Myst

Myst

I realized the moment I fell into the Fissure that the Book would not be destroyed as I had planned. It continued falling into that starry expanse of which I caught only a fleeting glimpse. I have tried to speculate where it might have landed, but I must admit that such conjecture is futile. Still, questions about whose hands may one day hold my Myst Book are unsettling to me. I realize my apprehensions might never be allayed, and so I close, realizing that perhaps the ending has not yet been Written. – Atrus

That is how one of the most popular games of all times started (Myst and its sequels have sold over 12 million copies). When Rand and Robyn Miller decided to create Myst, a CD-ROM game featuring a visually entrancing world and a non-violent, cunningly devised labyrinth of a story for players to get lost in, they figured their main reward would be a job well done. They had no idea that it would make history as the most successful multimedia computer game ever sold.

Myst is unique in many aspects. It has been copied in all forms since, but it is the very first game that offered a total immersive experience, it is not a game, it is a palce to visit. You are drawn into that world that features varied locations, each totally different from each other. You encounter no living beings, but actions may help individuals and may change the future. You don't so much play Myst, as experience it. Of course you must solve a multitude of puzzles, mazes, and problems, but Myst's principal attractions are its environment and the underlying intrafamily drama that unfolds as you explore. Unlike most adventure games, Myst offers no inventory, no death, and no dialogue.

Places to visit in Myst are: