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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 '']'' by ]. Also said to have been an inspiration is '']'' by ], a novel which deals with an anonymous traveller entering a surrealistic island created by a brilliant but deranged scientist. | 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 '']'' by ]. Also said to have been an inspiration is '']'' by ], a novel which deals with an anonymous traveller entering a surrealistic island created by a brilliant but deranged scientist. | ||
⚫ | === Ages === | ||
⚫ | == Story == | ||
⚫ | In some sense, there are two slightly different stories for the game; one is the "real story" that was recovered from D'ni manuscripts (as mentioned in the instruction manual), while the other version includes liberties that the designers used to turn the "real story" into a game. | ||
⚫ | Under obscure circumstances, a mysterious person known as the ] (the player, assumed to be male in order to simplify this description) finds an unusual book titled "Myst". According to the instruction booklet, he then reads the book and discovers a detailed description of an island world. The Stranger then places his hand on the last page and is whisked away to that world with exploration as his only option. However, the events occur slightly differently in the game. Upon opening the book, the Stranger discovers that the first page is occupied by a single moving image or ]. The picture shows an aerial view of an island. Touching this image, 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 ] for ] and ], respectively, two men who claim to be the sons of ]. Atrus is the mysterious and powerful owner of Myst Island who could write special books ("linking books") by an ancient practice known as the ], which would transport the user to the worlds, or "]", 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 ]. 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. 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. Should he help Sirrus or Achenar? Or neither? | ||
⚫ | The brothers plea to be liberated and, above all, that the player not touch the green book that is stored in the same location as the last pages. They claim that it is a book like their own and that, if opened, will trap the Stranger. In truth, it leads to ], where their father ] is imprisoned. Upon opening the book, Atrus asks the player to bring him a final page that is hidden on Myst Island. He 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 either of the brothers leaves the player trapped inside a book. | ||
⚫ | Answers to the FAQs on Cyan's website imply that in the "real story" Sirrus and Achenar were in prison Ages. | ||
After the Myst back-story was further revealed, it was fixed that the events in Myst occurred in the early 1800s. | |||
⚫ | == Ages == | ||
During the game, the player discovers four ]s, books that allow a person to link to the worlds that the books describe. The Art of Writing was practiced by the ], an ancient civilization that lived in a large cavern deep in the Earth. | During the game, the player discovers four ]s, books that allow a person to link to the worlds that the books describe. The Art of Writing was practiced by the ], an ancient civilization that lived in a large cavern deep in the Earth. | ||
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*] and ] | *] and ] | ||
:Spire and Haven are the red book and blue book prison ages, respectively. They are only accessible by adding all of the missing red or blue pages. These ages are completely shrouded in darkness. However, sound can be heard at both locations giving clues to the nature of each age, Spire with a low rumbling sound which would indicate some sort of subterranean activity, and Haven with a hollow whistling sound indicative of a constantly flowing cold breeze. | :Spire and Haven are the red book and blue book prison ages, respectively. They are only accessible by adding all of the missing red or blue pages. These ages are completely shrouded in darkness. However, sound can be heard at both locations giving clues to the nature of each age, Spire with a low rumbling sound which would indicate some sort of subterranean activity, and Haven with a hollow whistling sound indicative of a constantly flowing cold breeze. | ||
⚫ | == Story == | ||
⚫ | In some sense, there are two slightly different stories for the game; one is the "real story" that was recovered from D'ni manuscripts (as mentioned in the instruction manual), while the other version includes liberties that the designers used to turn the "real story" into a game. | ||
