Myst
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2008-07-13T23:03:18Z
David Fuchs
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Revert to revision 225377635 dated 2008-07-13 10:46:25 by Kariteh using [[:en:Wikipedia:Tools/Navigation_popups|popups]]
{{Infobox VG
|title=Myst
|image = [[Image:MystCover.png|256px]]
|developer = [[Cyan Worlds]]
|publisher = [[Brøderbund]], [[Midway Games]], [[Mean Hamster Software]], [[Sunsoft]]
|designer = [[Robyn Miller|Robyn]] and [[Rand Miller]]
|released= {{collapsible list|title=[[September 24]], [[1993]]|'''Macintosh'''<br> {{vgrelease|NA=[[September 24]], [[1993]]<ref name="moby">{{cite web|url=http://www.mobygames.com/game/macintosh/myst|title=Myst for Macintosh|publisher=[[MobyGames]]|accessdate=2008-04-24}}</ref>}} '''PSP''' <br> {{vgrelease|JP=[[June 15]], [[2006]]<ref name="myst psp"/>}} '''Nintendo DS''' <br> {{vgrelease|EU=November 2007<ref name="myst ds"/>}} {{vgrelease|NA=[[May 13]], [[2008]]<ref name="IGN - Myst">{{cite web|author=Staff|url=http://ds.ign.com/articles/863/863215p1.html|title=Empire Interactive's Myst DS Goes Gold|publisher=[[IGN]] |date=2008-03-31|accessdate=2008-04-22}}</ref>}}
}}
|genre = [[Adventure game|Graphic adventure]], [[Computer puzzle game|puzzle]]
|modes = [[Single-player]]
|ratings = [[Entertainment Software Rating Board|ESRB]]: E<br>[[PEGI]]: 3+<br>[[RSAC]]: ALL<br>[[USK]]: All Ages
|platforms = [[Mac OS]], [[Microsoft Windows|Windows]], [[Sega Saturn|Saturn]], [[PlayStation]], [[Atari Jaguar CD|Jaguar CD]], [[AmigaOS]], [[CD-i]], [[3DO Interactive Multiplayer|3DO]], [[PlayStation Portable]], [[Nintendo DS]]
|media = [[CD-ROM]]
|requirements =
|input = [[Computer keyboard|Keyboard]], [[Mouse (computing)|mouse]]
}}
'''''Myst''''' is a [[adventure game|graphic adventure]] [[video game]] designed and directed by the brothers [[Robyn Miller|Robyn]] and [[Rand Miller]]. It was developed by [[Cyan Worlds]], a [[Spokane, Washington]]-based studio, and [[video game publisher|published]] and distributed by [[Brøderbund]]. The [[Miller Brothers|Millers]] began working on ''Myst'' in {{vgy|1991}} and released it for the [[Macintosh]] computer on [[September 24]], [[1993]]; it was developer Cyan's largest project to date. Remakes and ports of the game have been released for [[Microsoft Windows]], [[Sega Saturn]], [[PlayStation]], [[Atari Jaguar CD|Jaguar CD]], [[AmigaOS]], [[CD-i]], [[3DO Interactive Multiplayer|3DO]], [[PlayStation Portable]], and [[Nintendo DS]] by publishers [[Midway Games]], [[Sunsoft]], and [[Mean Hamster Software]].
''Myst'' puts the player in the role of the [[Stranger (Myst)|Stranger]], who uses an enchanted book to travel to the island of Myst. There, the player uses other special books written by an artisan and explorer named [[Atrus]] to travel to several worlds known as "Ages". Clues found in each of these Ages help reveal the back-story of the game's characters. The game has several endings, depending on the course of action the player takes.
Upon release, ''Myst'' was a surprise hit, with critics lauding the ability of the game to immerse players in the fictional world. The game was the [[List of best-selling video games|best-selling PC game]] of all time, until ''[[The Sims]]'' exceeded its sales in {{vgy|2002}}.<ref name="best-selling">{{cite web |url=http://www.gamespot.com/pc/strategy/simslivinlarge/news_2857556.html |title=The Sims overtakes Myst |accessdate=2008-03-17 |author=Walker, Trey |date=2002-03-22 |publisher=[[GameSpot]] |publisher=[[CNET Networks]]}}</ref> Myst helped drive adoption of the then-nascent [[CD-ROM]] format. ''Myst''{{'}}s success spawned four direct video game sequels as well as several spin-off games and novels.
