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MYST in the end - SPOILERS!!

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James Tichenor

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Aug 2, 1994, 4:30:55 PM8/2/94
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Well,

I've completed. I have to agree with some - it was a bit of a let down. Sort
of like coming to the end of a movie, only to be told that you'll have to wait
for the sequel to understand what's really going on. I look forward to
rereading the books in the library, as they'll make a lot more sense, but I
wonder if anyone has any closing remarks on the game and the whole idea of
interactive TV/novels. MYST is beautiful and a wonderful ride - but the
climax... Let down.

Also, has anyone found any nifty stuff along the way that I may have missed
(Myst). I thought the Channelwood level was far too easy, very beautiful, but
very sparce (in a gaming/plot sort of way). Same with the Spaceship level
(need a list of the actual names of the ages). The Ship was definitely the
hardest, as it is based on a twist of logic that I loved.

So, tell me about your trip. Is it different from mine? What is your take on
the story? And what the heck are those switches in the brothers room on the
ship, and in Aganons room in the trees. There is a story here and I'd love to
see what you think it is!

Cheers
James

Joao Paulo and Elis Sinnecker

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Aug 3, 1994, 3:59:39 AM8/3/94
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In article <james_ticheno...@mindlink.bc.ca> james_t...@mindlink.bc.ca (James Tichenor) writes:
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>From: james_t...@mindlink.bc.ca (James Tichenor)
>Newsgroups: comp.sys.ibm.pc.games.adventure
>Subject: MYST in the end - SPOILERS!!
>Date: Tue, 2 Aug 1994 20:30:55
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>Well,

>I've completed. I have to agree with some - it was a bit of a let down. Sort
>of like coming to the end of a movie, only to be told that you'll have to wait
>for the sequel to understand what's really going on. I look forward to
>rereading the books in the library, as they'll make a lot more sense, but I
>wonder if anyone has any closing remarks on the game and the whole idea of
>interactive TV/novels. MYST is beautiful and a wonderful ride - but the
>climax... Let down.

>Also, has anyone found any nifty stuff along the way that I may have missed
>(Myst). I thought the Channelwood level was far too easy, very beautiful, but
>very sparce (in a gaming/plot sort of way). Same with the Spaceship level
>(need a list of the actual names of the ages). The Ship was definitely the
>hardest, as it is based on a twist of logic that I loved.

In my opinion, it was wonderfull to paly this game, but, as you said, the
end isn't wat I really expected. I tried some other possibilities afterwards
as for example, let the boys free.
I think also it was quite obvious what was going on. The only thing that
cleared up at the end was how they got imprisioned in the books.
One idea I had, and I would like to have the game like this, is that you can
really explore new ages at the end, and that they teach you how to make new
ones. The central idea was absolutly fantastic, but as soon as you make one
age,the others became quite easy ! I bought the game in one saturday, and by
monday night me and my wife finshed ! It was quite an expensive weekend !


J.P. Sinnecker
sinn...@pop.xphys.tuwien.ac.at


James Tichenor

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Aug 3, 1994, 5:14:39 AM8/3/94
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> In my opinion, it was wonderfull to paly this game, but, as you said, the
>end isn't wat I really expected. I tried some other possibilities afterwards
>as for example, let the boys free.
> I think also it was quite obvious what was going on. The only thing that
>cleared up at the end was how they got imprisioned in the books.
> One idea I had, and I would like to have the game like this, is that you can
>really explore new ages at the end, and that they teach you how to make new
>ones. The central idea was absolutly fantastic, but as soon as you make one
>age,the others became quite easy ! I bought the game in one saturday, and by
>monday night me and my wife finshed ! It was quite an expensive weekend !


> J.P. Sinnecker
> sinn...@pop.xphys.tuwien.ac.at

Do you mean that the game actually teaches you to create a new world? That
would be _very_ cool but I wonder if technically possible.

You're right, once you make one age, the others became easier. Which age did
you begin with? I started on the ship, which was the hardest. The maze was
easy, once you explored enought. And Channelwood was an obvious.

The mechanical age was trickier. I'm sure there must be places I didn't visit
and didn't see. I'm a writer and love putting the plot back together.

