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THERE WAS NO TIME LIMIT, BUT THE GAME WAS MEANT TO TAKE AROUND 40 HOURS. We wanted it to be a game that someone's grandmother could play." 5. Robyn told Grantland, "We didn't want there to be an interface that stood in the way of anyone playing that game. BUT THE CREATORS WANTED IT TO BE ACCESSIBLE TO EVERYONE.ĭespite the difficulty of the game’s puzzles, the Millers wanted anyone to be able to explore Myst’s landscapes, including kids and senior citizens. As Rand told Grantland, "We're not game designers we were place designers, so we just started drawing maps, and the maps kind of fueled the story." 4. They spent months designing Myst’s Ages and created the game’s many buildings and maps before deciding how they’d play into the narrative. Īfter producing the award-winning children’s games Cosmic Osmo and the Worlds Beyond the Mackerel, The Manhole, and Spelunx (for the latter of which Robyn had hand-drawn all of the in-game graphics and scenery), the Miller brothers decided to apply their world-building skills to an adventure game for adults. MYST WAS CONCEIVED AS A FANTASY WORLD FOR ADULTS TO EXPLORE. And while the brothers never cited the book as a specific inspiration, Lewis’s Chronicles of Narnia novel, The Magician’s Nephew, addresses the consequences of magical travel between worlds. Rand also explained to Grantland that the pair were excited about being “subcreators,” a term of Tolkien’s referring to mortal creators who were themselves created by a higher being. Worlds that had history and depth, and even possibly a certain amount of meaning.” The Millers told the site Adventure Classic Gaming that their childhood love of the complex worlds of Middle Earth and Narnia provided “the seed idea of what it meant to build a deeper fantasy world. IT ALSO TOOK CUES FROM THE WORKS OF J.R.R. The book features a group of characters marooned on an eerie islet similar to Myst Island. JULES VERNE PROVIDED THE INSPIRATION FOR MYST, AS WELL AS ITS NAME.Īs brothers Rand and Robyn Miller, the game’s creators, told Wired in 1994, Robyn was reading Jules Verne’s novel The Mysterious Island, a sequel to 20,000 Leagues Under the Sea, while developing the game. In 1993, two sons of a traveling preacher unleashed the power of “ Myst: The Surrealistic Adventure That Will Become Your World.” Two decades later, it’s time to shine a light into some of the massive fantasy world’s hidden alcoves, and finally give the Strangers of the world-who maybe didn’t sleep so much in the ‘90s-some answers.
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