough profit!

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    3. @Andy I think most experts put forth exactly that reason as to what happened. Except the 3D helped keep some costs down. That's why they used it in Grim Fandango, allegedly.

      Personally, I think the biggest culprit wasn't the cost of the voices or graphics, but the dumbing down of computer users. It was when they started advertising neon-colored boxes as "computers for the rest of us" instead of appealing to the previous user base when computer users needed an IQ above 45. Adventure games were at their best when you needed a user smart enough to figure out how to run the computer, with mouse drivers and SoundBlaster drivers and extended memory and so on.

      Is it any surprise that Myst was released on a Mac first? They were going after the new generation of less educated users.

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    4. I'm not sure Doom got off scott free. Hasn't Jimmy Maher been arguing that it represented a sort of Eternal September moment for PC gaming for a long time?

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    5. Allegedly, what I've heard about voice acting is that it itself isn't the driver of cost, but the cinematic experience people expect, but that's for stuff far later. 3D probably isn't as expensive as it's given credit, models are tricky, but you can reuse one tree infinitely without much change, whereas reusing a tree in 2D will always require more effort. Textures can be easily obtained, even when they were making this, and later on, you could just buy 3D models for less than it would take to make them. Nancy Drew uses this approach, for instance. Rendering is also not the same as active work.

      Though that said, Doom does seem a logical candidate at times. I know a guy on a forum who brags about how hardcore he is, yet he only ever talks about games everyone beat. Keeps finding excuses for why he totally isn't at fault for not winning Riven.

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  8. While Myst is clearly a great game (based on its popularity), I don't think it's a great *adventure* game and therefore will not do all that well on the ratings here. I'd say about 50.

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  9. We've got a vintage big-box of this (PC version) which has been sitting next to my mother's computer for 30 years at this point, and I've still never played it.

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  10. I think they must have given away copies of Myst with some computer hardware. At least, that's how I always figured my parents ended up with a copy (with no box), because I certainly never saw them play it.

    I did though, and I still have that CD. It's the old Windows version, and I agree with those who say it isn't that different compared to the Masterpiece edition.

    I've never played the Mac version so this should be an interesting read...

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    1. I feel like I heard someone somewhere say that it got bundled with new CD-ROM drives? but I may have misremembered.

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  11. Going with ... 46?

    The lack of accessibility is definitely completely unacceptable for modern audiences. Perhaps my favorite puzzle in the game would be completely undoable for fbzrbar jvgu whfg n yvggyr jbefr eryngvir cvgpu guna zr .

    But it was so unbelievably gorgeous when it first came out. Even if it really was just a Hypercard stack.

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    1. That puzzle is absolutely annoying, but still doable. That said, I would say the age that leads to is the worst for that and the other reason.

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  12. The BEST Port was the Windows first version.

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  13. A feature article in WIRED from 1994 about Myst. Not so much a review as it is a background piece.

    Some thoughts from that article:

    (ROT-13 added by me)
    First, "Major bugs persist in the Mac and PC versions of the game – and different bugs. In the Mac version, gur gbjre va gur Zrpunavpny Ntr qbrf abg ebgngr gb gur guveq vfynaq. In the PC version, gur grkg ba gur gjb unyirf bs gur abgr gung riraghnyyl yrnq lbh gb gur juvgr cntr qrfpevor gur cebprqher rknpgyl onpxjneqf."

    2. "Most people never even see several scenes among Myst's more than 2,500 rendered images and don't know that you can jnyx nyy gur jnl nebhaq gur svfu-funcrq znmrpensg va gur Fryrargvp Ntr; lbh pna gnxr gur ryringbe gb gur gbc bs gur gerr naq trg n ybiryl ivrj bs Zlfg Vfynaq. Gurl ner obgu phy-qr-fnpf va grezf bs gur qrfvta bs gur tnzr, ohg gur ivrj sebz gur gbc bs gur gerr vf irel ybiryl."

    3. This one affects the score: "It is a game because there are puzzles to be solved. It is also more than a game, because there is a story that unfolds within the puzzles. It is ultimately the story you must decipher; the endgame is all plot, no puzzles."