⚫ | Under obscure circumstances, a mysterious person known as the ] (the player, assumed to be male in order to simplify this description) finds an unusual book titled "Myst". According to the instruction booklet, he then reads the book and discovers a detailed description of an island world. The Stranger then places his hand on the last page and is whisked away to that world with exploration as his only option. However, the events occur slightly differently in the game. Upon opening the book, the Stranger discovers that the first page is occupied by a single moving image or ]. The picture shows an aerial view of an island. Touching this image, the Stranger is transported to that island and is left with no choice but to explore. | ||
==Endings== | |||
The game has several endings: | |||
⚫ | Myst Island contains a library where two books can be found: a red book and a blue book. These books are ] for ] and ], respectively, two men who claim to be the sons of ]. Atrus is the mysterious and powerful owner of Myst Island who could write special books ("linking books") by an ancient practice known as the ], which would transport the user to the worlds, or "]", 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. | ||
*If you give Sirrus the final red page or give Achenar the final blue page, then you and he will switch places. They will then laugh as they rip out the pages, and the static will return, leaving you trapped inside the Prison book. (Regardless of how many pages you have given either brother throughout the game, the last page will always trigger the final cutscene.) | |||
*If you link to D'ni without the white page, then Atrus will yell at you for being a fool, ask you if you didn't take his warning seriously, and then say that both you and he will live in D'ni forever. | |||
⚫ | 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 ]. The Stranger must visit each Age, find the red and blue pages hidden in that age, and then return to Myst. | ||
*If you link to D'ni with the white page, then Atrus will complete his Myst book with it and return to the island. When he returns, you will be rewarded with free access to his library. He will then state that he is fighting a foe that's greater than even Sirrus or Achenar and that he could imagine he will need the player's help at some point in the future. '']'' implies that this foe is none other than ]. On returning to Myst, the red and blue books are destroyed with only burn marks where they once were. | |||
⚫ | Those 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. Should he help Sirrus or Achenar? Or neither? | ||
⚫ | The brothers plea to be liberated and, above all, that the player not touch the green book that is stored in the same location as the last pages. They claim that it is a book like their own and that, if opened, will trap the Stranger. In truth, it leads to ], where their father ] is imprisoned. Upon opening the book, Atrus asks the player to bring him a final page that is hidden on Myst Island. He 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 either of the brothers leaves the player trapped inside a book. | ||
⚫ | Answers to the FAQs on Cyan's website imply that in the "real story" Sirrus and Achenar were in prison Ages. | ||
The game has several endings, depending on the player's actions. Giving either Sirrus or Achenar the final pages of their book causes you to switch places with the son, leaving you 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. On returning to Myst, the red and blue books are destroyed with only burn marks where they once were. | |||
⚫ | When porting 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. In another example, sounds of running machinery would not fade out as the player leaves that area. In addition, the soundtrack was shortened in several areas and transitions between the different images became less smooth. The ''Myst: Masterpiece Edition'' (below) for Windows does not correct these changes. The ''Masterpiece Edition'' for Macintosh computers is a complete rewrite using a custom adventure game engine developed by Presto Studios for '']''. The ] ports featured narration for the letters viewed during gameplay in order to make full use of the hardware. | ||
== Development == | == Development == | ||
The Myst creative team consisted of the brothers Rand and Robyn Miller, with sound designer ] 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 Myst creative team consisted of the brothers Rand and Robyn Miller, with sound designer ] 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). | ||
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The original Macintosh version was constructed in '']''. Each "Age" was a unique Hypercard stack. Navigation was handled by the internal button system and ] scripts, with image and ] movie display passed off to various plugins (XCMDs and XFCNs in HyperCard terminology), mainly ] and ]'s QuickTime XCMD. Images were stored as 8-bit ] resources with custom color palettes and QuickTime still image compression. Animated elements were QuickTime movies with ] 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 original Macintosh version was constructed in '']''. Each "Age" was a unique Hypercard stack. Navigation was handled by the internal button system and ] scripts, with image and ] movie display passed off to various plugins (XCMDs and XFCNs in HyperCard terminology), mainly ] and ]'s QuickTime XCMD. Images were stored as 8-bit ] resources with custom color palettes and QuickTime still image compression. Animated elements were QuickTime movies with ] 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. | ||
