Myst (series) - Reception and Impact

Reception and Impact

Aggregate review scores
Game Metacritic Game Rankings
Myst
n/a
90%
Riven
83%
84%
Myst III: Exile
83%
79%
Uru: Ages Beyond Myst
79%
77%
Myst IV: Revelation
82%
81%
Myst V: End of Ages
80%
79%

Overall, the Myst series has been commercially and critically successful. Rand and Robyn Miller were expecting Myst to perform as well as previous Cyan titles, making enough money to fund the next project. Instead, Myst sold more than six million units, becoming the top-selling PC game of all time until The Sims surpassed its sales in 2002. The first three games in the series have sold more than twelve million copies.

1UP.com writer Jeremy Parish noted that there have been two main opinions of Myst's slow, puzzle-based gameplay; "Fans consider Myst an elegant, intelligent game for grown-ups, while detractors call it a soulless stroll through a digital museum, more art than game." Game industry executives were confused by Myst's success, not understanding how an "interactive slide show" turned out to be a huge hit. Online magazine writer Russell Pitts of The Escapist called Myst "unlike anything that had come before, weaving video almost seamlessly into a beautifully rendered world, presenting a captivating landscape filled with puzzles and mystery. In a game market dominated by Doom clones and simulators, Myst took us by the hand and showed us the future of gaming. It took almost a decade for anyone to follow its lead." Critics from Wired and Salon considered the games approaching the level of art, while authors Henry Jenkins and Lev Manovich pointed out the series as exemplifying the promise of new media to create unseen art forms.

The series caused a major trend shift in the adventure game genre. Unlike previous games, Myst attempted to keep players immersed in the world by removing all information not associated with the fictional world itself — no explanatory text, inventory, or score counters. Myst has also been cited as the reason for the decline of the adventure game genre; eager to capitalize on Myst's success, publishers churned out mediocre Myst clones, which flooded the market. By Exile's release, games like Myst were considered to be an "antiquated" form of gaming by some critics.

Myst's effects extended to those who played the games and technology. The title was widely credited as one of the first games to appeal not just to hardcore gamers but to casual players and demographics that generally did not play games, such as women. Myst's lack of conventional game elements — violence, dying, and failure — appealed to nongamers and those contemplating buying a computer. The Millers' decision to develop Myst for the nascent CD-ROM format helped boost interest and adoption of disc drives.

The game inspired a CD parody game entitled Pyst, written by comedian Peter Bergman and featured John Goodman in video scenes. Players traveled across the spoiled island of Myst after millions of players walked over it, with the parody game poking fun at elements of the prototype.

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