I missed out on Myst in its heyday, but have always wanted to check it out after hearing so many great things.
Curious if any superfans think it would be better experienced as the original in an emulator or similar.
(superfan checking in) -- I still believe the definitive release is the original `realMyst (2000)` (Sunsoft). https://archive.guildofarchivists.org/wiki/RealMyst . If you only ever play one version, that's the one to play. GOG maintains a beautiful version of this (that works well even on modern Windows), but Cyan de-listed it from GOG a while back, so you can't technically buy fresh copies anymore.
Don't mistake this for "Real Myst: Masterpiece Edition", which is (sorry Cyan), not very good. They imported the old assets into Unity for the re-release, and then did some random texture/asset swaps, the lighting and mood didn't survive the import and is all randomly weird -- strongly recommend ignoring this one.
The original release is good if you want the original experience - https://www.gog.com/en/game/myst_masterpiece_edition
And the new Myst (2021/VR, Unreal Engine) release is wonderful and beautiful, but is more of a re-make to modern gaming sensibilities.
I know you link it further down, but there are two Masterpiece Editions, one for Myst (1999) and one for realMyst (2014). The one you link is the MPE of Myst, and technically not the original 1993 game, though as far as I can tell, it's just an upgrade of graphics and sound, whilst remaining faithful to the original.
I couldn't get realMyst to work back when I got it on GOG, so I'll admit I haven't tried it (nor its Masterpiece Edition), but I did enjoy the 2021 remake, although I noticed that even though it had been over a decade, I sped through that game (I mention this, because I actually visited it after having played the 2024 Riven remake, where the changes to the puzzles did stump me from time to time). Though, personally, I am more of a Riven fan.
Also, while talking about remakes: Riven got a remake last year, and it's fantastic. The sprit of the game is entirely intact, but they made changes to some puzzles that both make the experience fresh (for anyone that played the 90s version of Riven) and much less annoying (for any first time players). Can't recommend the Riven remake enough.
Part of Myst and Riven's charm in the 1990s was the immersion it offered, the world felt real, and the actors playing out characters added to it. The original point-and-click format feels dated today, but at the time, it was convincing enough to be believable.
That said, I really do think all of the tradeoffs that they did make were understandable - pretty much like you said. Doesn't keep me from being nostalgic for the 90s, though.
I kind of suspect all they have had at at this point is the over compressed video files that must have been what, 240p at most?
I suspect it may have been just so low that even if they wanted to they would have no choice but to recast and reshoot.
At least they got to reuse the original audio, IIRC.
I’m guessing the original video source was either lost or also possibly low quality/degraded.
https://archive.gamehistory.org/folder/934c3e91-4721-49bb-b8...
I did like Real Myst: Masterpiece Edition a lot (though it ran terribly on my powerful-at-the-time system). But I'd argue for the OP to play Myst: Masterpiece Edition first. IMO the interface is just as important to Myst as everything else.
Then go play the Riven remake. They simplified a few puzzles maybe a bit too much, but otherwise it's fantastic.
https://www.gamesindustry.biz/half-of-myst-developer-cyan-wo...
The news from a lot of games studios has been pretty brutal over the last couple of years.
As a "superfan" of a certain other sort, my biggest complaint with the modern one is only that I can't find my Ki or Relto book while playing it. (In Uru, Cyan's attempt at an MMO version of Myst-like exploration which you can still play today thanks to community support, your Ki is your communications/chat tool to other players, and Relto is the player's "home island" and having a book linking to it at all times is a safety mechanism/security blanket for visiting dangerous Ages. It's also a fast way back to any of the more social hubs. Any of the more modern single player ones feel like they should still connect back to multiplayer, even this many years after Uru's second cancellation.)
I can also highly recommend their new game, Obduction, and their remake of Riven. I have played the games in VR too and it adds a whole new feeling of scale and presence to the world.
I thought Obduction from the same makers which had full VR support from the start, a much better game. Nice understandable story, not overly weird. Puzzles not too hard. I highly recommend it.
I think better graphics would only refine that, rather than detract from it.
Myst is the exception. The 3D remake is exceptionally good, and I expect the VR experience to be even better.
Now, you might say that I just remembered the puzzle solutions, to which I will counter that I have received too many traumatic brain injuries in the intervening 25 years for that to be the case.
If it's more that you want to see the storytelling and puzzles later adaptions are likely fine. It's a neat game, exciting without direct conflict.
