Myst

The game was created on Apple Macintosh computers and ran on the HyperCard software stack, though ports to other platforms subsequently required the creation of a new engine.

Myst has an optional "Zip" feature to assist in rapidly crossing areas already explored; when a lightning bolt cursor appears, players can click and skip several frames to another location.

Robyn was taking a year off from university in Washington state, writing and trying to establish residency, while Rand worked in Texas as a computer programmer for a bank.

[7] The Manhole and the games that followed—Cosmic Osmo and Spelunx—were specifically aimed at children and shared the same aesthetics: black-and-white graphics, point-and-click gameplay, a first-person point of view, and explorable worlds.

[5] The game's creative team consisted of brothers Rand and Robyn, with help from sound designer Chris Brandkamp, 3D artist and animator Chuck Carter, Richard Watson, Bonnie McDowall and Ryan Miller, who together made up Cyan, Inc. Myst was the largest and most time-consuming collaboration Cyan had attempted at that point.

[11] After getting the go-ahead, Cyan play-tested the entire game in a role-played Dungeons and Dragons form to identify any large issues before entering full production.

[21] Cyan discovered using 3D rendering software was faster than the hand-drawn figures that they had used on their previous titles, and allowed the addition of color.

[21] 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.

"[24] The environments were rendered in StrataVision 3D, with some additional modeling in Macromedia MacroModel,[21] while Rand would place those images into HyperCard to link them up and test the puzzle aspects.

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.

[27] Early on they had decided that there would be no inventory, enemies, or ways to die; eventually, they included a save system as a concession to the fact that it would take most players months to complete the game.

The release includes two colored LPs (pink and blue) with a vinyl-exclusive never-before-released track, "AUDIO TRIAL 31—AGE FOUR", as well as never-before-seen documents, photographs, maps, and artifacts.

Versions for the Sega Saturn, Sony PlayStation, Atari Jaguar CD, AmigaOS, CD-i and 3DO consoles were released.

[50] A complete remake of Myst, RealMyst: Interactive 3D Edition, was developed by Cyan and Sunsoft and published by Ubisoft in November 2000 for Windows PCs, and in January 2002 for Mac.

[55] The remake was updated to version 2.0 on January 28, 2015, receiving a significant graphical overhaul in which several bugs were fixed and the detail of many models and textures was upgraded.

[58][59] Cyan and Mean Hamster Software released Myst for the Microsoft Windows Mobile platform in 2005;[60] Riven was ported shortly after.

[68][69] Cyan announced a new remake of Myst for high-definition screens and virtual reality, with the game's worlds fully created in free-roam 3D environments, using Unreal Engine 4, along with features like puzzle randomization, in September 2020.

The magazine stated that the "mesmerizing" and "stunning" graphics and sound were "not the star of the show ... the substance of the game is every bit as good as its packaging", and concluded that Myst "is bound to set a new standard".

[99] Jeff Koke reviewed Myst in Pyramid #8 (July/August 1994), and stated: "It is the first adventure game in which I left feeling as though I had visited a real place.

"[100] Wired and The New York Times were among the publications that pointed to Myst as evidence that video games could, in fact, evolve into an art form.

[4] 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;[4] for instance, Macworld praised Myst's designers for overcoming the occasionally debilitating slowness of CD drives to deliver a consistent experience throughout the game.

[85] 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.

The magazine said its commercial success, which they owed chiefly to its popularity among non-gamers as a CD-ROM showcase, had led to many other games emulating its negative aspects.

That magazine's editors wrote, "One of the best-looking, best-sounding games ever, the Macintosh version of Myst sets new standards for the effective use of CD-ROM.

[116] However, the 3DS version received negative reviews even from critics who felt that Myst's popularity was merited, citing graphics and audio well below the 3DS's capabilities and the use of awkward circle pad controls in lieu of the 3DS's touchscreen.

[94][95] Myst's success was due to its wide audience appeal, high-fidelity imagery combined with low system requirements, and the number of platforms it appeared on.

[117][46] As early as December 1994, Newsweek compared Myst to "an art film, destined to gather critical acclaim and then dust on the shelves".

[46] As the adventure game genre faced a downturn, Gamecenter and others laid the blame squarely on Myst: People wanted eye candy, not real storytelling.

[46] Cyan's sequels to Myst also indirectly served to popularize escape the room games, which provide similar puzzle-solving experiences but in a much more confined space.

[138] The Miller brothers collaborated with David Wingrove to produce several novels based on the Myst universe, which were published by Hyperion.

View of a marble fountain, with a small ship inside it. A white marble building with columns sits behind it.
Screenshot of the eponymous Myst Island. Solving a puzzle raises the ship in the foreground and allows the player to reach the Stoneship Age. The library in the background contains books that describe the different Ages the player can link to.
Macintosh computers such as the Quadra 700 were used to develop Myst . Slow single-speed CD-ROM drives and game console memory limitations proved to be constraints.