⚫ | When porting 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. In another example, sounds of running machinery would not fade out as the player leaves that area. In addition, the soundtrack was shortened in several areas and transitions between the different images became less smooth. The ''Myst: Masterpiece Edition'' (below) for Windows does not correct these changes. The ''Masterpiece Edition'' for Macintosh computers is a complete rewrite using a custom adventure game engine developed by Presto Studios for '']''. The ] ports featured narration for the letters viewed during gameplay in order to make full use of the hardware. | ||
== Remakes and rereleases == | == Remakes and rereleases == | ||
=== Myst: Masterpiece Edition === | === Myst: Masterpiece Edition === |
Revision as of 20:25, 2 May 2008
Video gameMyst | |
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Developer(s) | Cyan Worlds |
Publisher(s) | Brøderbund, Midway Games, Mean Hamster Software. Sunsoft |
Designer(s) | Robyn and Rand Miller |
Engine | HyperCard (Mac), Proprietary (Win) |
Platform(s) | Mac OS, Microsoft Windows, Saturn, PlayStation, Jaguar CD, AmigaOS, CD-i, 3DO, PlayStation Portable, Pocket PC, Nintendo DS |
Release | Macintosh Windows 3.1 Windows 95 3DO Jaguar CD Saturn PlayStation Amiga Windows Mobile PSP Nintendo DS |
Genre(s) | Graphic adventure, puzzle |
Mode(s) | Single player |
Myst is a graphic adventure computer game designed and directed by the brothers Robyn and Rand Miller. It was developed by Cyan Worlds, a Spokane, Washington-based studio, and published and distributed by Brøderbund (among others). The Millers began working on Myst in Template:Vgy and released it for the Macintosh computer on September 24 1993. It has spawned four direct sequels and several spin-off games and novels. Along with The 7th Guest, these are widely-regarded as killer apps that accelerated the sales of CD-ROM drives. Myst was the best-selling PC game throughout the 1990s, until The Sims exceeded its sales in Template:Vgy.
The success of Myst increased interest in graphical adventure games rendered from a first-person viewpoint. Many games that followed this formula are often referred to by both fans and non-fans as "Myst clones".
Gameplay
The gameplay of Myst consists of a first-person journey through an interactive world. The player moves the character by clicking on locations shown in the main display and can interact with specific objects on some screens by clicking or dragging them. This is an evolution of interactive exploration games such as Zork, except that the narrative unfolds primarily via nonverbal images and sounds rather than as text.
To complete the game, the player must explore the seemingly deserted Myst Island. There he discovers and follows clues to be transported via Linking books to several 'Ages', each of which is a self-contained mini-world. Each Age - 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 Island.
Apart from its predominately nonverbal storytelling, Myst's gameplay is unusual among adventuring computer games in several ways. The player is provided with very little backstory at the outset, nor are any goals laid out. In a sense, the primary objective of the game is to discover the objective of the game. There are no obvious enemies, no physical violence, and no threat of "dying" at any point, though it is possible to reach a few "losing" endings. There is no time limit, nor any reliance on physical speed or dexterity. The game unfolds at its own pace and is solved through a combination of patience, observation, and logical thinking.
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. 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.
Ages
During the game, the player 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 that lived in a large cavern deep in the Earth.
The game includes the following "Ages":
- Myst Island
- Myst Island is the starting Age. This island remains the central "hub" Age throughout the plot.
- Channelwood Age
- The Channelwood Age is a small, swamp-like Age with boardwalks covering most of the ground.
- Stoneship Age
- The Stoneship age is a somewhat small Age consisting of a few large rocky islands and a broken ship.
- Selenitic Age
- The Selenitic Age is a very large Age consisting of rocky towers, a small forest, and massive underground caverns, among other things.
- Mechanical Age
- The Mechanical Age is a rotating fortress mounted between three islands.
