[HN Gopher] The Myst Graph: A New Perspective on Myst
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       The Myst Graph: A New Perspective on Myst
        
       Author : tobr
       Score  : 133 points
       Date   : 2025-04-01 17:19 UTC (5 hours ago)
        
 (HTM) web link (glthr.com)
 (TXT) w3m dump (glthr.com)
        
       | deater wrote:
       | when making the Apple II version of Myst I more or less generated
       | graphs like this by hand based on playing through the game (in
       | order to hook up the data structures for the custom 6502-assembly
       | language engine) I wonder if it would have been easier to
       | automate it like this.
        
         | tombert wrote:
         | I hadn't heard of the Apple II version of Myst, so I looked it
         | up...it's very cool, and pretty impressive!
        
         | lawlessone wrote:
         | Is this yours?
         | 
         | http://www.deater.net/weave/vmwprod/mist/ It's cool
        
           | deater wrote:
           | yes. I also made an Atari 2600 version but that one's only a
           | subset of the game (though it's enough can beat it using the
           | speedrun route)
        
         | deater wrote:
         | if anyone is curious, the data structure used in the Apple II
         | version had the idea of "locations" which just hold 4 of the
         | nodes described here. Usually this would be for
         | North/South/East/West, plus there would be an additional
         | clickable area that would call a function callback, usually
         | used for puzzles but it could also be used as a hack to take
         | you to an additional location.
         | 
         | This setup was more or less enough to implement the whole game,
         | the one problem area was Channelwood where the pathway
         | platforms are pentagons and thus had more than 4 backgrounds.
         | There were also a few areas where a location could have used an
         | additional clickable area but had to make do without. Also to
         | fit on 3 disks about half the nodes were left out: generally
         | when walking a straight path every other node was left out for
         | both disk space and also time-consuming-rotoscope reasons.
        
       | guerrilla wrote:
       | Would even better if it was an interactive graph (with zoom)
       | using the actual scene images somehow.
        
         | lanternfish wrote:
         | I think that's called Myst (1993)
        
           | escapecharacter wrote:
           | Thank you for this guffaw
        
       | hoten wrote:
       | I made a similar thing but for Silent Hill 2:
       | https://connorjclark.github.io/sh2-graph/
       | 
       | It's much more linear.
       | 
       | source: https://github.com/connorjclark/sh2-graph
        
       | anon84873628 wrote:
       | For those, like me, wondering how to play it today. It seems the
       | original studio has released a modernized version available on
       | many platforms (including VR):
       | 
       | https://cyan.com/games/myst/
       | 
       | I missed out on Myst in its heyday, but have always wanted to
       | check it out after hearing so many great things.
       | 
       | Curious if any superfans think it would be better experienced as
       | the original in an emulator or similar.
        
         | maxsilver wrote:
         | > Curious if any superfans think it would be better experienced
         | as the original in an emulator or similar.
         | 
         | (superfan checking in) -- I still believe the definitive
         | release is the original `realMyst (2000)` (Sunsoft).
         | https://archive.guildofarchivists.org/wiki/RealMyst . If you
         | only ever play one version, that's the one to play. GOG
         | maintains a beautiful version of this (that works well even on
         | modern Windows), but Cyan de-listed it from GOG a while back,
         | so you can't technically buy fresh copies anymore.
         | 
         | Don't mistake this for "Real Myst: Masterpiece Edition", which
         | is (sorry Cyan), not very good. They imported the old assets
         | into Unity for the re-release, and then did some random
         | texture/asset swaps, the lighting and mood didn't survive the
         | import and is all randomly weird -- strongly recommend ignoring
         | this one.
         | 
         | The original release is good if you want the original
         | experience -
         | https://www.gog.com/en/game/myst_masterpiece_edition
         | 
         | And the new Myst (2021/VR, Unreal Engine) release is wonderful
         | and beautiful, but is more of a re-make to modern gaming
         | sensibilities.
        