== Gameplay ==
[[Image:Myst-library and ship.jpg|thumb|left|Screenshot of ''Myst'', showing the island's library in the background and a puzzle involving a ship in the foreground|Screenshot of ''Myst'', showing the island's library in the background and a puzzle involving a ship in the foreground]]
The gameplay of ''Myst'' consists of a [[first-person narrative|first-person]] journey through an interactive world. The player moves the character by clicking on locations shown in the main display; the scene then crossfades into another frame, and the player can continue to explore. Players can interact with specific objects on some screens by [[point and click|click]]ing or dragging them.<ref>{{cite book|title=Myst User Manual|publisher=[[Brøderbund]]|author=[[Cyan Worlds|Cyan, Inc.]]|year=1993|edition=[[Microsoft Windows|Windows]] version|language=English|pages=5–6|series="Manipulating Objects"}}</ref> To assist in rapidly crossing areas already explored, ''Myst'' has an optional "Zip" feature. When a lightning bolt cursor appears, players can click and skip several frames to another location. While this provides a rapid method of travel, it can also cause players to miss important items and clues.<ref>{{cite book|title=Myst User Manual|publisher=[[Brøderbund]]|author=[[Cyan Worlds|Cyan, Inc.]]|year=1993|edition=[[Microsoft Windows|Windows]] version|language=English|pages=9|series="Zip Mode"}}</ref> Some items can be carried by the player and read, including journal pages which provide [[backstory]]. Players can only carry a single page at a time, and pages return to their original locations when dropped.<ref>{{cite book|title=Myst User Manual|publisher=[[Brøderbund]]|author=[[Cyan Worlds|Cyan, Inc.]]|year=1993|edition=[[Microsoft Windows|Windows]] version|language=English|pages=13|series="Options Menu"}}</ref>
To complete the game, the player must explore the seemingly deserted island of Myst.<ref name="guerillas">{{cite web|author=Carroll, John|year=1993|url=http://www.wired.com/wired/archive/2.08/myst_pr.html|title=Guerrillas in the Myst|work=[[Wired Magazine]]|accessdate=2008-05-02}}</ref> There the player discovers and follows clues to be transported via [[Linking book]]s to several "Ages", each of which is a self-contained mini-world. Each [[Ages of Myst|Age]]—named Selenitic, Stoneship, Mechanical, and Channelwood—requires the user to solve a series of logical, interrelated puzzles to complete its exploration. Objects and information discovered in one Age may be required to solve puzzles in another Age, or to complete the game's primary puzzle on Myst. For example, in order to activate a switch, players must first open a safe and use the matches found within to start a boiler.<ref name="mysty"/>
Apart from its predominantly nonverbal storytelling,<ref name="mysty"/> ''Myst''{{'}}s gameplay is unusual among adventuring computer games in several ways. The player is provided with very little backstory at the beginning of the game, nor are any goals or objectives laid out. This means that players must simply begin to explore. There are no obvious enemies, no physical violence, and no threat of "dying" at any point,<ref name="guerillas"/> although it is possible to reach a few "losing" endings. There is no time limit to complete the game.<ref name="guerillas"/> The game unfolds at its own pace and is solved through a combination of patience, observation, and logical thinking.<ref name="mysty"/>
== Story ==
The game's instruction manual explains that an unnamed person known as the [[Stranger (Myst)|Stranger]] stumbles across an unusual book titled "Myst". The Stranger reads the book and discovers a detailed description of an island world. Placing his hand on the last page, the Stranger is whisked away to the world described, and is left with no choice but to explore;<ref>{{cite book|title=Myst User Manual|publisher=[[Brøderbund]]|author=[[Cyan Worlds|Cyan, Inc.]]|year=1993|edition=[[Microsoft Windows|Windows]] version|language=English|pages=2|series=}}</ref> the player then gains control and is allowed to wander the new surroundings.
Myst, the island world described in the book, contains a library where two additional books can be found, colored red and blue. These books are traps which hold [[Sirrus]] and [[Achenar]], the sons of [[Atrus]], who lives on Myst island with his wife Catherine. Atrus uses an ancient practice to write special "linking books", which transport people to the worlds, or "Ages", that the books describe. From the panels of their books, Sirrus and Achenar tell the Stranger that Atrus is dead, each claiming that their brother [[murder]]ed him, and plead for the Stranger to help them escape. However, the books are missing several pages, so the sons' messages are at first faint and unclear.
As the Stranger continues to explore the island, more books are discovered hidden behind complex mechanisms and puzzles. There are four books in total, each linking to a different Age. The Stranger must visit each Age, find the red and blue pages hidden there, and then return to Myst Island. These pages can then be placed in the corresponding books. 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 four pages, the brothers can talk clearly enough to tell the Stranger where the fifth page is hidden. If the Stranger gives either brother their fifth page, they will be free. The Stranger is left with a choice to help Sirrus, Achenar, or neither.