- Rime Age
- The Rime Age is found only as a special bonus at the end of realMyst, the PlayStation Portable, and the Nintendo DS port of Myst. It is a small age with an arctic climate that contains a lab.
- D'ni
- D'ni (pronounced Duh-nee) was later revealed to be only a small part of D'ni proper.
- Spire and Haven are the red book and blue book prison ages, respectively. They are only accessible by adding all of the missing red or blue pages. These ages are completely shrouded in darkness. However, sound can be heard at both locations giving clues to the nature of each age, Spire with a low rumbling sound which would indicate some sort of subterranean activity, and Haven with a hollow whistling sound indicative of a constantly flowing cold breeze.
Story
In some sense, there are two slightly different stories for the game; one is the "real story" that was recovered from D'ni manuscripts (as mentioned in the instruction manual), while the other version includes liberties that the designers used to turn the "real story" into a game.
Under obscure circumstances, a mysterious person known as the Stranger (the player, assumed to be male in order to simplify this description) finds an unusual book titled "Myst". According to the instruction booklet, he then reads the book and discovers a detailed description of an island world. The Stranger then places his hand on the last page and is whisked away to that world with exploration as his only option. However, the events occur slightly differently in the game. Upon opening the book, the Stranger discovers that the first page is occupied by a single moving image or linking panel. The picture shows an aerial view of an island. Touching this image, 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, respectively, 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. 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. Should he help Sirrus or Achenar? Or neither?
The brothers plea to be liberated and, above all, that the player not touch the green book that is stored in the same location as the last pages. They claim that it is a book like their own and that, if opened, will trap the Stranger. In truth, it leads to D'ni, where their father Atrus is imprisoned. Upon opening the book, Atrus asks the player to bring him a final page that is hidden on Myst Island. He 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 either of the brothers leaves the player trapped inside a book.
Answers to the FAQs on Cyan's website imply that in the "real story" Sirrus and Achenar were in prison Ages.
The game has several endings, depending on the player's actions. Giving either Sirrus or Achenar the final pages of their book causes you to switch places with the son, leaving you 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. On returning to Myst, the red and blue books are destroyed with only burn marks where they once were.
Development
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 (the music was composed on a Macintosh SE). Each scene was modeled and rendered in StrataVision 3D, with some additional modeling in Macromedia MacroModel. Each image was edited and enhanced using Photoshop 1.0. 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.
When porting 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. In another example, sounds of running machinery would not fade out as the player leaves that area. In addition, the soundtrack was shortened in several areas and transitions between the different images became less smooth. The Myst: Masterpiece Edition (below) for Windows does not correct these changes. The Masterpiece Edition for Macintosh computers is a complete rewrite using a custom adventure game engine developed by Presto Studios for The Journeyman Project 3: Legacy of Time. The console ports featured narration for the letters viewed during gameplay in order to make full use of the hardware.
Remakes and rereleases
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: Interactive 3D Edition was a re-make of the Myst computer game featuring various changes from the original:
- Graphics were rendered by an early version of the real-time 3D Plasma 1.0 engine also later used in Uru: Ages Beyond Myst (2.0) and Myst V: End of Ages (2.1)
- Navigation provided much more freedom due to the above.
- Weather effects like thunderstorms and sunsets/sunrises were added.
- Some minor additions 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 (e.g., different lamp models) and more realistic textures.
- Rime as a new Age was added and loosely tied into the storyline.
The trailer for realMyst was elaborate and some at first thought that realMyst was a motion picture. It has been disputed who the female voice in the trailer belongs to, with the suspects being Catherine, Ti'ana, and Yeesha. Even though it is a large chance that it is one of the first two (because Myst III: Exile wasn't released until 2001), Yeesha's voice in the URU games, as well as Myst V: End of Ages, sounds very similar and is in fact voiced by the same actress.
realMyst was developed by Cyan, Inc. and Sunsoft, and published by Ubisoft. Production of the game was discontinued after its release in November 2000, due to its slow performance on most computers of the time. A patch was released to bring the retail version to v1.1.1.