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    1. I dread those "major bugs" line. Let's hope I don't encounter them.

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    2. They're unavoidable bugs, unfortunately (more errors than bugs, really - things that were meant to work a certain way, but don't), though they're not going to hurt the game too much.

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    3. In more detail, regadring the Mac bug: Ng bar cbvag va gur tnzr, lbh arrq gb ragre jung vf, va rffrapr, n 4 qvtvg pbqr. Gur tnzr tvirf lbh guvf pbqr va gjb cnegf, ohg gur oht ceriragf lbh sebz npprffvat gur fcbg jurer lbh trg bar bs gubfr cnegf, erdhvevat lbh gb oehgr sbepr gjb bs gur qvtvgf vafgrnq bs whfg ragrevat gur pbzcyrgr pbqr. Guvf jvyy gnxr 5 be fb zvahgrf, fb vg'f uneqyl n tnzr raqre.
      I haven't played this version though, but some googling tells me that apparently gur fcbg jurer lbh trg gung cneg VF npghnyyl npprffvoyr, vg whfg erdhverf fhpu rkgerzryl fcrpvsvp npphenpl gung vg arne vzcbffvoyr gb npghnyyl trg gurer. Can't vouch for it, though.

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    4. 1, well, that could end badly. Hopefully he doesn't have precisely the original release. I had no idea about the PC version's bug, wasn't there one affecting brightness?
      2, That's actually a neat thing, but it also makes the game unwinnable.

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  14. Put me down for 61. Your little known fact is quite a surprise, I never thought about it even though I read Mysterious island halfway (and swear I'll finish it one day).

    But Myst does have that pretentious air around it, not from the game but from the slobbering fanboys of the day. I hated it even though I never saw it, so I'm looking forward to a more balanced look at it. The fans were so well known for their supposed pretentiousness that the Final Insult from the PC Format magazine proposed a multiplayer version of the game - where the players had to watch some-one else play the game and gush about how gorgeous and wonderful the graphics were and try not to murder him. Assaulting said player got you kicked out until only the winner remained.

    All this slobbering fanboy noise has to be taken with a pinch of salt too, it was the game a lot of people ragged on simply because others were so passionate about it. Your MCU universe analogy does it justice.

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    1. I wonder if part of it is a PC vs Mac thing, a game being big on the Mac (and getting ported elsewhere due to it's success), being somewhat unusual.

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    2. Could be, in part. Until that point, at least in the opinion of us PC gamers, no worthwhile games had been released on a Mac yet. They weren't gaming computers at first. Steve Jobs purposely didn't want arrow keys on the keyboard of the OG Mac because it would both make it too game machine -like and also he felt was unnecessary because of the mouse. That kept a lot of games away for a while.

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    3. Until that point, at least in the opinion of us PC gamers, no worthwhile games had been released on a Mac yet.
      I have to disagree on that. "The Fool's Errand" was a Mac only release and it is probably one of the best puzzle games ever made.

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    4. No doubt. But it was an opinion of the time. Also, though, along the same thoughts as Leo, I don't know that young me would have considered a "puzzle game" as a "game". Especially when I was able to play games like Wolf3D and DOOM that weren't possible to play on an old school Mac and would have looked awful if they did.

      Question for younger me: why is a text adventure a game, but a puzzle game isn't? I don't know. But for me, I think the definition of game included anything that either Sierra or Apogee would have released. Some part of me probably had trouble thinking of Sierra's word processor as anything but a game.

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    5. The Macintosh, by some considerable margin, was the first western computer to have point and click adventures as opposed to just parser ones. MacVentures and some other games that have escaped my memory. Sure, they got ported, but so did The Fool's Errand, Dark Castle, probably something else I'm thinking of, and all the ports of these were inferior.

      @Michael, more contemporary to the B&W era of Macintoshes, The Colony was a thing and it wasn't very good, even among the era of pre-Wolf3D FPS. That said, I think it would have been interesting to see a B&W sprite-based FPS on the system, even if it probably wouldn't have been much better.

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    6. @Morpheus Hmmm, I just did a little digging. Looks like mixed views on the "not very good". It was MacWorld's 1988 Adventure Game of the Year.