James

Bonnie Graas

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Aug 3, 1994, 9:36:00 PM8/3/94
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JT>I've completed. I have to agree with some - it was a bit of a let down. Sort

I agree. But then, it was the first game in the series. This sometimes
produces a game with less than satisfying traits, but all in all, I feel
it was a great game and I thoroughly enjoyed it.

JT>The Ship was definitely the hardest, as it is based on a twist of logic
JT>that I loved.

Again, I agree. And it would seem that you and I are not the only ones who
had a problem here. The boards were alive with messages about being stuck
on that "somewhat hidden" red button in the tunnel, and the pattern on the
compass. It was quite frustrating not to be able to turn on the ship
lights below decks.

JT>And what the heck are those switches in the brothers room on the
JT>ship, and in Aganons room in the trees.

On this subject, there were many items that could be "clicked" and would
perform visual and audio, but were not part of the "puzzles", but I think
they were added for look and sound, and included for the purpose of
entertainment. Some found these very frustrating as they could not determine
the use of these items.

This was especially frustrating to me as I have a Gateway computer with a
mother board that is not completely compatible with the game. In several
areas, the lock-ups could not be circumvented and therefore the actions
could not be taken. In others, the audio or video would be obscured or
eliminated, and it was difficult to tell whether certain items were
necessary for the plot, or there just for show.

As you can well imagine, this situation probably made the game more
difficult for me, and therefore much more interesting. It was like the
first time one must set the time on a VCR and the instructions are not
in the box (;-)


---
ÅŸ KingQWK 1.05 ÅŸ "Master knows. We will swear! We will swear on the Precious!"

and...@csgrad.cs.vt.edu

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Aug 3, 1994, 5:48:11 PM8/3/94
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The Library is the key to the game. If you are stuck in one of the ages,
look for a common theme. Then, return to the library and re-read the book
on that particular world. There are five worlds, and five readable books.

I vistited the ages in this order: MYST (duh), Mechanical Age, Channelwood,
Stoneship, Selenetic (is this the right name? the spaceship one). If you
can't get to the age, read the book. If you are having trouble in an age,
restore to a saved game (or start a new one) so that you are in MYST.

(possible minor spoilers follow)

The biggest problems I had:
- understanding tower rotation (I had seen hints here, and thought that I
had to leave the marker switches OFF - big pain)
- figuring out that elevator doors have to be closed (thought the button
would do it, and when it didn't, figured I had to do something else
first; ignored it for a long time and thence had difficulty getting
anywhere)
- Getting the ship to float. For some reason, I never could get this to
happen in my first game. I had to restart.
- Figuring out how to get to Channelwood. The interview in the latest
Wired (or possibly somewhere else?) said that the view from the tree
was spectacular, and so I thought I had to ride the tree up and then
back down again.

Once I got to the Mechanical Age - easy. I thought that Shiprock was
cake. Got through Channelwood fairly quickly. Selenetic was neat and
fairly trivial - but then, I had seen a cheat on the maze.

(More Major Spoilers Follow)

Selenetic - theme: sound. Pay attention to all sounds; recognizing
sounds will get you through the age. This is a THEME - which means
that using sounds is the answer to every puzzle.

Every Age - two pages, a red and a blue. If you only found one, you
haven't seen the whole world.

Stoneship - found out what to do with the key by accident. Found the
chest at the bottom of the "well", played with it. Couldn't figure it
out. Went and played with other stuff; forgot to drain the lighthouse...

(Really Major Hints - only for the truly lost)
(delete all but the hint you need, then reverse)

MYST:
.ycnetsisnoc derised litnu etatoR .no swhctiws rekram eht lla nruT
?og rotavele (eert) eht seod erehW
.sdnoces lareves rof nwod niahc eht dloH
Selenetic:
.pots hcae ot emoc uoy sa edam era taht sdnuos eht ot netsiL
.aretec te ,htuos og ot snaem knoK
Channelwood:
.gnirreh der a si llimdniw eht ni hctiws dnoces tahT
.elzzup yreve sevird retaW
Mechanical:
.yrarbil eht ni pam eht rebmemeR
.nottub elddim tih ,rotavele eht fo pot ot oG
Shiprock:
.no sthgil eht evaeL
?sessapmoc yna eeS ?esuohthgil eht si erehW
?thgir ,taolf sexob nedoow ,ytpme ,giB

(Read Only if You've Finished the Game)

Hated it. "Thanks." No finale. No puzzles in Dunny (Done + Finee = Dunny?).
No locking me out and saying "Game Over." Am I really done? Why can't
I get back to Earth now?

