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Myst

***UPDATE: Links to my reviews of all the Myst games below.***
Whew. I've been working all day on the Myst chapter of the book. I'm actually a good choice for this chapter, since I've played ALL the Myst games from start to finish and have a great love and respect for this venerable series. That said, it's been challenging; the games tend to blur together in my mind. I still think Myst IV: Revelation is the greatest of them all, simply because it had the best graphics and puzzles. Still, I admire III because of its brilliant marble puzzle and voice acting, and the final game for its luxury car interface that I still think is the best ever made for an adventure game. It's *comfortable.* I love it.

I'm also thinking about the crucial question of whether the first Myst is a great game, or whether it was just the right game at the right time. There's no doubt it revolutionized the adventure game genre, but that's a minor genre nowadays. People could play Doom or Myst, and the industry seems to have followed the first choice. Those lovely pre-rendered graphics, FMV segments, and Mensa-like puzzles seem to have been rendered extinct by the BFG. Pity, that.

I'll never forget even in URU the intense experience of emerging onto a platform and seeing the jungle far below. The visuals were just so damn stunning, and the music so appropriate, that I just had to stop and say "This is one of the most beautiful things I've ever seen in a videogame." Those moments are rare. Too bad the failed multiplayer and rushed salvage job made Uru so wretched; I could see potential there (and that's what made it so sad!!)

Although Myst gets all the attention, I still admire The 7th Guest and what others like that were trying to accomplish. I am perhaps alone in thinking that FMV isn't dead. Live actors can do SOOO much more than a 3D model; I don't care what anyone else says on that point. I'm just waiting to see what will be possible as storage space increases and budgets swell.

Links to my reviews:


Comments

Matt Barton's picture

After re-reading all of my

After re-reading all of my old reviews (d'oh!!! should have done that earlier before writing the chapter), I think that all of the games were flawed. Yet they do enough things right to make these flaws all the more tragic; you keep thinking, damn, with a little more playtesting...

I have to respect though, the difficulty that must go into making a good adventure game like this. You have to challenge the player with a clever puzzle, but it must be extremely difficult to make sure he has enough information without giving away the secret. It's also critical to make sure he has a good enough reason to solve the puzzle; the harder the puzzle, the greater the pay off. Generally, though, where the Myst games fail is feedback. The real stinky puzzles never give you enough feedback, and some are so hard, with so many possibilities, that even a brute-force trial and error approach will fail. Still, I think what makes these flaws stand out SO much is that the rest of the game is so wonderful. It's like going to an art museum and seeing those ancient statues with pieces broken off; it's painful to see that and you keep thinking how amazing it must have looked whole. That's how I view the Myst games; they are superb, yet somehow incomplete. With a bit more polish and better feedback (maybe excising a puzzle or two), they could be perfect.


Bill Loguidice's picture

Myst

Rowdy Rob wrote:

Perhaps people just wanted to leisurely roam around in a fantasy world where they didn't have to worry about character stats, action/strategy battles, or pound the fire button fifty times per second.

Good reasoning there and on the surface sounds nice even to ME, but in practice, I was actually frustrated. Again, perhaps it's just because I knew better and had higher expectations than people who were initially enamored with the pretty pictures, atmosphere and high mystery...



Wii: 1345 2773 2048 1586 | PS3: ArmchairArcade
Bill Loguidice, Managing Director | Armchair Arcade, Inc.


Matt Barton's picture

Wow, great comments. Looks

Wow, great comments. Looks like AA is making a comeback!

I like the idea that Myst is a good game for non-gamers, though I think it might be put this way: it's a game for people who want an alternative to the typical game. I bought Riven back when it came out, but mostly just to see what my new computer was capable of graphically. I tried to play it, but it was so hard that I didn't get far, and I didn't like the idea of using a cluebook to solve it. I remember how arduous it was to get past that elevator/tower puzzle thing at the very start of the game. Even later, when I finally got through with the help of clues; looking back I just don't know how they expected anyone to get through it. One of the worst was a little hot spot just above a fish head on a bridge. I talked to several other people who remembered that as well; it was ridiculous to think that you'd just casually point the mouse there and click in the normal course of adventuring.

Mostly, though, the puzzles were challenging but not impossible; just a few real stinkers. Myst III is the only one I was able to complete without going outside for hints, and it has some really marvelous puzzles. I only got stumped once in Myst IV, and that was again a really DUMB puzzle. You were supposed to wiggle the mouse in a certain pattern over a snake; since I'd never had to do a "mouse trail" like puzzle before, I was completely ignorant. It just seemed out of place and totally inconsistent with the rest of the interface. There's also a great monkey puzzle that is really fun, though it's also quite difficult.

Myst V is a great game as well, though I'd probably say IV is my favorite with III just after. Riven is my least favorite after URU, which frankly, nobody should ever be forced to play.

In general, I think the problem with Myst or any other adventure game is that it's too easy to get stumped by bad design. I don't mind having to work to figure out what to do, but there ought to be enough information IN-GAME to get on with it. Leaving out vital information to make it "hard" is stupid; make the puzzles as hard as you want, but at least make it easy to get to the puzzles and learn the parameters of what's expected of you.

* update - lol, I guess I did have to use a hint site for III as well. Only once, though. :)


Mark Vergeer's picture

I was unfortunate enough to

I was unfortunate enough to actually get it for Elise. The execution of the whole Myst concept on the DS is horrible, but hey it's Myst and it provides Elise with a bit of entertainment on daily train-commute to and from work - twice 1.5 hours.



Editor / Pixelator - Armchair Arcade, Inc.
www.markvergeer.nl


Is MYST a "Non-Gamers'" Classic?