Both brothers beg the Stranger not to touch the green book that is stored in the same location as their last pages. They claim that it is a book like their own that will trap the Stranger. In truth, it leads to [[D'ni]], where Atrus is imprisoned. Upon opening the book, Atrus asks the Stranger to bring him a final page that is hidden on Myst Island; without it, he cannot bring his sons to justice.
The game has several endings, depending on the player's actions. Giving either Sirrus or Achenar the final page of their book causes the Stranger to switch places with the son, leaving the player trapped inside the Prison book. Linking to D'ni without the page Atrus asks for leaves both the Stranger and Atrus trapped on D'ni. Linking to D'ni with the page allows Atrus to complete his Myst book and return to the island. Upon returning to the library, the red and blue books are gone, and there are burn marks on the shelves where they used to be.
== Development ==
{{quote box|width=40%|quote= "We started our design work and realized that we would need to have even more story and history than would be revealed in the game itself. It seemed having that depth was just as important as what the explorer would actually see."|source= —Rand Miller on developing ''Myst''{{'}}s fictional history<ref name="through the myst">{{cite web|author=Stern, Gloria|date=1994-08-23|url=http://www2.worldvillage.com/wv/gamezone/html/reviews/myst.htm|title=Through the Myst|publisher=WorldVillage.com|accessdate=2008-05-02}}</ref>}}
The ''Myst'' creative team consisted of the brothers Rand and Robyn Miller, with help from sound designer Chris Brandkamp, graphical artist Chuck Carter, Richard Watson, Bonnie McDowall, and [[Ryan Miller (author)|Ryan Miller]], who together made up [[Cyan Worlds|Cyan, Inc.]] The company had previously only made children's games. ''Myst'' was conceived by the brothers as a challenging but aesthetically simple game that would appeal to adults;<ref name="guerillas"/> ''Myst'' was not only the largest collaboration Cyan had attempted at the time, but also took the longest to develop.<ref>{{cite book|title=Myst User Manual|publisher=[[Brøderbund]]|author=[[Cyan Worlds|Cyan, Inc.]]|year=1993|edition=[[Microsoft Windows|Windows]] version|language=English|pages=15|series="About the Authors"}}</ref> According to Rand Miller, the brothers spent months solely designing the look and puzzles of the Ages,<ref name="making of myst">{{cite video|people=[[Miller Brothers|Millar Bros]]., Cyan, &c|year=1993|title=The Making of Myst| publisher=[[Cyan Worlds|Cyan, Inc.]]/[[Brøderbund]]| url=http://www.nwe.ufl.edu/~tharpold/resources/myst/making_of_myst.html| medium|[[CD-ROM]]|format=[[.MOV]]}}</ref> which were influenced by earlier whimsical "worlds" made for children.<ref name="through the myst"/> 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 ''[[The Mysterious Island]]'' by [[Jules Verne]].<ref name="guerillas"/>
At first, the developers had no idea how they would actually create the physical terrain for the Ages.<ref name="making of myst"/> Eventually, they created grayscale [[heightmap]]s, extruding them to create changes in elevation. From this basic terrain, textures were painted onto a colormap which was wrapped over the landscapes. Objects such as trees were added to complete the design.<ref name="making of myst"/> Rand noted that attention to detail allowed ''Myst'' to deal with the limitations of CD-ROM drives and graphics, stating "A lot can be done with texture…Like finding an interesting texture you can map into the tapestry on the wall, spending a little extra time to actually put the bumps on the tapestry, putting screws in things. These are the things you don't necessarily notice, but if they weren't there, would flag to your subconscious that this is fake."<ref>{{cite journal|author=Gillen, Marilyn|title=Interactive Gamers Try to Follow Enveloping 'Myst'|journal=[[Billboard (magazine)|Billboard]]|volume=1|date=[[1994-07-09]]|pages=100}}</ref>