I thought it fairly obvious to use the green book, after the two brothers
both told me not too. Kept thinking "Who has the better story?" and then
decided that they were both bad dudes. Why would they both need rescuing?
If Sirrus imprisoned Achenar ("wrongly imprisoned... Blue Pages! Must
have Blue Pages! Blue Pages are the Birthday Present! Bring me the
Precious!") then who imprisoned Sirrus?

Fun puzzles. Neat game. Too short. For 2500 frames, there's not
really that much there. I liked the 'easy' puzzles, though; nothing too
obscure. People have said that Shiprock was the hardest, but I stumbled
on one solution (the chest), and the other (135) made perfect sense - why
was the lighthouse at exactly 135? With the game's fixation on such
numbers, it had to mean something. Then the little 'N' in the 'compass'
made perfect sense. The bilge pump (as it was) was easy to decipher, once
I had my monitor brightness up enough to figure out that was WATER blocking
my path. I wish there were more things to play with or puzzle out, though -
like in the Mechanical Age. All those neat toys in Sirrus' room, but
no (or little) interactivity...

I did like the characterizations. Achenar, with his poisons and weapons...
Sirrus, with his art - but with a dagger hidden in each of his rooms. Like
today's modern intellectuals - pretend to be so artsy, but are really just
as nefarious as the maniac with the chainsaw.

Channelwood: what's up with Achenar's room? That middle building up on the
third level - with the big chomping trap?

Selenetic: I have the following subway sequences:
Short and straight
Long, with a diagonal over-pass (one L-R, one R-L)
Chicane (first right, then left)
Down and to the left
Down and the the right
Final passage
Seen any others? Hate having to do that twice just to get both pages?


Andrew R. Southwick
and...@csgrad.cs.vt.edu

James Tichenor

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Aug 4, 1994, 4:47:03 AM8/4/94
to

>JT>I've completed. I have to agree with some - it was a bit of a let down. Sort

>I agree. But then, it was the first game in the series. This sometimes
>produces a game with less than satisfying traits, but all in all, I feel
>it was a great game and I thoroughly enjoyed it.


True. And one could say that the green book was the plot twist at the end.
Throughout the game, I was always trying to figure out which brother to trust,
which is where the beautiful graphics actually make a difference in the
story - one always suspected Aganon, judging by his lifestyle, but then
Sirrus was far too smooth to be comepletely trusted. In the end, neither
was sane.

I would have like to see the story deal with the past inhabitants of MYST,
but maybe that's for the sequels.


>JT>The Ship was definitely the hardest, as it is based on a twist of logic
>JT>that I loved.

>Again, I agree. And it would seem that you and I are not the only ones who
>had a problem here. The boards were alive with messages about being stuck
>on that "somewhat hidden" red button in the tunnel, and the pattern on the
>compass. It was quite frustrating not to be able to turn on the ship
>lights below decks.


Funny, the one answer I got about the ship was that it was one of the easier
ages. I loved the twist of logic. I'm a writer and it helped me to learn
that when an idea (trying to bring the key to the chest) is not working,
abandon it and try something different, more imaginative. I wish more
of the game has these kind of "plot" twists in them.


>JT>And what the heck are those switches in the brothers room on the
>JT>ship, and in Aganons room in the trees.

>On this subject, there were many items that could be "clicked" and would
>perform visual and audio, but were not part of the "puzzles", but I think
>they were added for look and sound, and included for the purpose of
>entertainment. Some found these very frustrating as they could not determine
>the use of these items.


Although beautiful, they were what I'd call "red herrings", meaning we thought
they'd mean something, but in the end, they don't do _anything_. I would have
liked to see those switches do something, maybe effect changes in different
ages...

