Myst - Development

Development

We started our design work and realized that we would need to have even more story and history than would be revealed in the game itself. It seemed having that depth was just as important as what the explorer would actually see.

“ ” —Rand Miller, on developing Myst's fictional history

Work on Myst began in 1991. The game's creative team consisted of the brothers Rand and Robyn Miller, with help from sound designer Chris Brandkamp, 3D artist and animator, Chuck Carter, Richard Watson, Bonnie McDowall, and Ryan Miller, who together made up Cyan, Inc. The company had previously only made children's games. Myst was conceived by the brothers as a challenging but aesthetically simple game that would appeal to adults; Myst was not only the largest collaboration Cyan had attempted at the time, but also took the longest to develop. According to Rand Miller, the brothers spent months solely designing the look and puzzles of the Ages, which were influenced by earlier whimsical "worlds" made for children. According to the creators, the game's name, as well as the overall solitary and mysterious atmosphere of the island, was inspired by the book The Mysterious Island by Jules Verne.

At first, the developers had no idea how they would actually create the physical terrain for the Ages. Eventually, they created grayscale heightmaps, extruding them to create changes in elevation. From this basic terrain, textures were painted onto a colormap which was wrapped over the landscapes. Objects such as trees were added to complete the design. Rand noted that attention to detail allowed Myst to deal with the limitations of CD-ROM drives and graphics, stating "A lot can be done with texture…Like finding an interesting texture you can map into the tapestry on the wall, spending a little extra time to actually put the bumps on the tapestry, putting screws in things. These are the things you don't necessarily notice, but if they weren't there, would flag to your subconscious that this is fake."

The game was created on Macintosh computers, principally Macintosh Quadras. The graphics were individual shots of fully rendered rooms. Overall, Myst contains 2,500 frames, one for each possible area the player can explore. Each scene was modeled and rendered in StrataVision 3D, with some additional modeling in Macromedia MacroModel. The images were then edited and enhanced using Photoshop 1.0.

The original Macintosh version of Myst was constructed in HyperCard. Each Age was a unique HyperCard stack. Navigation was handled by the internal button system and HyperTalk scripts, with image and QuickTime movie display passed off to various plugins; essentially, Myst functions as a series of separate multimedia slides linked together by commands. As the main technical constraint that impacted Myst was slow CD-ROM drive read speeds, Cyan had to go to great lengths to make sure all the game elements loaded as quickly as possible. Images were stored as 8-bit PICT resources with custom color palettes and QuickTime still image compression. Animated elements such as movies and object animations were encoded as QuickTime movies with Cinepak compression; in total, there were more than 66 minutes of Quicktime animation. This careful processing made the finished graphics look like truecolor images despite their low bit depth; the stills were reduced in size from 500 KB to around 80 KB.

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