Perhaps we are the wrong people to contemplate the classic status of MYST. We, like Bill said, are experienced gamers who generally don't gravitate to games such as MYST, finding it lacking in many respects, yet obviously a great number of people played the game and its sequels. Who are these people? What did they get out of the game? Could that be a clue as to whether it deserves "classic" status or not?

MYST baffles me because it breaks most of the conventions of what is apparently a game for "non-gamers." Is it easy to learn? Not really. Is it immediately approachable? I couldn't make heads or tails out of RIVEN, so I guess not. Is the interface simple? Not in my opinion. Does it have an immediately understandable premise? Heck, I don't even remember if there was a premise!

Yeah, I don't get it. Yet it appealed to many "unconventional" gamers. It did have great graphics, though. Perhaps people just wanted to leisurely roam around in a fantasy world where they didn't have to worry about character stats, action/strategy battles, or pound the fire button fifty times per second.

qoj hpmoj o+ 6uo73q 3Jv 3svq jnoh 77V


Matt Barton's picture

Yeah, but don't get excited

Yeah, but don't get excited about that DS version. From what I've read, it's ghastly.


Mark Vergeer's picture

Myst is more like an

Myst is more like an interactive novel with an intriguing story than that it is a game in my opinion. Elise and I played through all the games.
There's even a Myst out on the Nintendo DS!



Editor / Pixelator - Armchair Arcade, Inc.
www.markvergeer.nl


Bill Loguidice's picture

Myst again

Good points, Rob, the only thing I'll say against one of the points at this time is that parody is not an indication that something is good, only that something is popular enough to be parodied so there's a reasonable chance that enough people pick up on the jokes and that translates into sales of your own. The book will actually address some of your other points, like the Pac-Man thing, which I feel stands on its own, regardless of its timing. Certainly it wouldn't have the same impact if released today, but foundationaly the gameplay and overall design is beyond reproach in my opinion...

(and by the way, how you felt about Riven, I felt about the first game, so I think it's more or less indicative of the series. I REALLY wanted to love Myst, but as someone (like you) who has played thousands of games, it was missing too much. I also more or less played it around the time when its visuals and atmosphere would still have something of an impact in and of themselves)



Wii: 1345 2773 2048 1586 | PS3: ArmchairArcade
Bill Loguidice, Managing Director | Armchair Arcade, Inc.


Matt Barton wrote:I'm also

Matt Barton wrote:
I'm also thinking about the crucial question of whether the first Myst is a great game, or whether it was just the right game at the right time.

Perhaps "timing" equals "great game!" After all, was PAC-MAN really that great of a game, or was it the timing of its release that made it a classic? Was it really that much more fun than "Ladybug" or "Crazy Climber" to warrant its cult status? It's not as if it was THAT groundbreaking of a game, actually.

Any game that is so popular that it spawns a PARODY game of its own ("PYST") must be a great game. Whatever its flaws, it spawned several successful sequels (and a parody), meaning that players had enough fun with the first game to be thirsting for more! And isn't that the point of a game: to have fun?

I've never played MYST, actually (I was still an Amiga computer user at MYST's release), but I noticed that several female computer gamer friends of mine were hooked on MYST. In fact, all of the MYST players I knew were females, not males. It actually allowed me to, for the first time I can remember, talk about computer games with females! Perhaps that in and of itself is a major "greatness" point: the gender boundaries were somehow eliminated in this game (why that is, I don't know, I didn't play it... perhaps you could speculate).

As a computer graphics enthusiast, I can say that MYST was perhaps the most beautiful game of it's time, far surpassing what mere polygons were capable of accomplishing. Even by today's standards, MYST's graphics were grand and surreal, while still being immersive. Based on what I've seen, playing MYST would be akin to walking around in a piece of high art. It really raised the bar on what computer game graphics were all about. And like it or not, "eye candy" is always a selling point for video games. How else can you explain "Dragon's Lair," a game with minimal input from the player's point? MYST seemed to offer more interaction than "Dragon's Lair."

As for FMV, the MYST series wasn't about FMV (as far as I can tell), it was about immersing the players in a surreal environment. FMV was a gimmick in large parts, and that is why the games based on FMV failed, IMHO. I want to play a game, not watch a movie! MYST seemed to get that part right, and let players PLAY, not just watch.

Unfortunately, I purchased a MYST compilation CD in a bargain bin one day. MYST didn't play that well on my PC, but RIVEN (MYST III) did. Alas, it seemed too surreal and puzzly for my tastes (I'm generally too stupid for puzzle games), so I didn't spend much time with it. I will say, though, that "Riven" was absolutely beautiful from a computer graphic perspective.

qoj hpmoj o+ 6uo73q 3Jv 3svq jnoh 77V


Bill Loguidice's picture

Myst

I think part of it was timing - being one of the early system showcasers for the new MMC PC's and Mac's. Certainly its mysterious nature and obtuse gameplay helped - people like to feel that they're in on something.

I never liked it, but then I'm a gamer. I know there are some gamers that like it, but it definitely appealed to non-gamers. There is a certain something about it that is difficult to define. I do think it's a product of its time though, but it was certainly influential and critical in the growth of the CD-ROM as an entertainment medium. Cyan's previous The Manhole was certainly groundbreaking as one of the first edutainment CD-ROM products and I think broke a bit of ground too. The challenge I think will be for us to figure out what Myst's certain lasting something was in comparison to popular contemporary games like The 7th Game, which didn't have the same lasting impact.



Wii: 1345 2773 2048 1586 | PS3: ArmchairArcade
Bill Loguidice, Managing Director | Armchair Arcade, Inc.


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