Maybe they do! :-)

It's nice to be able to talk about a game as if it were a novel or a movie.
Definitely a sign of quality!

BTW - Which order did you play the ages?

James


James Tichenor

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Aug 4, 1994, 4:53:04 AM8/4/94
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>I went to Channelwood first which I thought was *very* easy. Then to
>Mechanical Age which I didn't think was the hardest once you saw the middle
>button in the elevator.


I had a bit of trouble figuring out the sequence, but once I thought about it,
I could see how it would work.

>I thought the ship was the hardest also. I didn't
>find the hidden door until after many hours of draining and filling the three
>areas (and walking around in the dark endlessly in the ship :-)

Did you stumble on the doors, or did you figure out the trick with the chest?
And how much time did you spend screwing around in the brothers bedrooms,
playing with those damned switches and globes? :-)

>The spaceship
>age was pretty straightforward except for the maze. That was easy however if
>you just mapped it from the beginning. I knew the sounds indicated the
>direction but until I played the second time I didn't realize that for the
>first several moves you can only go one direction. Therefore the sounds for
>each direction are given there if you just pay attention. Then it's easy
just >to use the sounds.

Same with the spaceship. Link the sounds on the simulator with the levers
above the elevator and you're home free. I started out guessing, holding up
the lever for 3 or 4 seconds, but that go me nowhere. Like clicking in the
dark!


James

James Tichenor

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Aug 4, 1994, 3:09:06 PM8/4/94
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>Timing. I threw the left all the way up, then held the right one up until
>the gear in the picture spun about 1/4 turn, then let go. Made sure the
>thing came to a complete stop before I shut the left one off.


Same. But then I clued into the sounds and I was off... Course, I spent a bit
of time trying to make the first switch (the elevator switch) spin the
fortress...

>This worked real well because most of the puzzles were
>straightforward, and there were a lot of red herrings.

Red herrings are ok in a game, but _not_ in a story. That's why I'd have liked
them to use the "toys" for plot and story reasons. Although, the lever in
Aganon's room on the ship - Rose to Skull... Fairly metaphorical.

>>James


>Andrew R. Southwick
>and...@csgrad.cs.vt.edu


Larry Field

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Aug 4, 1994, 4:12:40 AM8/4/94
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In article <james_ticheno...@mindlink.bc.ca> james_t...@mindlink.bc.ca (James Tichenor) writes:
>
>You're right, once you make one age, the others became easier. Which age did
>you begin with? I started on the ship, which was the hardest. The maze was
>easy, once you explored enought. And Channelwood was an obvious.
>

I went to Channelwood first which I thought was *very* easy. Then to

Mechanical Age which I didn't think was the hardest once you saw the middle

button in the elevator. I thought the ship was the hardest also. I didn't

find the hidden door until after many hours of draining and filling the three

areas (and walking around in the dark endlessly in the ship :-) The spaceship

age was pretty straightforward except for the maze. That was easy however if
you just mapped it from the beginning. I knew the sounds indicated the
direction but until I played the second time I didn't realize that for the
first several moves you can only go one direction. Therefore the sounds for
each direction are given there if you just pay attention. Then it's easy just
to use the sounds.

>The mechanical age was trickier. I'm sure there must be places I didn't visit


>and didn't see. I'm a writer and love putting the plot back together.

Larry Field
Sr Systems Analyst
Texas A&M University
Voice: 409-862-2763 Fax: 409-845-7973

and...@csgrad.cs.vt.edu

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Aug 4, 1994, 1:08:39 PM8/4/94
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In <james_ticheno...@mindlink.bc.ca>, james_t...@mindlink.bc.ca (James Tichenor) writes:
>>I went to Channelwood first which I thought was *very* easy. Then to
>>Mechanical Age which I didn't think was the hardest once you saw the middle
>>button in the elevator.

>I had a bit of trouble figuring out the sequence, but once I thought about it,
>I could see how it would work.

Timing. I threw the left all the way up, then held the right one up until


the gear in the picture spun about 1/4 turn, then let go. Made sure the
thing came to a complete stop before I shut the left one off.