The game was created on [[Apple Macintosh]] computers, principally [[Macintosh Quadra]]s. The graphics were individual shots of fully rendered rooms; overall, ''Myst'' contains 2,500 frames, one for each possible area the player can explore.<ref name="making of myst"/> Each scene was modeled and rendered in [[StrataVision 3D]], with some additional modeling in Macromedia MacroModel.<ref name="making of myst"/> The images were then edited and enhanced using [[Photoshop]] 1.0.<ref name="making of myst"/>
The original Macintosh version of ''Myst'' 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; essentially, ''Myst'' functions as a series of separate multimedia slides linked together by commands.<ref name="1up"/> As the main technical constraint that impacted ''Myst'' was slow [[CD-ROM]] drive read speeds, Cyan had to go to great lengths to make sure all the game elements loaded as quickly as possible.<ref name="through the myst"/> Images were stored as 8-bit [[PICT]] resources with custom color palettes and QuickTime still image compression.<ref name="making of myst"/> Animated elements such as movies and object animations were encoded as QuickTime movies with [[Cinepak]] compression;<ref name="making of myst"/> in total, there were more than 66 minutes of Quicktime animation.<ref name="making of myst"/> This careful processing made the finished graphics look like truecolor images despite their low bit depth; the stills were reduced in size from 500 [[kilobyte|KB]] to around 80 KB.<ref name="making of myst"/>
===Audio===
Chris Brandkamp produced most of the [[ambient noise|ambient]] and incidental sounds in the game. To make sure the sounds fit, Brandkamp had to wait until the game's visuals were placed in context.<ref name="making of myst"/> Sound effects were drawn from unlikely sources; the noise of a fire in a boiler was created by driving slowly over stones in a driveway, because recording actual fire did not sound like fire burning.<ref name="guerillas"/> The chimes of a large clock tower were simulated using a wrench, then transposed to a lower pitch.<ref name="making of myst"/>
At first, ''Myst'' had no music, because the Millers did not want music to interfere with the gameplay.<ref name="making of myst"/> After a few tests, they realized that the background music did not adversely affect the game and in fact "seemed to really help the mood of certain places that you were at in the game."<ref name="making of myst"/> Robyn Miller ended up composing 40 minutes of [[Synthesizer|synthesized]] music that was used in the game and later published as ''Myst: The Soundtrack''.<ref name="making of myst"/> Initially, Cyan released the soundtrack via a mail-order service, but before the release of ''Myst''{{'}}s sequel ''[[Riven]]'' [[Virgin Records]] acquired the rights to releasing the soundtrack,<ref name="denver post-sound">{{cite news|author=Thomas, David|date=1998-05-08|title=Mastermind of Myst, Riven also has a talent for music|publisher=[[The Denver Post]]}}</ref> and the CD was rereleased on [[October 6]], [[1998]].<ref>{{cite web|author=Gann, Patrick|year=1998|url=http://www.rpgfan.com/soundtracks/myst/index.html|title=Myst: The Soundtrack|publisher=[[RPGFan]]|accessdate=2008-05-21}}</ref>
{{tracklist
| collapsed = yes
| headline = ''Myst: The Soundtrack'' tracklist
| total_length = 41:24
| title1 = Myst Theme
| length1 = 1:30
| title2 = Treegate
| length2 = 1:58
| title3 = Planetarium
| length3 = 1:38
| title4 = Shipgate
| length4 = 1:27
| title5 = The Tower
| length5 = 1:43
| title6 = The Last Message (Forechamber Theme)
| length6 = 2:34
| title7 = Fortress Ambience Part I
| length7 = 0:40
| title8 = Fortress Ambience Part II
| length8 = 0:50
| title9 = Mechanical Mystgate
| length9 = 2:00
| title10 = Sirrus' Cache
| length10 = 1:42
| title11 = Sirrus' Theme – Mechanical Age
| length11 = 1:34
| title12 = Achenar's Cache
| length12 = 1:41
| title13 = Achenar's Theme – Mechanical Age