      "The Colony, written by master hacker David Smith, puts us one
      step closer to the ultimate adventure game, in which the player is totally absorbed in the alternative reality created by the game designer.
      Honorable Mentions: Beyond Zork is a triumphant return by the Infocom adventure series to its dungeon roots, with myriad improvements on the original. Police Quest is an innovative graphics adventure that suffers only from the quality of its graphics (ported over from the lBM version) and its laconic use of the Mac interface."

      While I don't have much interest in actually playing it, and have trouble with the description of "Adventure Game", I found a fascinating memior written by the author himself, which has links to making of videos and also an online playable version.

      https://davidasmith.medium.com/the-colony-a-memoir-d46a0e08ec60

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    7. I think there is definitely some truth behind the fact that Mac's were not seen as "gaming machines", even if they DID have some very good AND bad ones there was always a feeling that they were not meant for games (as Michael pointed out this has some truth to it), and the PC gamers may have felt jealous of Myst's success; especially as the game pandered more to the artistic tastes and high brow tastes.

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    8. At the time, but considering that at the time, on the Mac, it would have been a very impressive technical achievement, it's not hard to see why they would give it to that at the time. It's got quite a few aspects of it that are annoying to have to get past. Just like how PC gamers wouldn't have much idea what was available on the Mac, they wouldn't have any idea of what was available elsewhere, and that it wasn't quite the gameplay achievement it was credited as.

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  15. I'll gamble on a 70, though the tone in the first post makes me think that might be a bit hopeful.

    I've not wandered too heavily in Myst fanboy-infested circles, so I can't speak with much familiarity about the apparent discourse between people that love the game more than they probably should and people that hate the game more than they probably should. What I will say though is that I first played the game around 2000, 7 or so years since its release, and I STILL fell completely in love with its amazing atmosphere. It's a beautifully crafted game that really sucks you in and makes you want to explore its world in a way that few other games have ever managed, and I really wish I'd have been able to experience it back when it originally released. It wowed people for a reason.

    Gameplay-wise the game is more about exploring and taking in the world rather than traditional adventure gaming, which I'm not sure how will be received. The game has relatively few puzzles, and they're all pretty easy, though there's one where the solution is annoyingly difficult to actually GIVE the game and one that's just kind of broken in a way that's 100% going to get a "OH COME ON" reaction if a player takes too long to figure it out. If you've played the game you probably know which puzzles these are (Gur cvnab chmmyr jvgu vgf svqqyl vagresnpr gung'f n cnva gb jbex jvgu vs lbh unir n cbbe rne sbe zhfvp, naq gur pybpx gbjre chmmyr jurer lbh arrq gb qvfpbire gung ubyqvat n yrire qbja vafgrnq bs whfg chyyvat vg jvyy nqinapr gur trne gb gur cbfvgvba bs lbhe pubvpr).

    Regarding the lack of subtitles, I don't think they're much of an issue really. I haven't played the recent rerelease that apparently includes them (wasn't even aware it existed until reading this blog post), but... I'll ROT13 this even though Vetinari has probably reached that part by now, n ybg bs gur qvnybthr sebz gur oebguref va gur obbxf vf havagryyvtvoyr ol qrfvta, jvgu gurz pbzzhavpngvat jvgu lbh guebhtu n irel cbbe pbzzhavpngvba punaary, naq zbfg bs jung gurl fnl vf whfg gurz ercrngvat gurzfryirf bire naq bire va na rssbeg gb znxr lbh cvpx hc gur xrl jbeqf gurl'er gelvat gb trg guebhtu gb lbh. V srry yvxr gur fhogvgyrf jbhyq zbfgyl pbafvfg bs n unaqshy bs oebxra-bss fragraprf naq n ybg bs ryyvcfrf, naq univat gurz jbhyq ernyyl whfg qrgenpg sebz gur ngzbfcurer, fvapr lbh ab ybatre unir gb fgehttyr jvgu gelvat gb haqrefgnaq gurz gur jnl gur "lbh" punenpgre vf pyrneyl zrnag gb.
    I'll probably repost that bit without ROT13 in a comment to the first gameplay post.