>>I thought the ship was the hardest also. I didn't


>>find the hidden door until after many hours of draining and filling the three
>>areas (and walking around in the dark endlessly in the ship :-)

>Did you stumble on the doors, or did you figure out the trick with the chest?

I figured out the 'trick' with the chest - or, maybe more accurately, FOUND
out the 'trick' with the chest. Trial and error - play with the buttons one
has available until something works.

>And how much time did you spend screwing around in the brothers bedrooms,
>playing with those damned switches and globes? :-)

Not too much, because I managed to get into the lighthouse shortly
thereafter. What damned switches are we talking about? I don't remember
any in the brothers' bedrooms. Sirrus had that funky ball & four squishy
rectangular boxes on his table, and the two globes that just spun. By
that time, I had decided that if it didn't do anything obvious, it didn't
do anything. I didn't obsess about any particular puzzle - like the glow
cubes in Sirrus's room in the Mechanical age. If I couldn't figure it
out, I moved on. This worked real well because most of the puzzles were


straightforward, and there were a lot of red herrings.

>James


Andrew R. Southwick
and...@csgrad.cs.vt.edu

S.F. Eley

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Aug 5, 1994, 11:10:14 PM8/5/94
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In article <c3.9961.9...@sigmabbs.com>,

Bonnie Graas <bonnie...@sigmabbs.com> wrote:
>
>This was especially frustrating to me as I have a Gateway computer with a
>mother board that is not completely compatible with the game. In several
>areas, the lock-ups could not be circumvented and therefore the actions
>could not be taken. In others, the audio or video would be obscured or
>eliminated, and it was difficult to tell whether certain items were
>necessary for the plot, or there just for show.

Whew.. What a relief! I had the same problem; thought it was just me.
Mine would lock up 90% of the time after the Broderbund logo, then after
various Quicktime movies throughout the game. Fixed it with a Windows
trick -- when the system locks, hit CTRL-ALT-DEL, then ESC to get back
to the game. It then unlocks and pretends nothing happened.

(BTW, if you have this problem, do NOT call Broderbund technical support;
you'll get stuck in automated menus for 15 minutes, then they'll scratch
their heads and tell you to update your drivers. I don't know how much
money I wasted in long-distance BBS calls for new drivers that didn't
help...)

I haven't finished the game yet, but I think I'm very close. I agree with
the rest of y'all -- the graphics are terrific and the style is nice, but
it was too easy and the "Quicktime-based" programming is shoddy. They said
it took 'em two years to make it; means we might have to wait FOUR years for
a better one.. >8->

_TNX._


S.F. Eley

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Aug 5, 1994, 11:19:35 PM8/5/94
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In article <james_ticheno...@mindlink.bc.ca>,

James Tichenor <james_t...@mindlink.bc.ca> wrote:
>
>>This worked real well because most of the puzzles were
>>straightforward, and there were a lot of red herrings.
>
>Red herrings are ok in a game, but _not_ in a story. That's why I'd have liked
>them to use the "toys" for plot and story reasons. Although, the lever in
>Aganon's room on the ship - Rose to Skull... Fairly metaphorical.

Come on. Does everything you do in real life have significance to your
"plot?" The toys in the game were for depth and detail; they weren't there
to mislead anyone. And they don't, if you adopt the "enter the world"
spirit the authors intended. Not everything in the real world is a
challenge.. The actual puzzles in the game jump to attention fairly
quickly, once it's time for you to solve them.

_TNX._

Stephen Schimpf

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Aug 5, 1994, 9:13:58 PM8/5/94
to

This is the second or third time I've seen "Aganon" written. In my
version of MYST the son's are named "Sirrus" and "Achenar". Are the
names different in different versions of MYST?