           | Svip wrote:
           | > Don't mistake this for "Real Myst: Masterpiece Edition",
           | which is (sorry Cyan), not very good.
           | 
           | I know you link it further down, but there are two
           | Masterpiece Editions, one for Myst (1999) and one for
           | realMyst (2014). The one you link is the MPE of Myst, and
           | _technically_ not the original 1993 game, though as far as I
           | can tell, it 's just an upgrade of graphics and sound, whilst
           | remaining faithful to the original.
           | 
           | I couldn't get realMyst to work back when I got it on GOG, so
           | I'll admit I haven't tried it (nor its Masterpiece Edition),
           | but I did enjoy the 2021 remake, although I noticed that even
           | though it had been over a decade, I sped through that game (I
           | mention this, because I actually visited it _after_ having
           | played the 2024 Riven remake, where the changes to the
           | puzzles did stump me from time to time). Though, personally,
           | I am more of a Riven fan.
        
             | sjm-lbm wrote:
             | Since we're getting pretty far down the nerding-out-on-myst
             | rabbit hole: the original version of realMyst, at least for
             | Windows, had some bug that would cause it to immediately
             | crash on any system with a multi-core CPU. At some point
             | someone released a patched EXE that fixed it, I have no
             | idea if gog and/or Steam ever released an official patched
             | version.
             | 
             | Also, while talking about remakes: Riven got a remake last
             | year, and it's _fantastic_. The sprit of the game is
             | entirely intact, but they made changes to some puzzles that
             | both make the experience fresh (for anyone that played the
             | 90s version of Riven) and much less annoying (for any first
             | time players). Can 't recommend the Riven remake enough.
        
               | chungy wrote:
               | Conceding that it was a technical necessity, the
               | replacement of live actors for in-game CGI rendered
               | characters feels off in the Riven remake to me. Necessary
               | because now you can walk all the way around them, the
               | game can't assume a single viewing angle for videos to
               | play out. Nor would it be practical to record new actors
               | playing the roles (the old assets must surely be too low-
               | quality to pass in a modern game, even if they go back to
               | the source).
               | 
               | Part of Myst and Riven's charm in the 1990s was the
               | immersion it offered, the world felt real, and the actors
               | playing out characters added to it. The original point-
               | and-click format feels dated today, but at the time, it
               | was convincing enough to be believable.
        
               | sjm-lbm wrote:
               | Yeah, I do agree with that. Honestly part of me wishes
               | they would have used the old assets - put whatever you
               | have thought the best available upscaler, and lock the
               | player's position while the video plays. I mean, your
               | position was locked in the original game.. so that should
               | be possible without breaking things, right?
               | 
               | That said, I really do think all of the tradeoffs that
               | they did make were understandable - pretty much like you
               | said. Doesn't keep me from being nostalgic for the 90s,
               | though.
        
               | MBCook wrote:
               | > put whatever you have thought the best available
               | upscaler
               | 
               | I kind of suspect all they have had at at this point is
               | the over compressed video files that must have been what,
               | 240p at most?
               | 
               | I suspect it may have been just so low that even if they
               | wanted to they would have no choice but to recast and
               | reshoot.
               | 
               | At least they got to reuse the original audio, IIRC.
               | 
               | I'm guessing the original video source was either lost or
               | also possibly low quality/degraded.
        
               | starburst wrote:
               | I feel like they could've innovated using novel
               | technique, like 3D gaussian splatting (and upscaling the
               | video or better yet record new videos). The vast majority
               | of the time, you're still pretty much locked unable to
               | move when those CGI character show up, except for turning
               | the camera around (from what I remembered). It could've
               | been faked and still work and be much better as I felt it
               | was the only downgrade to an otherwise fantastic remake
               | that I really enjoyed.
        