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    1. I get what you're saying about how the information is revealed to the player being intentional and in essence part of the story or environment they're intending to evoke, but from an accessibility standpoint it's amazing that there weren't any subtitles until quite late in re-releases. They're obviously a requirement for someone who's actually deaf, and they're helpful for all sorts of other people too.

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  16. Thanks Vetinary for puting in words my exact feelings about this game and all the awful consequences it brought to the graphic adventure genre. i don`t even think of Myst and the Myst clones as graphic adventures, only as puzzle games. The defining characteristics of a graphic adventure genre, for me, is a good aristotelian plot and character development that advances as the story advances and the solution of puzzles by inventory managment and choices made from dialog trees. None of these are in this game. Hell, I think Myst is closer to Candy Crush than The Secret of Monkey Island. In a nutshell, I also hate this game, but reading your playthrough knowing what you think in advance, may even make me reconsider my position, which is now in your hands Vetinary. If you like Myst, maybe I was wrong all the time. But until your pissed rating, I will still hate this game. Heck, I don´t even care about the caps, my score guess is 1

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    1. My mistake, it should be "I think Myst is closer to Candy Crush than TO Monkey Island"

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    2. This could be an interesting journey for you! I hated Myst too but got a new perspective on it from somebody who loved it. (Still, I think the sequels are where the franchise starts to shine.)

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    3. @Leo Vellés: you're welcome, I guess?
      I will try to be as objective as possible in the rating, but from what I know I think that the PISSED rating will not be very kind to this game, as Michael said in his first comment.

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    4. Aside from not really having inventory items at all, I don't think Myst is all that lacking in what the PISSED rating focuses on.
      That said, I don't think anything Leo said here is really that wrong either. This IS a very different beast from Monkey Island and didn't really shoot for that same crowd. This game has the potential to create pretty interesting comment sections about what different people value in adventure games, I'm looking forward to it.

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    5. I feel like criticizing Myst for having no story is akin to criticizing Myst for not having any puzzles, it's a very big and very important part of the game. It's just not through long conversations with other characters. It's just done through books, notes and observations about the environment. Arguably, it takes advantage of the medium it's in more than a lot of other adventure games, which could be turned into movies or books without much change. A character isn't explicitly telling you things, you have to pay attention to what you see yourself. With the sequels, we get arguably the most important overarching story to the series narrative in any adventure game ever made.

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    6. Indeed, Myst is a notable early case of what is termed "environmental storytelling".

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    7. I like that comparison to Candy Crush. Except thankfully this game doesn't have any microtransactions. At least not in the 1993 version.

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    8. Well, Jimmy Maher's last entry in The Digital Antiquarian makes a point of another reason why I don't like Myst: "Although it uses an engine made for a Myst-like game, Grand Inquisitor plays nothing like Myst. This game is no exercise in contemplative, lonely puzzle-solving; its world is alive".

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  17. I've decided to play along, with the physical Macintosh CD my family has had for ages. Me and my siblings attempted to play the game sometime in the early '00s but only got as far as gur fgbarfuvc ntr. A few years later the CD drive of the Macintosh ceased working, and a few years after that our mother threw the whole machine away. In 2016 I played through a downloaded copy of the 265-colour Windows version (which didn't work under DOSBox 0.74), but now that I've since learned how to make Macintosh CDs readable by Macintosh emulators in 64-bit Windows (Here's the solution, for the curious) this'll be a fine excuse to finally play through the copy I legitimately have.

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  18. First, I'll make the unreasonably low guess of 75. I might play along, it's not very hard for me to play Myst, it's like a strange vacation home.

    Also, assuming you don't already know, I'd like to make a bet as to lbh pna'g svther bhg jura guvf tnzr gnxrf cynpr. I'll let one of the other admins decide if that's a valid bet or not.

    As to the death of adventure gaming that retroactively is blamed on this game, I don't think so, but it's possibly just a case of people paying too much attention to journalists who didn't care very for adventure games. Myst looked absolutely amazing until about the end of the decade, and Riven, Exile and Revelation only have the problem of low-resolution. It's not a graphical thing.