Stephen
-- _ _ _ _
Stephen Michael Schimpf |\ /| |--- |--- - |-\ |--- /---\ | |
Programmer/Analyst II | \/ | |-- | -. /_\ | | |-- | |---|
UCLA Department of Astronomy | | |--\ |--| / \ |-/ |--\ | | |
405 Hilgard Avenue | / \ |
Los Angeles, CA 90024-1562 / Brother will kill brother \
(310) 825-5183 / Spilling blood across the land \
Killing for religion
ste...@eggneb.astro.ucla.edu Something I don't understand

Daryl Krzewinski X3960

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Aug 8, 1994, 8:34:28 AM8/8/94
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In article <31uvg7$c...@explorer.clark.net>, s...@clark.net (S.F. Eley) writes:

[snip]



> Come on. Does everything you do in real life have significance to your
> "plot?" The toys in the game were for depth and detail; they weren't there
> to mislead anyone. And they don't, if you adopt the "enter the world"
> spirit the authors intended. Not everything in the real world is a
> challenge.. The actual puzzles in the game jump to attention fairly
> quickly, once it's time for you to solve them.
>
> _TNX._


I agree comletely. I never felt that the authors placed "red herrings"
to deceive or trick me, and if anything the toys added an extra challenge
as I was always wondering if the items did play any significance in the
story and/or puzzle at hand.

I'm not quite sure what people expect of a game. Excepting the various
bugs I've encountered, I feel Myst is absolutely outstanding. Maybe it
could be harder, but when you only have time to play 15 or 20 minutes
at a time it's fairly challenging.

-Daryl

James Tichenor

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Aug 9, 1994, 11:02:32 AM8/9/94
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A "red-herring" is used by writers and producers as something that seems
signifigant, in almost everyway, setting the plot in a new direction, but then
never follows through. I thought the "switches" for example, while cool and
pretty, seemed to be red herrings, because they implied that when switching,
something should happen. If a switch is to be switched, something should
happen.

Same with the globes in Sirrus's room. Should do something but don't. In a
game (I agree - absolutely beautiful) like MYST, where everything that does
something seems to contribute either to puzzles or plot, the red-herrings
seem to stand out that much more.

I guess the real question is the idea of plot in a game. Do you all think it's
important? I think it's the next step to making these CDs that much more
"important" as pieces of art, rather then simply games.

James

S.F. Eley

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Aug 10, 1994, 3:22:09 AM8/10/94
to
In article <james_ticheno...@mindlink.bc.ca> james_t...@mindlink.bc.ca (James Tichenor) writes:
>
>I guess the real question is the idea of plot in a game. Do you all think it's
>important? I think it's the next step to making these CDs that much more
>"important" as pieces of art, rather then simply games.

It depends. In a real adventure game, <Hades> yes, I want plot! (Seventh
Guest, for instance.) But CD-ROM is capable of much more, and with
multimedia you can break into new forms of expression that aren't just
games. (Millennium Auction is the best example I can think of for what you
mean by "pieces of art.")

I'd say MYST treads the line between game and exploration. It's tranquil
enough that it needs its plot to keep the attention span, but if you play
it _just_ as a puzzle game, without stopping to smell the 256-color flowers,
you're gonna be sadly disappointed. Between the two, it's short but somehow
beautiful.

_TNX._

--
Stephen F. Eley (-) gt6...@prism.gatech.edu )-( Student Pagan Community
The opinions expressed here are | "For if that which you seek, you
(usually) my own, and should be | find not in yourself, you will
taken seriously only by me. | never find it without." - CotG

Daryl Krzewinski X3960

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Aug 10, 1994, 9:44:17 PM8/10/94
to
In article <james_ticheno...@mindlink.bc.ca>, james_t...@mindlink.bc.ca (James Tichenor) writes:

>>I'm not quite sure what people expect of a game. Excepting the various
>>bugs I've encountered, I feel Myst is absolutely outstanding. Maybe it
>>could be harder, but when you only have time to play 15 or 20 minutes
>>at a time it's fairly challenging.
>
> A "red-herring" is used by writers and producers as something that seems
> signifigant, in almost everyway, setting the plot in a new direction, but then
> never follows through. I thought the "switches" for example, while cool and
> pretty, seemed to be red herrings, because they implied that when switching,
> something should happen. If a switch is to be switched, something should
> happen.


Well, I think everybody knows what a red herring is. I believe the matter of
debate is to *what* in particular you define as a red herring. The items
you are defining as such, I regarded simply as additional detail to add
depth and realism to the game. The authors make great efforts to tell you
to "let Myst become your world", so the more items I was able to "touch"
and interact with, regardless of their signifigance to the plot, the better
the effect was for me.