PSP version
In November 2005, Midway 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. The remake was (and is) reported by IGN. The game was released on 15 June 2006. The game was slated for release in North America and Europe in the early part of 2007; however, an official release date has not yet been announced.. The game was released in Australia on 21 December 2006.
Nintendo DS version
Available only in Europe in December 2007, this new version of Myst for the Nintendo DS promises "newly remastered video and audio," using source code specifically re-written for the Nintendo DS. The remake will feature Rime as a playable Age, with an all new graphic set. In North America, Myst comes on the DS on May 13, 2008.
Reception
Myst was an extremely popular and commercially successful game. Along with The 7th Guest, it was widely regarded as a killer app that accelerated the sales of CD-ROM drives. Myst was the bestselling PC game throughout the 1990s, until The Sims exceeded its sales in 2002. Myst also holds an average score of 90% at Game Rankings based on 6 reviews.
However, Myst was criticized for lack of action and storytelling in the game. Another common complaint was the fact that all the Myst Islands seemed deserted; one reviewer commented that while the player would never get killed, he described the loneliness from not meeting someone else for almost the entire game. Cyan made an attempt to remedy this in Riven, which showed non-interactive clips of people that would leave the immediate scene so that the stranger would be alone afterwards.
Other critics complain about the difficulty and lack of context of the puzzles, although many critics believe these elements add to the gameplay. The Myst page of Mobygames has several reviews putting forth both views.
Legacy
Myst held the title of best-selling computer game of all time throughout much of the 1990s before being overtaken by The Sims in 2002. 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'
- Uru: Ages Beyond Myst, and its expansion packs, Uru: To D'ni and Uru: The Path of the Shell, hybrid single-player games set in the modern day Myst universe. They were later released in a single compilation called Myst Uru: Complete Chronicles.
- Uru Live, a version of the Uru games resembling a Massively Multiplayer Online Role-Playing Game (MMORPG). After a short-lived online beta, it went live, but was cancelled shortly after. It was brought back in a limited capacity under the name Untìl Uru. It was released as Myst Online: Uru Live on February 15, 2007 by Gametap, and was available in 14 countries worldwide. However, on February 4, 2008, the game server was announced to be cancelled 60 days from the date. The servers were shut down on April 10, 2008.
- 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.
As of November 27, 2007, the Myst franchise has sold over 12 million copies worldwide.
See also
References
- "Empire Interactive's Myst DS Goes Gold". IGN. 2008-03-31. Retrieved 2008-04-22.
- ^ Walker, Trey (2002-03-22). "The Sims overtakes Myst". GameSpot. CNET Networks. Retrieved 2008-03-17.
- Myst Set for PSP IGN (accessed 2006-03-29)
- "Myst DS boxart, screens, press release". GoNintendo. 2007. Retrieved 2007-06-07.
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ignored (help) - Myst DS in North America
- "Silverstar's Empire Interactive Introduces Myst Nintendo DS for North America" (Press release). Empire Interactive. 2007-11-27. Retrieved 2008-03-17.
External links
Official websites
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 classroom
- Through the Myst - Another World — Interview with Rand Miller
Soundtrack music
- Information about the availability of CD Soundtracks from the MYST series
- "Re-Splicery" Myst and Riven music videos, approved by Robyn Miller.
Myst series | ||
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Myst games | ||
Uru games | ||
Novels and fiction | ||
Related topics |
- Myst games
- 3DO games
- Mac OS games
- Atari Jaguar games
- CD-i games
- PlayStation games
- PlayStation Portable games
- Sega Saturn games
- Windows games
- Sunsoft games
- Amiga games
- Brøderbund games
- Nintendo DS games
- Ubisoft Entertainment games
- 1993 video games
- First-person adventures
- Puzzle video games
- Adventure games
- Point-and-click adventure games
- Video games with suspected incorrect release dates