| length13 = 2:11
| title14 = Compass Rose
| length14 = 1:28
| title15 = Above Stoneship (Telescope Theme)
| length15 = 1:30
| title16 = Sirrus' Theme – Stoneship Age
| length16 = 1:25
| title17 = Achenar's Theme – Stoneship Age
| length17 = 1:40
| title18 = Selentic Mystgate
| length18 = 1:42
| title19 = The Temple of Achenar
| length19 = 1:35
| title20 = Sirrus' Theme – Channelwood Age
| length20 = 1:32
| title21 = Achenar's Theme – Channelwood Age
| length21 = 2:07
| title22 = Un-Finale
| length22 = 1:57
| title23 = Finale
| length23 = 1:34
| title24 = Fireplace Theme
| length24 = 0:43
| title25 = Early Selentic Mystgate
| length25 = 1:16
| title26 = Original Un-Finale
| length26 = 1:27
}}
<!-- http://www.virginrecords.com/myst/frames.html -->
== Remakes and rereleases ==
=== PC remakes ===
{{double image stack|right|Myst opening.png|Realmyst screen.png|200|A pre-rendered still from ''Myst''|The same scene in ''realMyst'', rendered in real-time}}
''Myst''{{'}}s success has led to multiple rereleases and remakes. ''Myst: Masterpiece Edition'' was an updated version of the original ''Myst'', and was released in [[May 2000]]. It featured several improvements over the original game, with the images re-rendered in 24-bit [[truecolor]] instead of the original ''Myst''{{'}}s [[8-bit color]]. The score was re-mastered and sound effects were enhanced, and some cinematics were redone.<ref name="masterpiece">{{cite web|url=http://www.ubi.com/US/Games/Info.aspx?pId=196|year=2000|publisher=[[Ubisoft]]|title=Myst: Masterpiece Edition|accessdate=2008-05-02}}</ref>
''realMyst: Interactive 3D Edition'' was a remake of the ''Myst'' computer game released in November of 2000 for the PC, and in January 2002 for the Mac. Unlike ''Myst'' and the ''Masterpiece Edition'', ''realMyst'' featured free-roaming, real-time 3D graphics instead of pre-rendered stills.<ref name="real myst go">{{cite web|author=Walker, Trey|date=2000-10-20|url=http://www.gamespot.com/pc/adventure/realmyst/news.html?sid=2643165&mode=recent|title=Real Myst Shipping in Early November|publisher=[[GameSpot]]|accessdate=2008-05-07}}</ref> Weather effects like thunderstorms, sunsets, and sunrises were added to the Ages, and minor additions were made to the Ages to keep the game in sync with the story of the ''Myst'' novels and sequels. The game also added a new Age called Rime, which is featured in an extended ending.<ref name="real myst go"/> ''realMyst'' was developed by Cyan, Inc. and [[Sunsoft (company)|Sunsoft]], and published by [[Ubisoft]]. While the new interactivity of the game was praised, ''realMyst'' ran extremely slow on most computers of the time.<ref>{{cite web|author=Staff|date=2000-11-13|url=http://pc.ign.com/articles/165/165612p1.html|title=RealMyst Review|publisher=[[IGN]]|accessdate=2008-04-29}}</ref>
===Handheld versions ===
In [[November 2005]], [[Midway Games]] 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'', including the Rime age that was earlier seen in ''realMyst''. <ref name=remake>{{cite web|author=Staff|date=2005-11-22|url=http://psp.ign.com/articles/670/670041p1.html|title= Myst Set for PSP|publisher=[[IGN]]|accessdate=2006-03-29}}</ref> The game was released in Japan and Europe in 2006, and the U.S. version will be released in 2008.<ref name="myst psp">{{cite web|url=http://psp.ign.com/objects/786/786203.html|title=Myst (PSP)|publisher=[[IGN]]|accessdate=2008-04-12}}</ref>
A version of ''Myst'' for the [[Nintendo DS]] was also released in [[December 2007]]. The version features re-mastered video and audio, using [[source code]] specifically re-written for the Nintendo DS. The remake features [[Ages of Myst#Rime|Rime]] as a playable Age, with an all new graphic set.<ref name="myst ds">{{cite web |author=Purchese, Rob|url=http://www.eurogamer.net/article.php?article_id=77459 |title=Myst heads to DS |publisher=[[Eurogamer]] |date=2007-06-07 |accessdate=2007-06-07}}</ref> ''Myst DS'' was released in [[North America]] on [[May 13]], [[2008]].
