Earlier quoted context omitted.
I made decent progress solving the puzzles in Myst until I got to that rocket ship and discovered that my tin ear was a showstopper. It didn't help that my machine (A Mac LC with 4 MB of RAM) was only barely powerful enough to run the game, and when it ran out of resources the first thing to go was the sound.
The sound is not a requirement. You can complete it with a pencil and paper, mapping it out pretty quickly.
Myst at 25: How it changed gaming, created addicts, and made enemies
131–140 of 144 posts
Re: Myst at 25: How it changed gaming, created addicts, and made enemies
#132Earlier quoted context omitted.
Some of the best music ever composed for a computer game I'd argue.
I've some of the OSTs at home 'cause I liked it so much.
Re: Myst at 25: How it changed gaming, created addicts, and made enemies
#133https://medium.com/picking-up-the-pieces/two-histories-of-my...
Also this article spend a lot of time talking about the cultural impact of Myst, now and then.
Re: Myst at 25: How it changed gaming, created addicts, and made enemies
#134Earlier quoted context omitted.
The sound is not a requirement. You can complete it with a pencil and paper, mapping it out pretty quickly.
You're thinking of the maze on Selenetic Island, which comes later. jandrese was referring to the puzzle in the rocket ship on Myst Island, which required the player to play notes on a piano, turn around, and set sliders to play the same notes. This puzzle was a prerequisite to reaching the maze you were thinking of.
Still easier than the sound puzzle in Myst IV Revelation though! That required reading a guide to solve it was so unobvious.
Re: Myst at 25: How it changed gaming, created addicts, and made enemies
#135Earlier 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…
Cyan also put out a game called Obduction a little over a year ago that's very much in the same vein as Myst (the Wikipedia article calls it a spiritual successor), only updated to fit the current times. It's really well done, and worth a look.
Re: Myst at 25: How it changed gaming, created addicts, and made enemies
#136Earlier quoted context omitted.
if you haven't played it obduction is also in VR and is also made by cyan. I thoroughly enjoyed it but it's definitely harder than myst was.
Yep, this basically is the VR Myst, no need to hold off. It’s of course compromised in all the usual ways 2018 VR typically is, but if you want a Myst style adventure in an expensive, low res vomit inducing uncomfortable headset, have at it! (I say this as a very disgruntled Oculus Rift + Touch owner...)
Re: Myst at 25: How it changed gaming, created addicts, and made enemies
#137If anybody is still jonesing for that Myst hit, the pointlessly-online version is completely free to play: https://mystonline.com/en/
If they're really jonesing they'd like to know that you have to create an account to download a Windows only installer ;)
Re: Myst at 25: How it changed gaming, created addicts, and made enemies
#138Re: Myst at 25: How it changed gaming, created addicts, and made enemies
#139Earlier quoted context omitted.
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…
I think you've got something mixed up. The Avernum series was a set of RPGs, but they were a remake of the creator's earlier Exile series, not a Flash game. ( Exile I: Escape from the Pit was released in 1996, long before Flash was viable for this sort of game.) They weren't procedural at all, either; the content was all handmade.
Part of it was the controls: I preferred a proper top-down view over isometric, but the main reason was probably the fact that parties were smaller. In Exile, a party could be 7 characters (I think), and it made the combat feel much more tactical.
Still, both the Avernum and Exile series are amazing, and I can highly recommend them. If you're starting fresh, Avernum 3 is probably a good one to start (it's also the on iPad and decently playable).
Re: Myst at 25: How it changed gaming, created addicts, and made enemies
#140Earlier quoted context omitted.
The music and the sound in Myst and Riven were both outstanding - absolute classics of the genre, and even more amazing given that they were an amateur effort by one of the creators, and not the work of a full-time composer or game sound designer. There was one location in Riven where I spent about fifteen minutes listening to a short-ish music loop over and over and watching a simple atmospheric location animation,…
This really proves in the arts and creative business, it's really an individual's work that connects the souls. You can have a team of thousands of people, but if no one has any vision or creativity then their work can go straight down the toilet.