My only problem was that for a game so darn beautiful the animation could
have been integrated better (ie. the defining area of distortion around every
animated object sorta spoiled the effect a bit).


> Same with the globes in Sirrus's room. Should do something but don't. In a
> game (I agree - absolutely beautiful) like MYST, where everything that does
> something seems to contribute either to puzzles or plot, the red-herrings
> seem to stand out that much more.


Again, a matter of perception.



> I guess the real question is the idea of plot in a game. Do you all think it's
> important? I think it's the next step to making these CDs that much more
> "important" as pieces of art, rather then simply games.

Or even more as "adventures". I thought the plot added a great deal of
entertainment value to the game. If anybody is completely
disinterested in any sort of plot or realism, I doubt the money involved
in playing a PC game would be worth it. they might as well stick with
the good ol' cards, checkers and chess (not that those aren't fun, of
course).


> James

-Daryl

James Tichenor

unread,
Aug 10, 1994, 3:25:02 PM8/10/94
to
>It depends. In a real adventure game, <Hades> yes, I want plot! (Seventh
>Guest, for instance.) But CD-ROM is capable of much more, and with
>multimedia you can break into new forms of expression that aren't just
>games. (Millennium Auction is the best example I can think of for what you
>mean by "pieces of art.")

>I'd say MYST treads the line between game and exploration. It's tranquil
>enough that it needs its plot to keep the attention span, but if you play
>it _just_ as a puzzle game, without stopping to smell the 256-color flowers,
>you're gonna be sadly disappointed. Between the two, it's short but somehow
>beautiful.

Absolutely. But it's up to the authors and writers to add something else, so
that, now that we've finished, we can either leave the island, or explore
_with something else to explore_. I was hoping that the father would restore
all his journals that were burned, so that we could see what happened to the
different tribes, etc. Maybe once we've completed, those switches I keep
harping on the room actually do something.

Has anyone explored MYST after winning? This is such a smart game, I'm sure
the Miller brothers must have added something in... Maybe I'll check myself.

James

James Tichenor

unread,
Aug 10, 1994, 3:28:11 PM8/10/94
to

>debate is to *what* in particular you define as a red herring. The items
>you are defining as such, I regarded simply as additional detail to add
>depth and realism to the game. The authors make great efforts to tell you

But if something does something, say a globe floating in between a post,
shouldn't that have repercussions else where in the world? Yes, everyone has
nifty toys, but in a movie or a game or a book, I'm not sure whether I want
them. I want them to do something other than look cool.

James

Sydtech

unread,
Aug 11, 1994, 10:48:45 PM8/11/94
to
James Tichenor (james_t...@mindlink.bc.ca) wrote:
[snip]
: Absolutely. But it's up to the authors and writers to add something else, so
: that, now that we've finished, we can either leave the island, or explore
: _with something else to explore_. I was hoping that the father would restore
: all his journals that were burned, so that we could see what happened to the
: different tribes, etc. Maybe once we've completed, those switches I keep
: harping on the room actually do something.

According to the article on Mist that appeared in this month's Wired, a
Myst novel will be coming out. Wired has the ful text of past issues
online - gopher to gopher.wired.com and check it out; this excellent
article may be online. Or, just go buy the magazine, I guess! :)

Scott (NOT a Wired employee....)

James Tichenor

unread,
Aug 12, 1994, 5:06:08 AM8/12/94
to
In article <32enud$9...@blackice.winternet.com> syd...@winternet.com (Sydtech) writes:

>According to the article on Mist that appeared in this month's Wired, a
>Myst novel will be coming out. Wired has the ful text of past issues
>online - gopher to gopher.wired.com and check it out; this excellent
>article may be online. Or, just go buy the magazine, I guess! :)

>Scott (NOT a Wired employee....)

Yeah, I read the article. It's good, but... You know, the think with CD-ROM is
that we should be able to get all of it in one package. I mean, the corps
aren't going to give up the business of licencing (millions of $$$!) but, why
not get the novel of MYST in the library, maybe when we finish the game. That
would make so much more sense. I mean, come on, we pay upwards of $90 for a
game and then we have to pay another $10 to get the actual story?!?
Something's not right here...

