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Myst at 25: How it changed gaming, created addicts, and made enemies

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Re: Myst at 25: How it changed gaming, created addicts, and made enemies

#111
post #84

Earlier quoted context omitted.

That is a good list, even if some fall more on the “walking simulator” side more so than “puzzle game”. Games like “What Remains of Edith Finch”, “Firewatch” and “Gone Home” etc I loved, but these aren’t really puzzle games in the way Myst was, although I do see a common thread in the idea of an intricately made world to slowly explore.

If you're looking for a mobile game that hits that aesthetic, try "Alto's Odyssey"

Altos Odyssey, really? That strikes me as a bizarre recommendation in the context of the games being discussed in this thread.

Re: Myst at 25: How it changed gaming, created addicts, and made enemies

#112
post #99

Earlier quoted context omitted.

Fellow Myst and HyperCard enthusiast who used to have a CodeWarrior t-shirt, checking in. I wouldn't be where I am today without all of that stuff too. I would love to see that stack...

How did the story within Myst end?

The canonical "good" ending of the first game? You rescue Atrus (the author-father-figure) by bringing him what he needs to return to Myst.

Then he asks for your (further) help, sending you to Riven, the next game in the series.

Re: Myst at 25: How it changed gaming, created addicts, and made enemies

#113
post #69

Earlier quoted context omitted.

For me, this is where memories of Myst are best left. At the time I loved it, but in the early 90s one was willing to forgive a game a great many short-comings in sympathy to the state of modern games technology. Myst was very much “state of the art of the possible at the time”. I’d argue that much of the appeal of 90s Myst for some was that such a world could be made at all, let alone be a reasonably competent adven…

I would check out Quern. Quern is an excellent Myst style game and comes closest to Myst style puzzles. From what I've seen of the "The Witness" is looked to be the same maze puzzle but repeated throughout the game. I loved Johnathan Blow's "Braid" but I passed on the Witness after seeing some gameplay.

I agree, Quern was great and much more Myst-like than the Witness.

The Eyes of Ara is another Myst-like I enjoyed.

I'm always looking for more.

Re: Myst at 25: How it changed gaming, created addicts, and made enemies

#114
post #99

Earlier quoted context omitted.

Fellow Myst and HyperCard enthusiast who used to have a CodeWarrior t-shirt, checking in. I wouldn't be where I am today without all of that stuff too. I would love to see that stack...

How did the story within Myst end?

[deleted]

Re: Myst at 25: How it changed gaming, created addicts, and made enemies

#116
post #69
post #19

I vividly recall playing Myst, headphones on, snow falling outside, in a time before cellphones and (for our family) high speed internet. Cliche as it is, I felt transported. At times I felt spooked. I also remember getting a hold of every magazine I could that went into the making of Myst, transfixed by the creators’ sketches and drawings. Few cultural artifacts — not limited to games — have had as lasting an impact…

For me, this is where memories of Myst are best left. At the time I loved it, but in the early 90s one was willing to forgive a game a great many short-comings in sympathy to the state of modern games technology. Myst was very much “state of the art of the possible at the time”. I’d argue that much of the appeal of 90s Myst for some was that such a world could be made at all, let alone be a reasonably competent adven…

I tried witness, but, just have up after a while. Too much running around and if you miss the hidden paths etc it can be totally frustrating. Just like that darn door in riven that started open and you had to close it once inside to find the hidden passage. I dunno, I just find that frustrating. Shadow puzzles when not really that clear, also frustrating, even when you know what you're supposed to be looking for. Myst on the other hand, loved it all.

Re: Myst at 25: How it changed gaming, created addicts, and made enemies

#117
post #19

I vividly recall playing Myst, headphones on, snow falling outside, in a time before cellphones and (for our family) high speed internet. Cliche as it is, I felt transported. At times I felt spooked. I also remember getting a hold of every magazine I could that went into the making of Myst, transfixed by the creators’ sketches and drawings. Few cultural artifacts — not limited to games — have had as lasting an impact…

Weirdly, the games that felt to me the most like Myst were not of the same genre (instead, they were D2-ish), graphical detail (they were glorified board games with a few frames of animation) or mechanic (they were RPGs).

They were called the "Avernum" games. They started their life as flash games. They had bottomless writing and story behind the franchise, to compensate for their near-total lack of visual splendour (unless you're into map reveals) and graphics. I don't know why they felt like Myst to me, given their procedural and eminently surmountable nature, but still . . . they held, and still hold, that same sense of wonder and exploration.

I think there are a few other games from "humbler" (intra-WWW-revolution, drowned out by the Flash revolution noise) beginnings that are similarly excellent.

Re: Myst at 25: How it changed gaming, created addicts, and made enemies

#118

It's entirely possible that the only reason I'm a programmer today is because of Myst. For reasons that I either never fully learned or fail to remember, my father received a CD in the mail from Myst's publisher (Broderbund?) containing a demo of the game. Only, someone screwed up, and instead of the CD containing a demo, it actually contained almost the entire game in a just-before-release, playable state (only a si…

> (only a single world was unfinished)

I'm curious. Was that preventing to finish the (hacked) game?

Re: Myst at 25: How it changed gaming, created addicts, and made enemies

#119

It's entirely possible that the only reason I'm a programmer today is because of Myst. For reasons that I either never fully learned or fail to remember, my father received a CD in the mail from Myst's publisher (Broderbund?) containing a demo of the game. Only, someone screwed up, and instead of the CD containing a demo, it actually contained almost the entire game in a just-before-release, playable state (only a si…

Have you ever thought of uploading that HyperCard stack somewhere? I mean it would probably be taken down in a heartbeat, because the disclosure of the source code was very likely unintentional, but, you never know!

Unfortunately, the CD is long lost to the "mysts" of time...

Re: Myst at 25: How it changed gaming, created addicts, and made enemies

#120

It's entirely possible that the only reason I'm a programmer today is because of Myst. For reasons that I either never fully learned or fail to remember, my father received a CD in the mail from Myst's publisher (Broderbund?) containing a demo of the game. Only, someone screwed up, and instead of the CD containing a demo, it actually contained almost the entire game in a just-before-release, playable state (only a si…

> (only a single world was unfinished) I'm curious. Was that preventing to finish the (hacked) game?

It did not prevent me from finishing the game.

As I recall, it was the tree world that was unfinished (Google says it was called "Channelwood"), and at some point, the floating walkway just ended, and there were floating icons in the air representing the blue and red pages, and some apologetic text from the developers acknowledging that the world wasn't finished yet, so just go ahead and pick a free page.

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