Enter the Myst

by WorldVillage Software Reviews, published Friday, March 31st, 2006 at 9:39 am

THROUGH THE MYST – ANOTHER WORLD


A Review of Enter the Myst




by Gloria Stern

Admittedly, I was enchanted by the game of Myst, spending long

hours in the glades, groves and tunnels of the island. Rand

Miller and his brother Robyn created the megahit CD disc together

under the corporate name of Cyan, the independent software

company that they founded to develop CDs under the aegis of

Broderbund Software of Novato, California. Despite their

remarkable achievement, they consider themselves to be quite

ordinary. More than 1,500,000 discs are now in private

collections, which is no ordinary achievement.

The disc has a singular ambiance that is, perhaps, its most

distinguishing characteristic. Evocative would have to be the

descriptive word. Opening with an age worn book tumbling onto the

screen, the images are accompanied by ethereal, other worldly

music and chimerical landscapes. The album soon becomes the

central icon of the work. From this simple beginning the user is

called into strange yet familiar scenes; the lapping water of a

deserted dock, an abandoned building containing meters and gauges

and unexpected vistas seen through uncommonly placed windows; a

bird, half-seen, flits past a brick walled tower and all the time

we hear this windlike melody; a well which harbors a sunken

shipmodel stands in the middle of the pathway; a rocket ship is

anchored on a strange circular platform; deep below in an

underground cave sits a rocket power station. These sights and

sounds identify archetypal images which conjure up a land you may

have known.

It is that dreamlike quality of lush scenery laden with ornate

details set in a vague and almost impressionistic location that

is characteristic of the disc. Everywhere there are unexpected

levers to pull and rooms to explore, but there is no one in sight

to explain the enigma of this island.

It is this unique atmosphere that comes through. The CD has a

quality about it. It’s mood and archetypal images contribute to

its ability to lure the unwary player. In a non-insistent,

non-coercive fashion, Myst works its magic. We find ourselves in

alien yet familiar landscapes trying our hand at intriguing and

challenging puzzles.

The island, with its assortment of levers, clocks, gauges and

clickables, has a distinct character, one that is so original and

off beat that anyone who has spent time on the island of Myst

will recognize the touch of Rand and his brother, Robyn in the

earlier forms that they created, as well as the book derived from

the disc.


Thoroughly entranced with Myst, the best-selling, interactive

compact disc from Cyan/Broderbund, I was delighted to have the

opportunity to talk to Rand Miller, its creator, about the

process of developing such a project.

I asked Rand about how he and his brother, Robyn, approached the

idea of interactive storytelling for Myst, which was begun when

interactives were mostly games, he responded in terms of his

earlier work.

GS: What was the “jumping off” place that allowed you to produce

such an original concept?” His responses offered some insight

into the making of Myst.

Rand: Robyn and I started doing “worlds” long before Myst. These

were worlds for children that were kind of whimsical and wacky,

but they required very little planning and forethought. We just

designed as we went along.

GS: I explored The Manhole, billed by Cyan as a Whimsical World

for Children of All Ages. I admit, I was enthralled with the

entire adventure. The prospect of descending a manhole to find

underground vistas seemed a bit off-putting until I actually

tried it. I was able to navigate colonnaded subterranean rivers

and mysterious towers peopled by friendly guides who welcomed me

to the “worlds” they guarded. I could see the origins of the best

selling CDi in the early work but that didn’t explain the

complexity of Myst. Myst was a much more designed and purposeful

undertaking.

Rand: 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.

GS: Was there a paradigm? Did you have a vision before you began

designing? What were the parameters you started with? The

limitations?

Rand: The vision and feeling was all based on our previous work.

Myst evolved out of those works. Those early worlds set our basis

on which we would build more complexity and depth.

The limitations we faced were for the most part technical. The

slow speed of CD-ROM, interface issues. But we knew those

limitations when we started and strived to design the game around

those issues.

Other than those restrictions, it really was a feeling of doing

what we wanted – of putting together something that felt like a

real world.

GS: So, you created Atrus and gave him a history, special talents

and an intriguing task to people your fantasy world?

Rand: Our interactive story design went along two paths – the

linear and the non-linear. The linear was the back story and the

history, all those elements that followed a very strict

time-line. The non-linear was the design of the worlds and was

more like architectural work. Like building a world without the

time element at all – a snapshot of an age. Now the struggle was

to try to merge the two by revealing some parts of the linear

story during the exploration of the non-linear world, while

maintaining the explorers feeling that he/she can go anywhere and

do anything they please.

GS: Did you see it (the structure) in layers? In branch and root

form?

Rand: The non-linear structure was rather complex. It had to have

a beginning and from that point branch out (tree) almost

infinitely – allowing for any possible direction the explorer

might care to go (layers). But the end had to pull things back

together for one of the several different ending scenarios.

It’s interesting to note that our game design work was never

storyboard based – because the bulk of the time spent in the game

would be controlled by the explorer. We couldn’t outline their

movements, we only could gently nudge them, using clues and other

information, toward the end. So we worked on a large part of the

design using maps and top-down diagrams, with notation indicating

what things were and where they came from and how they fit into

the story.

GS: The first of the projects was named The Manhole which was

followed closely by Cosmic Osmo. Both are still available from

Cyan. Did these “worlds” have the same configuration (an

intricate vista with no character introduced)? Did the

children’s programs feature intriguing locations? Attractive

settings? (Like Myst) Were they puzzles rather than

confrontations?

Rand: These original worlds didn’t have any puzzles. They were

simply whimsical environments to wander around in.