I wasn't a fan of RealMyst. The game's environment wasn't originally designed for the player being able to wander freely, so it doesn't really add much to the game and even detracts from it in some respects.
This setup was more or less enough to implement the whole game, the one problem area was Channelwood where the pathway platforms are pentagons and thus had more than 4 backgrounds. There were also a few areas where a location could have used an additional clickable area but had to make do without. Also to fit on 3 disks about half the nodes were left out: generally when walking a straight path every other node was left out for both disk space and also time-consuming-rotoscope reasons.
Well, now, decades later it s clear Myst is intellectually an Everest to most people, and all they did was stare up in uncomprehending awe.
Twine and other interactive fiction engines provide this to some degree, though I think Cyan’s visual aesthetic is also intrinsic to the feel of the games.
Closest thing I’ve found to the wonder of exploration, puzzle solving, and gradually unearthing a story.
Another one to look at would be Heaven’s Vault.
Games like 'What Remains of Edith Finch' handles the literary and primary source based diegetic narrative, with games like Firewatch or similar expanding on the premise as genre-games. Then you have the likes of Journey or To The Moon serving to upturn expectations on concepts of traditional narrative and structure, and things like The Stanley Parable satirically prodding the nature of choice and narrative viz a viz a player's actual agency.
In the ghetto of SCUMMWare point and click games with cartoonish graphics and themes I'm sure Myst was a breath of fresh air. Intellectually, however, any number of games make it look like a remedial student.
Take 'The Fool's Errand'- a 1987 computer game by Cliff Johnson which presents itself as a point and click meta-puzzle with an overarching narrative extrapolated through various visual and logic puzzles and a cryptic treasure map. The game is structured as a storybook divided into five parts, each containing a large number of different chapters; the storybook can be paged through and read as continuous prose on screen. Starting to sound familiar? No doubt, as both it and Myst lift a lot of their inspiration wholesale from Masquerade by Kit Williams
https://en.wikipedia.org/wiki/The_Fool%27s_Errand https://en.wikipedia.org/wiki/Masquerade_(book)
Jumping back to the soft-core philosophical gum-chewing, we can see the same themes emerge in a far more articulate sense as early as the Gibson/Dick-esque dystopian nightmare of Deus Ex in 2000.
Deus Ex played with any number of interesting literary vehicles including a 'novel within a novel', the agency of man vs AI and its textual interaction with the world, the inversion of symbols and signifiers, and a huge debt owed to both Gravity's Rainbow and Foucalt's Pendulum structurally and thematically. Hell, G.K. Chesterton's metaphysical thriller 'The Man Who Was Thursday' is included in excerpts throughout the game simply for flavour!
Nowadays there's plenty of easy and lazy comparisons to make based on similar mechanics and core gameplay loop - The Talos Principle or Soma for example - but I'd go more recently with Disco Elysium, which owes huge amounts thematically to China Mieville's 'The City and the City' and Émile Zola's 'Germinal'. I would like to go on (for thousands of words) but I would only spoil people's enjoyment of a TRUE creative literary tour de force and game that requires appropriate and actual intellectual rigour to engage with.
It's much more linear.
That's really not "true". The 3D games at the time let you go anywhere, view anything. Myst only let you move to predefined locations.
The difference is that you didn't have enemies trying to kill you all the time, or extremely difficult bosses to defeat in order to advance to other levels. Instead, Myst let you generally explore most of the game as you wished. You could explore quite far without technically "advancing" because you could ignore the puzzles. This made the game quite fun if all you wanted to do was look around.
It's kind of similar to the actual freedom in Breath of the Wild / Tears of the Kingdom, where you don't need to advance in the game to explore the world.
If you mean freedom as in game design, then I'm having a hard time coming up with contemporary rivals. You can reach any of the Ages from the beginning, tackle them in any order, and even leave them unfinished if you wish (though you couldn't go back and forth at will, since you had to find the exit book first). Combined with the lack of enemies you mentioned and lack of any chance of failure (until the end), it stands out among its competitors.
Possibly there were some other adventure games that rivaled its freedom. Day of the Tentacle comes close, though it's more scripted than Myst—and it's not 3D.
In 1993? I don’t remember any full freedom games back then. Certainly nothing could begin to approach the visuals for a very long time.
This was also true for doom games, and I think hexen.
Quake was fully 3d.
https://medium.com/@tomysshadow/fixing-the-loading-in-myst-i...
The article itself shows some nodes and their corresponding images, but it'd be cool to have it for all of them.