In the first Watch Out For Fireballs, we did a show about the evolution of a series. For the second, we went with something closer to a revolution. Adventure games simplified their parser through the years, starting with straight up text (Use lamp on torch) to a verb based system (like Monkey Island) and eventually moved to this entirely contextual, one click interface. How did this change the game?
Myst is a product of this entirely. The puzzles deal with mechanics, literally, because when you only have one possible interaction with something, "operate" makes the most sense. The nouns you interact with in Myst generally are just switches, buttons and levers: perfect...
Myst is a product of this entirely. The puzzles deal with mechanics, literally, because when you only have one possible interaction with something, "operate" makes the most sense. The nouns you interact with in Myst generally are just switches, buttons and levers: perfect...
Myst was a game, like you mention, that focused on story and the world than most did at the time. It was also one of th first to take advantage of the new CD medium in computers to deliver some amazing graphics.
I remember not being able to play this for a while because we didn't have a PC capable of running it.
Th game seemed like setting from the future with 3D rendered graphics and in game video.
I had a friend that had it and he loved it! I'll admit some of the puzzling elements confused my mind a bit. My friend persisted and he beat it eventually. I think he even did it by himself, which is cool.