(Your reporter has since encountered Manhole and found it a

delightful pastime.)

GS. So that Myst was quite a departure, actually, in that the

linear story was the spine and the non-linear became “nodes” that

were interactive? I found Myst to be quite intuitive (meaning: It

took a lot of attempts for me to make any progress through the

worlds and ages of Myst.)

Rand: The linear would be more like the trunk of the tree – no

branching from the ground up until the first branches. Those

first branches are the non-linear part – where the user can start

defining where the story goes. So the history in the recently

released novel is the trunk, and the game Myst is where the

branching is.

GS: In the program, the sequence into the various worlds (for the

player) is specific and thus linear, so in that respect there is

not much leeway. Each clue must be picked up in sequence, is that

right?

Rand: We tried to make the puzzles non-linear for the player. In

fact, most of the clues can be picked up in any order, and the

puzzles solved in any order. Those early worlds set our basis on

which we would build more complexity and depth.

GS: How was that done?

Rand: To put it simply – we learned the tools. It’s a little more

than that, we learned the tools and the techniques for using them

within the confines of the technology. We were able to practice!

GS: Did you use any system of notation? Is there a hard copy of

Myst? Not the book, I mean a hard copy of the manuscript used for

constructing the program? Or did you build it as you went along?

Rand: We have maps. That’s basically it. Pages of maps.

GS: Sounds like you had a large desk top!!!

Rand: EXACTLY!

GS: How did you get the idea to create a prequel for Myst in hard

copy?

Rand: The story was all there. All of the details came to light

as we designed the original CD.


The disc of Myst is the story of Atrus, the principal character

in the book, as well. Having experienced the mystery depicted in

the fabulous graphics and having played the game, the vistas of

“Atrus, the Book”, seemed appropriate and familiar to me.

Atrus, as a young boy, on the brink of manhood, is visited by his

father, Gehn, who has come to take him back to the ruins of D’ni.

His purpose is to teach Atrus his heritage and the magic of

creating “worlds” in the same manner as Atrus creates ages in the

Myst.

Caves and subterranean rivers are the setting for what remains of

the civilization of D’ni having been destroyed in a conflict with

a power hungry rebel. Though Atrus is not aware of it at first,

Ghen tutors the boy in the techniques needed to create various

worlds. The boy soon surpasses his father’s ability and in an

altruistic attempt at saving a civilization, Atrus defies his

father and assumes the stewardship of the mystical knowledge.

It is then that he escapes the the destruction of the world

taking with him the fabled Catherine.

Immersed in the book, I felt the same ethereal quality of being

on the edge of a mystery not quite understood. Placing myself in

the psyche of Atrus as he became the hero of the saga was a

pleasant task, familiar, and yet, unrecognizable. As Rand and

Robyn Miller with the help of David Wingrove have produced an

entity that replicates all the attributes that have made the CD

one of the most popular on the market? Its broad acceptance has

made a real contribution to the expanding world of the CD by

means of an intelligent and beautifully executed story.

As the technology of the personal computer becomes more

accessible, we are beginning to see the spilling over of one form

to that of another. Simon and Schuster, the publishing giant, has

allocated $10,000,000 to formulate a CD division for the

publication of their books. While the industry is rushing to put

anything and everything on CD, this superbly innovative team at

Cyan is putting their CD world people, places and things into a

book reversing the industry direction.

When I opened Myst – the book of Atrus , I found the same

archetypal images and half remembered vistas characteristic of

the Miller brothers’ work. Atrus was taken, as a child, from the

bleak, sterile desert where he lived under the protection of his

beloved grandmother, Anna, until his father, Gehn, comes to take

him back to the land of D’ni. It is there that he is tutored in

mysterious tasks in which he gains no understanding. Throughout,

he is aware of no purpose or continuity in the lessons his father

provides. The library of the ancients holds the magic books, from

which his assignments are drawn and as he is instructed to

carefully pen the contents, he ponders the meaning of his

practice.

Atrus comes to realize that with his pen, the enigmatic

principles he has been copying, and the rituals his father

performs, he is able to create utopias of worldly proportions.

These fascinating islands of psuedo reality experience cataclysms

and catastophies as the patriarch seeks to replicate the glorious

civilizations of former days. Are these worlds just waiting to be

discovered? Or are they truly an act of creation? It is at this

point, that Atrus supermands his father in a daring attempt to

save a dying world with the rites of his scholarship.

With all of the elements of a classic story, the Miller brothers

have done it again. The first game novel transformed to hard

cover is theirs. They have provided a challenge for those who

would emulate their success.



Gamer’s Zone Scorecard



















Product:

Enter the Myst


Company:

Cyan/Broderbund
P. O. Box 6125
Novato, CA 94948-6125
415/382-4700
Cyan Web Site

Hyperion
114 Fifth Avenue
New York, NY 10011
212/633-4400


Cost:

n/a






System Requirements:



Windows 3.1 – MS/PC-DOS 5.0
386DX 33Mhz (486 recommended)
4MB RAM (8 Recommended) Super VGA (640 x 480, 256 colors)

with compatible drivers
CD Rom drive (double-speed drive or higher recomended)
Mouse and Hard drive

Macintosh:
System 7.0 or better
68030 processor or better
8MB RAM
CD Rom Drive (2X recommended)
Mouse
Hard Drive



Breakdown:



Entertainment Value 5
Educational Value 2
Concept 5
Sound and Graphics 5
Interface 5



Overall Score:



Read a review of MYST Screen Saver Take the MYST Trivia Challenge! Read more Gamer’s Zone reviews



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