==Reception==
{{VG Reviews
|Edge =6/10<ref name="Edge-Review(Mac)"/>
|GSpot =8.9/10<ref name="gamespot"/>
|AdvGamers=4/5<ref name="adv game"/>
|IGN =
|GR ='''PC''': 90%<ref name="Mystg"/><br>'''''realMyst''''': 70%<ref name="realmyst gr">{{cite web|url=http://www.gamerankings.com/htmlpages2/430806.asp|title=Real Myst Reviews|publisher=[[Game Rankings]]|accessdate=2008-04-08}}</ref><br>'''PSP''': 56%<ref name="psp gr">{{cite web|url=http://www.gamerankings.com/htmlpages2/930989.asp?q=myst|title=Myst (PSP) Reviews|publisher=[[Game Rankings]]|accessdate=2008-05-01}}</ref><br>'''DS''': 53%<ref name="ds gr">{{cite web|url=http://www.gamerankings.com/htmlpages2/939943.asp?q=myst|title=Myst (DS) Reviews|publisher=[[Game Rankings]]|accessdate=2008-04-08}}</ref>
}}
''Myst'' was a very popular and commercially successful game. Along with ''[[The 7th Guest]]'', it was widely regarded as a [[killer application]] that accelerated the sales of CD-ROM drives.<ref name="1up"/><ref name="ign retro">{{cite web|author=Staff|date=2000-08-01|url=http://pc.ign.com/articles/082/082913p1.html|title=RC Retroview: Myst|publisher=[[IGN]]|accessdate=2008-04-21}}</ref> The game's success also led to a number of games which sought to copy ''Myst''{{'}}s success, named "''Myst'' clones".<ref name="1up"/> ''Myst'' was the [[List of best-selling video games|bestselling PC game]] throughout the 1990s, until ''[[The Sims]]'' exceeded its sales in 2002.<ref name="best-selling"/> The PC version of ''Myst'' holds an average score of 90% at [[Game Rankings]] based on six reviews,<ref name="Mystg">{{cite web|
url=http://www.gamerankings.com/htmlpages2/89467.asp?q=Myst|title=Myst - PC|publisher=[[Game Rankings]]|accessdate=2008-05-02}}</ref> although the subsequent remakes of the game and the console ports have generally received lower average scores. ''Myst''{{'}}s success baffled some who wondered how a game some saw as "little more than 'an interactive slide show'" turned out to be a hit.<ref>{{cite web|author=Miller, Laura|date=1997-11-06|url=http://archive.salon.com/21st/feature/1997/11/cov_06riven.html|title=Riven Rapt|work=[[Salon (magazine)|Salon]]|accessdate=2008-05-02}}</ref>
''Myst'' was generally praised by critics. ''[[Wired Magazine]]'' and ''[[The New York Times]]'' suggested that ''Myst'' was evidence that video games could in fact evolve into an art form.<ref>{{cite web|author=Rothstein, Edward|date=1994-12-04|url=http://query.nytimes.com/gst/fullpage.html?res=9F07E7DD1030F937A35751C1A962958260&sec=&spon=&pagewanted=1|title=A New Art Form May Arise From the 'Myst'|work=[[The New York Times]]|accessdate=2008-03-12}}</ref> ''[[Entertainment Weekly]]'' reported that some players considered ''Myst''{{'}}s "virtual morality" a religious experience.<ref>{{cite web|author=Daly, Steve|date=1994-10-07|url=http://www.ew.com/ew/article/0,,303937,00.html|title=The Land of 'Myst' Opportunity|work=[[Entertainment Weekly]]|accessdate=2008-05-02}}</ref> [[Aarhus University]] professor Søren Pold pointed to ''Myst'' as a excellent example of how stories can be told using objects rather than people.<ref>{{cite web|author=Pold, Søren|url=http://imv.au.dk/~pold/publikat/writcode.htm|title=Writing With the Code - a Digital Poetics|publisher=[[University of Aarhus]]|accessdate=2008-04-15}}</ref> Laura Evenson, writing for the ''[[San Francisco Chronicle]]'', pointed to adult-oriented games like ''Myst'' as evidence the video game industry was emerging from its "adolescent" phase.<ref>{{cite news|author=Evenson, Laura|publisher=[[San Francisco Chronicle]]|title=Interactive CD-ROMs come of age|date=1994-12-22|page=DAT36}}</ref>
[[GameSpot]] said that "''Myst'' is an immersive experience that draws you in and won't let you go."<ref name="gamespot">{{cite web|author=Sengstack, Jeff|date=1996-05-01|url=http://www.gamespot.com/pc/adventure/myst/review.html|title=Myst for PC Review|publisher=[[GameSpot]]|accessdate=2008-03-05}}</ref> Writing about ''Myst''{{'}}s reception, Greg M. Smith noted that ''Myst'' had become a hit and was regarded as incredibly immersive despite most closely resembling "the hoary technology of the [[slide show]] (with accompanying music and effects)".