Myst
This article is about the first computer game titled "Myst
". For the entire series, see Myst franchise.Myst (or
MYST) is a
graphic adventure computer game designed and directed by the brothers
Robyn and
Rand Miller. It was developed by
Cyan, Inc., a
Spokane,
Washington-based studio, and
published and distributed by
Brøderbund. The
Millers began working on
Myst in
1991 and released it on
September 24,
1993.
Myst was so successful that it helped to spark a new genre of computer game, the first-person
adventure-puzzle game. Many games that followed in this genre are often referred to by both fans and non-fans as "Myst clones".
Myst has sold over 6 million copies and held the title of best-selling computer game of all time throughout much of the
1990s before being overtaken by
The Sims. Its popularity led to the following:
* Four
sequels:
Riven,
Myst III: Exile,
Myst IV: Revelation, and
Myst V: End of Ages* Two
remakes:
Myst Masterpiece Edition, and
realMYST*
, and its
expansion packs
Uru: To D'ni and
Uru: The Path of the Shell, are hybrid single-player games set in the Myst universe but in the modern day. They were later released in a single compilation called
Myst Uru: Complete Chronicles. An online version of these games somewhat similar to a
Massively Multiplayer Online Role-Playing Game (MMORPG) called
Uru Live was planned and developed, but it was cancelled a short time after it went live, after a short-lived online beta. It was brought back in a limited capacity under the name
Untìl Uru, and is set to be brought back in full during the 2006 holiday season.
* Three derivative
novels, written by the Miller brothers together with
David Wingrove and published by
Hyperion, entitled
Myst: The Book of Atrus,
Myst: The Book of Ti'ana, and
Myst: The Book of D'ni (with two more releases coming up, one of which will be
Myst: The Book of Marrim).
* Two
comic books published by
Dark Horse called
Myst: The Book of Black Ships. A series of four was originally planned, but Cyan cancelled the series after issue #1 due to disputes over artistic license taken by Dark Horse.
The Myst creative team consisted of the brothers Rand and Robyn Miller, with sound designer
Chris Brandkamp and graphical artist Chuck Carter. Robyn Miller designed the Ages of Myst Island, Stoneship and Channelwood, while Carter was responsible for the Selenitic and Mechanical Ages, as well as D'ni (K'veer).
The game was created on
Apple Macintosh computers, principally
Macintosh Quadras. Each scene was modelled and rendered in
StrataVision 3D, with some additional modelling in
Macromedia MacroModel. Each image was edited and enhanced using
Photoshop V1.0.
ILM's John Knoll released a Photoshop Plugin to lead artist
Chuck Carter so as to read PICS animation format files in filmstrip form which helped with some of the animation editing and color correction. Video editing, compression and compositing were performed in
Adobe Premiere.
The original Macintosh version was constructed in
Hypercard. Each "Age" was a unique Hypercard stack. Navigation was handled by the internal button system and
HyperTalk scripts, with image and
QuickTime movie display passed off to various plugins (XCMDs and XFCNs in HyperCard terminology), mainly
Simplex HyperTint and
Apple's QuickTime XCMD. Images were stored as 8-bit
PICT resources with custom color palettes and QuickTime still image compression. Animated elements were QuickTime movies with
Cinepak compression. This careful processing made the finished graphics look remarkable despite their low bit depth; in an 8-bit era, Myst was so visually appealing that it quickly set the standard for its contemporaries.
The game was ported to
Microsoft Windows in 1994.
|
Myst Island seen from above |
The gameplay of Myst consists of a first-person journey through an interactive world. The player moves the character by clicking at the outside border of the game display and can interact with specific objects on some screens by
clicking or dragging them. Unlike many computer games, there are no enemies or any threat of "dying", although you can lose the game at the end. The only competition is the player versus the
puzzles presented in the game.
To complete the game, the player must discover and follow clues to be transported via
books to several
Ages, each of which is a self-contained mini-world. After traveling through each of the
Ages of Myst, Selenitic, Stoneship, Mechanical, and Channelwood, the player would return to the starting point of the game, Myst Island, with all the information necessary to complete the game.
According to the creators, the game's name, as well as the overall solitary and mysterious atmosphere of the island, was inspired by the book
Mysterious Island by
Jules Verne. Also said to have been an inspiration is
The Invention of Morel by
Adolfo Bioy Casares, a novel which deals with an anonymous traveller entering a surrealistic island created by a brilliant but deranged scientist.
Under obscure circumstances, a mysterious person known as the
Stranger (the player) finds an unusual book titled 'Myst'. Opening the book, the Stranger discovers that the first page is occupied by a single moving image or
Linking panel. The picture shows a flyby of an island. Touching this panel, the Stranger is transported to that island and is left with no choice but to explore.