         | bunderbunder wrote:
         | Get a modern version with higher-resolution graphics, better
         | color, and other playability improvements. Masterpiece Edition
         | is my favorite version I've played. I think there are a couple
         | of even newer versions; I don't know how they compare.
         | 
         | I wasn't a fan of RealMyst. The game's environment wasn't
         | originally designed for the player being able to wander freely,
         | so it doesn't really add much to the game and even detracts
         | from it in some respects.
        
         | rich_sasha wrote:
         | I find in old games, the relatively dated graphics detract from
         | the gameplay - even if they were very advanced for their era.
         | The Zen of Myst is in the mystery (duh), in playing a game
         | where you don't even know the rules or the objective,
         | exploring, guessing, observing, being curious, immersed in a
         | misty riddle.
         | 
         | I think better graphics would only refine that, rather than
         | detract from it.
        
           | jimbob45 wrote:
           | I disagree specifically with Myst and Riven because the real
           | magic for me is in the audio (tantamount to ASMR) and that
           | remains high enough quality. The visuals are mostly just
           | helper references for what you're hearing with the audio. I
           | suspect a text&audio version of Myst would work pretty well.
        
         | robmccoll wrote:
         | I'd play the 2021 UE remake unless you are specifically a fan
         | of retro gaming / have fond memories of playing games in the
         | 90s. If you are new to the series, it hews close enough to the
         | original that you aren't missing anything on puzzles or story,
         | but its modern graphics and fully explorable world might give
         | you an experience similar to what it was like to play the
         | original closer to release.
         | 
         | Then go play the Riven remake. They simplified a few puzzles
         | maybe a bit too much, but otherwise it's fantastic.
        
         | jamesfmilne wrote:
         | And unfortunately they have had to lay off half their studio:
         | 
         | https://www.gamesindustry.biz/half-of-myst-developer-cyan-wo...
         | 
         | The news from a lot of games studios has been pretty brutal
         | over the last couple of years.
        
           | whutsurnaym wrote:
           | For a second I thought that article was old because it refers
           | to Firmament as an "upcoming title"
        
             | schlauerfox wrote:
             | AI generated article maybe based on the X press release
             | post? Most AI is based on out of date training data.
        
         | cess11 wrote:
         | Already Riven was a little too slick to have the same kind of
         | lo-fi magic Myst evoked, so if that's what you want to get a
         | feel for it's probably best to dig up some old ISO or CD and
         | emulate. With a bit of luck some of the videos will refuse to
         | render or glitch a bit, like they were prone to do back in the
         | day.
         | 
         | If it's more that you want to see the storytelling and puzzles
         | later adaptions are likely fine. It's a neat game, exciting
         | without direct conflict.
        
       | doublerabbit wrote:
       | Also going to throw this interesting article where someone
       | debugged and eliminated the loading times of Myst 4.
       | 
       | https://medium.com/@tomysshadow/fixing-the-loading-in-myst-i...
        
       | gwbas1c wrote:
       | > owing to the relative freedom it affords players
       | 
       | That's really not "true". The 3D games at the time let you go
       | anywhere, view anything. Myst only let you move to predefined
       | locations.
       | 
       | The difference is that you didn't have enemies trying to kill you
       | all the time, or extremely difficult bosses to defeat in order to
       | advance to other levels. Instead, Myst let you generally explore
       | most of the game as you wished. You could explore quite far
       | without technically "advancing" because you could ignore the
       | puzzles. This made the game quite fun if all you wanted to do was
       | look around.
       | 
       | It's kind of similar to the actual freedom in Breath of the Wild
       | / Tears of the Kingdom, where you don't need to advance in the
       | game to explore the world.
        
         | MBCook wrote:
         | > The 3D games at the time let you go anywhere, view anything.
         | 
         | In 1993? I don't remember any full freedom games back then.
         | Certainly nothing could begin to approach the visuals for a
         | very long time.
        
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       (page generated 2025-04-01 23:00 UTC)