    Not even journalists who seemed biased against the genre, since it's not very favorable to their sort of review schedule, and generally they aren't going to blow your mind in the opening sections. (Think about how many games on this blog have really high magazine scores, but ended up with a rating under 40) I think what killed it was Big Fish Games and the rise of the hidden object genre. Tons of interesting games around, right until the point that Big Fish gets big, and then everything dies out.

    I say this, because I know there are quite a few games past this point that sold over half a million to well over a million, copies, so it's clearly not that these games weren't successful.

    Also, it shouldn't be four hours long to start emulating a classic Macintosh. Unless it took you an unreasonable amount of time to find some of the files, it shouldn't take that long. Even without using a pre-installed harddrive file. MacOS 9 also isn't really that close to what would be running then, I think some form of MacOS 7.

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    1. Trust me, I had to scour through several emulation forums to understand why the installation suddenly and repeatedly hanged, or SheepShaver wouldn't play sound or wouldn't allow me to do one thing or another.

      And boy, your unreasonably low guess is putting me under a lot of pressure... *sweats*

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    2. For what it's worth, regardless of the quality of the game, this site's rating scale in particular seems to distill its qualities into a relatively few categories. It's really built for the more 'classic' conception of the graphical, story-driven point and click adventure. Therefore I think Myst will suffer in comparison (I'd imagine it will get around 60).

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  19. bigfluffylemon10 June 2024 at 07:58

    Arriving a little late to the party. I think a large part of the reason for Myst's sales were that it was the flagship game for the Mac, in an era when the Mac had almost no games available, and the graphics really showed off the rendering capabilities of the PowerMac, which was new and flashy. So if you bought one and wanted to play a game, or just experience what it could do, it was Myst or nothing. Plus, as someone said above, it was bundled with some hardware as a flagship app.

    Very hard to predict a PISSED score. Almost no story and very little dialogue and acting, no inventory, but mostly decent puzzles and graphics that were groundbreaking, if a matter of taste. The environment and atmosphere will be quite subjective. I'll go 58.

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  20. I dont think I hate Myst, but I really dislike it. A lot, I tried it in 1995, tried again in 2003, again with one of those weird remasters in 2012, and again in 2021 with even another remake !

    I'd say, all my runs were just going around the island doing nothing useful. My last attempt in 2021 was actually a better one, managed to go to one of the other islands, but then got stuck again. At that point I was forcing myself to continue the game because it's such a classic and masterpiece, I couldn't just ignore it anymore.

    Well, I did, I will try it again in a couple of years, I'm sure one of these days I will beat it, and start my 30 years run of Riven, and so on.

    I will guess a score of 48

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  21. Looking at the comments here, it seems a number of commenters have bad memories of playing the game as kids and never managing to get anywhere in it, so it's going to be interesting to see how they will react to a playthrough that actually explores the game and shows them all the bits they missed out on.

    Regarding the game's story, which MorpheusKitami also touched on in an earlier comment, V ybbxrq ng gur svany engvat sbe Qhatrba (znvasenzr Mbex), jurer gung tnzr tbg n 4 va fgbel naq frggvat. Zlfg'f jnl bs fgbelgryyvat vf engure pbzcnenoyr gb Mbex'f, gubhtu jurer Mbex srrqf lbh zvabe gvqovgf gung jbex gbtrgure gb nqq gb gur frggvat, ohg qba'g bgurejvfr ernyyl gryy n fgbel, Zlfg cebivqrf n phg-hc aneengvir bs n fznyy nzbhag bs znwbe erpheevat punenpgref gung pna rnfvyl or neenatrq va puebabybtvpny beqre vs qrfverq, juvpu nyfb fcrpvsvpnyyl gvrf vagb gur raqtnzr cybg naq birenyy gnfxf lbh unir gb qb. Bcvavbaf ba gur frggvat vf boivbhfyl hc gb crefbany gnfgr, ohg V svaq vg uneq gb oryvrir zbfg jbhyq pbafvqre Zlfg gb unir n jbefr cerfragrq frggvat guna Mbex. Vs Mbex tbg n 4, V guvax Zlfg jvyy qb whfg svar va guvf pngrtbel.

    But we'll see. Reviews are not a science.

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