Myst Island contains a library where two books can be found: a red book and a blue book. These books are
traps for
Sirrus and
Achenar, two men who claim to be the sons of
Atrus. Atrus is the mysterious and powerful owner of Myst Island who could write special books ("linking books") by an ancient practice known as
The Art, which would transport the user to the worlds, or "
Ages", that they described. From the linking panels of their books, Sirrus and Achenar plead to the Stranger to let them escape. However, the books are missing several pages, so their messages at first are faint and unclear.
As the Stranger further explores the island, more books are discovered hidden behind complex mechanisms and puzzles. There are four books in total, each linking to a different world or
Age. The Stranger must visit each Age, find the red and blue pages hidden in that age, and then return to Myst.
Those pages can then be placed in the corresponding books. Sirrus is trapped by the red book, and in the blue book is Achenar. As the Stranger adds more pages to these books, the brothers can speak more and more clearly. Throughout this process, each brother maintains that the other brother cannot be trusted. After collecting five pages, the brothers can talk clearly enough to tell the Stranger where the sixth page is hidden. If the Stranger gives either brother their sixth page, they will be free. The Stranger is left with a choice. Should she or he help Sirrus or Achenar? Or neither?
The brothers plead to be liberated and, above all, that the player not access a green book. They claim that it is a book like their own and, if opened, will trap the Stranger. In truth, it leads to
D'ni, where their father
Atrus is imprisoned. He asks the player to bring him a final page that is hidden on Myst Island. Atrus cannot bring justice to his sons on Myst without the final page. The note explaining how to reach the page has been ripped and brought to two of the ages by the brothers. This is the only way that leads to victory; entering D'ni without the page leads to eternal imprisonment, and freeing one of the brothers leaves the player trapped inside a book.
As the player explores the game, he or she discovers four
linking books, books that allow a person to link to the worlds that the books describe. The Art of Writing was practiced by the
D'ni, an ancient civilization who lived in a large underground cavern.
The game includes the following 'Ages':
*
Myst Island, the starting Age. This island remains the central 'hub' Age throughout the plot.
*
Channelwood Age, a small, swamp-like Age with boardwalks covering most of the ground.
*
Stoneship Age, a somewhat small Age consisting of a few large rocky islands and a broken ship.
*
Selenitic Age, a very large Age consisting of rocky towers, a small forest, and massive underground caverns, among other things.
*
Mechanical Age, a rotating fortress mounted between three islands.
*
Rime Age, found only as a special bonus at the end of
realMYST*
D'ni, later revealed to be only a small part of D'ni proper.
See
Ages of Myst for full descriptions.
In 1994, the Windows version for IBM PCs was released. When porting from the original Macintosh version to Windows, a few technical problems occurred and as a result the following changes were necessary:
*Sound effects were no longer subtle, for example, instead of a gentle breeze in one area on Myst Island, there was gusting wind. Another example, sounds of running machinery would not fade out as the player leaves that area.
*The soundtrack was shortened in several areas.
*Transitions between the different images became less smooth.
Myst: Masterpiece Edition (below) for Windows does not correct these changes. The
Masterpiece Edition for Macintosh computers is a port of the Windows
Masterpiece Edition and features the edits.
Myst: Masterpiece Edition
Myst: Masterpiece Edition was an updated version of the original
Myst. Due to the hint system's bugs and some shortening in the soundtrack, the updated edition was not well received by audiences. Updates included:
*Re-rendered images in
truecolor (24-bit) instead of
8-bit color*Additional point-of-view images
*Enhanced audio effects and music
** Shortened version of the Pool Imager theme
*In-game maps and hint system
Slight further enhancements, and a restore of the original soundtrack, were made to the
MME release as part of the
Myst DVD 10th Anniversary Edition which bundled DVD versions of
MME,
Riven, and
Exile.
realMYST
 |
realMyst box cover |
realMyst: Interactive 3D Edition was a re-make of the
Myst computer game featuring various changes over the original:
* Graphics were rendered by the real-time 3D
Plasma 1.0 engine also later used in
' (2.0) and Myst V: End of Ages (2.1)
* Navigation provided vastly more freedom due to the above
* Weather effects like thunderstorms and sunsets/sunrises were added
* Some minor changes to the main Age (Myst Island), like the addition of a gravestone for Ti'ana, adjusted the gameplay to the Myst novels and sequels
* All of Rand Miller's scenes as Atrus, as well as the opening narration, were redone
* Several minor alterations in the scenery (eg. different lamp models) and more realistic textures.
* Rime as a new Age was added and loosely tied into the storyline
realMyst'' was developed by Cyan, Inc. and Sunsoft, and published by Ubisoft. It is regarded by some as a test project for the then-in development '.
