received no advertising or
marketing. Macintosh gamers, amongst the first personal computer owners with
multimedia-friendly CD-ROM drives, immediately latched onto the beautifully drawn graphics,
which easily transcended the pixilated, blocky images in computer games at the time. Calling
it the "first New Age game," PC Computing Magazine marvelled that these illustrations were
"so beautiful that just wandering the island is like a relaxing walk in a new park--one with
buildings to explore, switches to throw and a space ship to check out."
Myst was soon ported to the PC and the timing couldn't have been better. As the public began
snapping up personal computers at record rates to increase productivity, get online and play
games,
's lack of conventional gaming elements such as violence, dying, and
failure, proved irresistible. Gamers could recommend it to their non-gaming friends.
Salespeople had an easy sell to the first-time PC buyer and no one returned the game because
of violence or objectionable content matter.
Subtitled "The Surrealistic Adventure That Will Become Your World," the go-at-your-own-pace
experience quickly developed a massive following amongst a wider demographic of gamers than
any other game had ever reached. Grandparents, children, men, women -- everyone enjoyed the
wonders Cyan Worlds had created. "The demographics were a total surprise," Rand Miller
admits ten years later. "Because we built the game based on our own instincts, we expected
it to only appeal to people like us."
For first-time gamers, the lack of an interface and the ability to simply walk around was
powerful. "You could sit down with
, whether you'd played games or not and
immediately get drawn into the place," Miller explains. "You didn't die, you didn't have to
learn the controller or look down at the keyboard and there were no complicated menus that
came up on the screen. It really felt like, 'Wow, I can just wander around here and it feels
like a real place.' Then you realised that there was a story there."
Fuelled almost entirely by the word-of-mouth of drawn-in gamers,
Myst slowly began
climbing to the top of sales charts. By the end of 1994, it was the most popular game in the
world and would hold the number one spot for years. As late as the week ending January 11,
1998, PC Data (now NPD Market Tracking) reported that
Myst had sold more than any
other game, including Quake II and Tomb Raider II..
As
Myst's popularity expanded, an even more surprising phenomenon developed: gamers
around the globe began pouring their hearts out to Miller and Cyan Worlds via email and
letters. A grand mom in Montana complained that
Myst was causing her to neglect her
household chores. A husband and wife claimed that
Myst saved their marriage by giving
them a common interest and a renewed connection.
In Miller's mind, the most touching tale involved an autistic child whose parents thanked
Cyan for allowing their son to express himself and feel a rare sense of freedom when
exploring
Myst 's world. For Miller, this was the ultimate tribute to the power of
building an interactive place. "What we began to realise," he fondly recalls,"Is that we had
built this incredibly powerful tool that was empowering human beings everywhere." For he,
Robyn and the rest of Cyan, the entire experience remains extremely humbling.
Ten years later,
Myst has registered an astonishing 12 million unit sales total
across all platforms and sequels. But perhaps more important than the sales figures is the
paradigm-changing effect the game had on the entire gaming industry: these massive sales
numbers revealed a world of gamers much bigger and more vibrant than anyone had previously
imagined.
The
Myst phenomenon kick-started a whole new segment of PC gaming. The phrase
"
Myst -like graphics" became prevalent as software companies quickly dove into PC game
development, fuelling a frenzied five-year boom of revenue and development.
URU extends the legacy
Miller, a visionary then and now, is busy these days crafting URU: Ages Beyond
Myst ,
a sequel he calls "truer to our
Myst roots than anything we've done to date."
"
Myst was the introduction of a small piece of the D'ni civilisation. URU takes it
all to the ultimate extreme." Miller explains. "In URU, we point out that D'ni culture was
part of the Earth and lived underground, and died hundreds of years ago, so they are still
there. Several explorations have uncovered a long dead underground city and people are
starting to go there to explore, and uncover even more."
Gorgeously drawn and unbelievably huge, URU adds to and enhances
Myst 's core values
of visually stunning environments, mind-bending puzzles and non-violent play with the
presence of beautiful 3D worlds that can be explored in real-time, third- and first-person
perspectives that will allow gamers to become even more immersed in the adventure.
"URU goes back to the level of innovation we tried with
Myst . We want to build a game
that defines where interactive entertainment goes."
Pointing out that the rich D'ni history Cyan's writers are constantly developing on web
sites like www.drcsite.org (The "Official Website for the Restoration of D'ni"), Rand
Miller, visionary then and now, believes that the core legacy of
Myst being passed on
in URU is one of culture, stories, worlds and making a difference.
"The core basis of what drives people is what matters," Miller explains. "We want to stand
out to somebody, someplace, sometime and part of the way we matter is through stories."
In Miller's mind, the one thing better than listening to a great story is having your own
great story to tell. "In URU, just like in
Myst , we're building an adventure that is
so compelling and interesting that it's going to give people great stories to tell."
As long as Miller and Cyan Worlds keep giving people great stories to tell,
Myst's
legacy will live on forever.
Back to Myst section.