James

Steven Finkelman

unread,
Aug 14, 1994, 7:14:44 PM8/14/94
to
James Tichenor (james_t...@mindlink.bc.ca) wrote:
: Well,

: Also, has anyone found any nifty stuff along the way that I may have missed

Did you see the skel hanaging from the mast of the ship in the while looking
through the telescope in aganons room in the mechanical age?
did you see the monkey in the box there too?

Did you know you could walk all the way around the maze ship in the selenetic
age?

Did you see the holographic viewer in the blue brother's room in the
channelwood age?

did you see the globes spin in achenon's room in the channelwood age?

did you see anything besides the one room in dunny?

did you see the butterflies in the middle of myst island?
the seagulls?
did you go up in the tree?

: (Myst). I thought the Channelwood level was far too easy, very beautiful, but

: very sparce (in a gaming/plot sort of way). Same with the Spaceship level
: (need a list of the actual names of the ages). The Ship was definitely the
: hardest, as it is based on a twist of logic that I loved.

I thought so too. What twist of logic did you find, I was looking for an
analogy of the maze, Ididn't find it. Did you?

: So, tell me about your trip. Is it different from mine? What is your take on

: the story? And what the heck are those switches in the brothers room on the
: ship, and in Aganons room in the trees.

What switches are you referring to?

There is a story here and I'd love to
: see what you think it is!

I read in WIRED that they were gonna write a novel based on this.

I loved the trip and the texture of sound and pic. I found it hard to walk
up and down in some of the ages. I felt like I was walking. I got into it.
I had some trouble with my vid card crashing after some of the animations.
Birds and butterflies. All and all I'm looking for other games like this.

: Cheers
: James
--
Steven Finkelman
DATA/Massage
slf...@netcom.com

James Tichenor

unread,
Aug 15, 1994, 5:15:47 AM8/15/94
to
In article <slfinkCu...@netcom.com> slf...@netcom.com (Steven Finkelman) writes:

>Did you see the skel hanaging from the mast of the ship in the while looking
>through the telescope in aganons room in the mechanical age?
>did you see the monkey in the box there too?


Yep.

>Did you know you could walk all the way around the maze ship in the selenetic
>age?

Yep

>Did you see the holographic viewer in the blue brother's room in the
>channelwood age?

Yep, and the switches to change the message in the back room (with the red (?)
page)

>did you see the globes spin in achenon's room in the channelwood age?


Yeah, this must mean something but god knows what...


>did you see anything besides the one room in dunny?


Nope, although it seemed like one of the doors was approachable but at the
last minute you were forced back

>did you see the butterflies in the middle of
myst island?>the seagulls?

Yep, nice

>did you go up in the tree?

Yep, nice view

>I thought so too. What twist of logic did you find, I was looking for an
>analogy of the maze, Ididn't find it. Did you?


I was talking about the Stoneship rather than the spaceship.

>What switches are you referring to?


Well, I guess I'm the only one who thinks they're switches - the skull/rose in
Ackenar's rose and the floating globe in Sirrus'


>There is a story here and I'd love to
>: see what you think it is!

>I read in WIRED that they were gonna write a novel based on this.


This is silly. Why not include the story in the story rather than having to
wack out another $15!

and...@csgrad.cs.vt.edu

unread,
Aug 15, 1994, 1:40:58 PM8/15/94
to
slf...@netcom.com (Steven Finkelman) writes:
>James Tichenor (james_t...@mindlink.bc.ca) wrote:
>did you see the monkey in the box [in the mech age] too?

You mean the severed head? In Achenar's private chamber?

>did you see anything besides the one room in dunny?

No. What else was there?

>the seagulls?

No. Out from the dock? I heard that there was something 'special' to
be seen from the dock at the end of the game.

btw, had no problem with my video card or machine. Perfect. Flawless.
But then I have a Mac. :-P I thought the switching of 'on' to 'off' on
that one torn page was amusing, and not annoying. But then I didn't suffer
through it.


Andrew R. Southwick
and...@csgrad.cs.vt.edu

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