PSP Remake
In
November 2005,
Sega announced that they would be developing a remake of
Myst for the
Playstation Portable. The remake would include additional content that was not featured in the original
Myst.
[Myst Set for PSP ign.com (accessed 29 March, 2006)] The remake was released in Japan on March 30th, 2006, and will be released in North America and Europe some time in 2006.[
1]
*
Pyst is a satirized version of the Myst universe, where everything appeared to be trashed and vandalized by disgruntled gamers unable to solve Myst's puzzles. It was notable for featuring a performance by
John Goodman. Although nothing more than slideshow of desecrated Myst screenshots, it was popular enough to spawn "Pyst: Special Edition," which included a preview of "Driven: The Sequel to Pyst," which never saw the light of day, as creator
Parroty Interactive went bankrupt.
*
Missed is a text-based online game in which you must help Ascii, who is lost on the web, find the six keys of the internet. The game involves spoofs of various buildings, characters and Ages in Myst.
*
Mylk, produced by
Bart Gold (PC version by
Wayne Twitchell), is a parody based on dairy products and other foodstuffs.
*
Missed Island, a recreation of
Myst as a map for
Marathon Infinity. It can be downloaded from
Bungie.Org's Marathon archives.
Though
Myst was an extremely popular and commercially successful game it was also intensively criticised, mostly around the lack of "action" in the game, leading some to claim the game is boring (a
typical review of this type describes the game as a "slide-show"). These reviews often complain about the difficulty of the puzzles, which those who like the game would claim is the
main point. The
Myst page of Mobygames has several reviews putting forth both views.
*In
Germany, the game's title was subject to a number of jokes - while the title clearly alludes to both
mist and "Mysterious" in the English language, the word
Mist in German means "manure".
*After the Myst back story was further revealed, it was fixed that the events in Myst occurred in the early
1800s. However the last game in the series, Myst 5, is set some 200 years later. Myst 5 in fact continues the story of Uru, which is set in the present day.
*Myst 3 was done by Presto and Myst 4 was produced by Ubisoft (with a tiny bit of input from Cyan) instead of the original Cyan team who made Myst, Riven and Myst 5. Because of this, there are differences in the style of the games. Myst 4 may seem to flatly contradict a major aspect of the prison books, central to the plot of both Myst and Riven, although
Richard A. Watson stated
[[2] RAWA answers questions regarding "game history" vs. "D'ni history" (accessed 7 June, 2006)] as early as 2000 that prison/trap books were actually regular Ages, but weren't portrayed as such due to storyline limitations and because a "bad player" should not be rewarded with another set of Ages to explore.
*The mosaic in D'ni, taken by many to be a representation of
Ri'neref, is actually the face of
Chuck Carter, one of the modelers who worked on the original Myst game.
* A
Sega CD edition of the game was produced, but never released
[Sega CD & Mega CD Reviews SegaBase (accessed 29 March, 2006)]. However, versions were released for the
3DO,
CD-i,
Atari Jaguar ,
PlayStation, and the
Sega Saturn. Thirteen years after its original release new ports are still being considered, including one to the
PSP.
* At the time, this game was one of the reasons why many people would purchase a computer with a CD-ROM drive included and in fact, this game and
The 7th Guest were both responsible for the sudden boom in the popularity of the drives.
[Gamespy credits Myst with making CD-ROMs ubiquous on desktops (accessed 12 June, 2006)]*
The Simpsons'
Treehouse of Horror VI included a segment
Homer³ where a 3-D version of
Homer Simpson encounters, among other notable objects, the library from Myst.
* On August 2nd, 2006, Robyn Miller announced (via his Tinselman blog
[Robyn Miller announces the online publication of the "Persistent Disparate Interchange" music video (accessed 8 August, 2006)]) the online publication of a music video for "Catherine's Freedom" (from the
Riven soundtrack) called
"Persistent Disparate Interchange". The film consists of old, uncopyrighted documentary footage which was compiled and edited by Justin Norman and Wesley Norman of the
Shrieking Tree Web Factory.
Official websites
*
Official Myst website (no longer updated)*
realMyst Website*
Robyn Miller's Blog*
Rand Miller's Blog*
Chuck Carter's BlogIn the media - articles, reviews and interviews
*
Guerrillas in the Myst - Wired Magazine's 1994 article about the creation of Myst*
Exploring Myst's Brave New World - Wired Magazine 2003 interview with Rand Miller*
Pupils learn through Myst game -- report on the use of Myst in a primary classroomThe soundtrack music
*
Information about the availability of CD Soundtracks from the MYST series*
A music video called "Persistent Disparate Interchange" made for a track from the Riven soundtrack.Game Archive and Review sites