Two histories of Myst

John Gabriel Adkins:

Myst should need no introduction. It’s a puzzle-heavy, non-violent graphic adventure with a slick visual style and the simplest interface known to humankind. You, the player, are a genderless, unnamed interloper on a surreal island, a world that seems almost to have emerged from a madman’s mind. Things get weirder from here: alternate dimensions; magical books with people trapped inside; and an increasingly sinister plot. This project proceeded to sell more than 6 million copies — the highest sales of any computer game until The Sims.

The ripples of Myst are visible even today, most obviously but far from exclusively within so-called “walking sims” like Firewatch: a focus on atmosphere, on a sense of being there, coupled with a seamless interface. Influence-finding, though, is not my main interest here. What follows is a history of this game’s histories. I want to analyze the dueling narratives that arose to contextualize and explain the single, seismic event that was Myst.

It’s hard to explain today what kind of an amazing revelation the original Myst was. I never finished the game but I loved playing it.