<ref name="mysty">{{cite book|author=Smith, Greg|year=2002|title=Hop on Pop: The Pleasures and Politics of Popular Culture|series=Navigating Myst-y Landscapes: Killer Applications and Hybrid Criticism|publisher=Duke University Press|isbn=0822327376}}</ref> Smith concluded that "''Myst''{{'}}s primary brilliance lies in the way it provides narrative justification for the very things that are most annoying" about the technological constraints imposed on the game;<ref name="mysty"/> for instance, ''[[MacWorld]]'' praised ''Myst''{{'}}s designers for overcoming the occasionally debilitating slowness of CD drives to deliver a consistent experience throughout the game.<ref>{{cite journal|author=Beekman, George and Ben|year=1994|month=March|title=Myst 1.0|journal=[[MacWorld]]|pages=76}}</ref> The publication went on to declare ''Myst'' the best game of 1994, stating that ''Myst'' removed the "most annoying parts of adventure games — vocabularies that [you] don't understand, people you can't talk to, wrong moves that get you killed and make you start over. You try to unravel the enigma of the island by exploring the island, but there's no time pressure to distract you, no arbitrary punishments put in your way".<ref>{{cite journal|author=Levy, Steven|title=1994 Macintosh Game Hall of Fame|journal=[[MacWorld]]|year=1995|month=January|issue=1|pages=100–106|unused_data=|volume12}}</ref>
Some aspects of the game still received criticism. Several publications did not agree with the positive reception of the story; Jeremy Parrish of [[1UP.com]] noted that while ''Myst''{{'}}s lack of interaction and continual plot suited the game, it helped usher in the death of the adventure game genre.<ref name="1up">{{cite web|author=Parrish, Jeremy|url=http://www.1up.com/do/feature?cId=3134600|title=When SCUMM Ruled the Earth|publisher=[[1UP.com]]|accessdate=2008-05-02}}</ref> ''[[Edge (magazine)|Edge]]'' stated the main flaw with the game was that the game engine was nowhere near as sophisticated as the graphics.<ref name="Edge-Review(Mac)">
{{cite news |title = Myst Review (Mac)|work = [[Edge (magazine)|Edge]] |publisher = [[Future Publishing]] |page = 66 |date = January 1994 (Issue 4) |accessdate = 2008-05-04 |language = English
}}</ref> Heidi Fournier of ''[[Adventure Gamers]]'' noted a few critics complained about the difficulty and lack of context of the puzzles, while others believed these elements added to the gameplay.<ref name="adv game">{{cite web|author=Fournier , Heidi|date=2002-05-20|url=http://www.adventuregamers.com/display.php?id=52|title=Myst: Review|publisher=[[Adventure Gamers]]|accessdate=2008-04-29}}</ref> Similarly, critics were split on whether the lack of a plot the player could actually change was a good or bad element.<ref name="amiga">{{cite journal|author=Smith, Andy|month=March|year=1998|title=Amiga Reviews Myst|journal=Amiga Format|url=http://amigareviews.classicgaming.gamespy.com/myst.htm|issue=108|pages=35–37}}</ref> In a 2000 retrospective review, [[IGN]] declared that ''Myst'' had not aged well and that playing it "was like watching hit TV shows from the 70s. 'People watched that?,' you wonder in horror."<ref name="ign retro"/>
===Legacy===
In addition to the numerous remakes and ports of the game, ''Myst''{{'}}s success led to several sequels. ''[[Riven]]'' was released on [[October 29]], [[1997]], and explains how the Stranger came upon the Myst book in the first game. ''[[Myst III: Exile]]'' was released simultaneously for Macintosh and Windows systems in North America on [[May 7]], [[2001]], and was later ported to the [[PlayStation 2]] and [[Xbox]] consoles. ''Exile'' was not developed by Cyan; [[Presto Studios]] developed the title and [[Ubisoft]] published it.<ref>{{cite web|author=Staff|date=2001-04-05|url=http://pc.ign.com/articles/093/093192p1.html|title=News Briefs: Halo rumors fly, Tribes 2 event on Saturday, and no TF2 at E3?|publisher=[[IGN]]|accessdate=2008-05-03}}</ref> Taking place 10 years after the events of ''Riven'', ''Exile'' reveals the reasons for Atrus' sons being imprisoned and the disastrous effects their greed caused.<ref>{{cite web|author=Staff|date=2001-05-02|url=http://pc.ign.com/articles/094/094134p1.html|title=New Myst III Trailer|publisher=[[IGN]]|accessdate=2008-04-12}}</ref> The fourth entry in the series, ''[[Myst IV: Revelation]]'', was released on [[September 10]], [[2004]] and was developed and published entirely by Ubisoft. The music was composed by [[Jack Wall]] with assistance from [[Peter Gabriel]].<ref>{{cite web|author=Castro, Juan|date=2004-04-05|url=http://pc.ign.com/articles/504/504216p1.html|title=Myst IV Announced|publisher=[[IGN]]|accessdate=2008-05-04}}</ref> The final game in the ''Myst'' saga was ''[[Myst V: End of Ages]]'', developed by [[Cyan Worlds]] and released on [[September 19]], [[2005]].<ref>{{cite web|author=Surrette, Tim|date=2005-01-12|url=http://www.gamespot.com/pc/adventure/mystvendofages/news.html?sid=6116222&mode=all|title=Myst V landing on PCs this fall|publisher=[[GameSpot]]|accessdate=2008-05-01}}</ref>
In addition to the main ''Myst'' [[saga]], Cyan developed ''[[Uru: Ages Beyond Myst]]'', which was released on [[November 14]], [[2003]].<ref>{{cite web|author=Calvert, Justin|date=2003-11-14|url=http://www.gamespot.com/pc/adventure/uruonlineagesbeyondmyst/news.html?sid=6083553|title=Uru: Ages Beyond Myst ships|publisher=[[GameSpot]]|accessdate=2008-04-19}}</ref> ''Uru'' allows players to customize their [[avatar]]s, and renders graphics in real-time. The multiplayer component of ''Uru'' was initially cancelled, but [[Gametap]] eventually revived it as ''[[Myst Online: Uru Live]]'' on [[February 15]], [[2007]]. On [[February 4]], [[2008]], Gametap Creative Director Ricardo Sanchez announced that the game was cancelled, and that the servers would be shut down 60 days after the announcement.<ref>{{cite web|author=Onyett, Charlie|date=2008-02-04|url=http://pc.ign.com/articles/849/849518p1.html|title=Myst Online: Uru Live is Discontinued|publisher=[[IGN]]|accessdate=2008-04-09}}</ref>
The Miller brothers collaborated with [[David Wingrove]] and wrote several novels based on the ''Myst'' universe, which were published by [[Hyperion (publisher)|Hyperion]]. The novels, entitled ''[[Myst: The Book of Atrus]]'', ''[[Myst: The Book of Ti'ana]]'', and ''[[Myst: The Book of D'ni]]'', fill in the games' backstory.
As of [[November 27]], [[2007]], the [[Myst franchise|''Myst'' franchise]] has sold over 12 million copies worldwide,<ref>{{cite press release |url=http://biz.yahoo.com/pz/071127/132044.html |title=Silverstar's Empire Interactive Introduces Myst Nintendo DS for North America |publisher=[[Empire Interactive]] |date=2007-11-27 |accessdate=2008-03-17}}</ref> with ''Myst'' representing more than six million copies in the figure.<ref>{{cite news|author=Guilofil, Michael|date=2001-05-22|url=http://www.spokesmanreview.com/pf.asp?date=052201&id=s966647|title=Beyond the Myst|publisher=[[The Spokesman-Review]]}}</ref> The game's popularity has led to several mentions in popular culture. Elements from ''Myst'' made appearances in an episode of the ''[[The Simpsons]]'',<ref>{{cite web|author=Basner, David|date=2000-05-04|url=http://snpp.com/other/papers/db.paper.html|title=The Simpsons" as Fart, D'oh!, Art|publisher=[[The Simpsons Archive]]|accessdate=2008-04-01}}</ref> and [[Matt Damon]] wanted ''[[The Bourne Conspiracy]]'' to be a puzzle game like ''Myst'', refusing to lend his voice talent to the game when it was turned into a shooter instead.<ref>{{cite web|author=Klepeck, Patrick|date=2008-04-29|url=http://multiplayerblog.mtv.com/2008/04/29/matt-damon-never-spoke-with-bourne-developers-wanted-a-game-like-myst/|title=Update: Matt Damon Didn’t Speak Directly To ‘Bourne’ Developers, Wanted A Game Like ‘Myst’|work=[[MTV]]|accessdate=2008-05-02}}</ref> ''Myst'' has also been used for educational and scientific purposes; [[Becta]] recognized a Primary school teacher, Tim Rylands, who had made literacy gains using ''Myst'' as a teaching tool,<ref>{{cite web|author=Twist, Jo|date=2005-08-25|url=http://news.bbc.co.uk/2/hi/technology/4160466.stm|title=Pupils learn through Myst game|work=[[BBC]]|accessdate=2008-05-03}}</ref> and researchers have used the game for studies examining the effect of video games on aggression.<ref>{{cite journal|author=Kirsh SJ|title= Seeing the world through Mortal Kombat-colored glasses: violent video games and the development of a short-term hostile attribution bias|journal= Childhood|year=1998|issue=5|pages=177–184|doi= 10.1177/0907568298005002005|volume= 5}}</ref>
== References ==
{{reflist|2}}
== External links ==
* [http://www.realmyst.com/ ''realMyst'' website]
{{Myst franchise}}
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