DGC Ep 163: MYST (part one) episode artwork

EPISODE · May 15, 2019 · 1H 20M

DGC Ep 163: MYST (part one)

from Dev Game Club

Welcome to Dev Game Club, where this week we begin a new series looking at 1993's MYST. We talk about the strains of adventure games at the time, HyperCard, the emergence of the CD-ROM platform, and a bit about the game itself. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: One Age (Mechanical, as it turned out) Issues covered: what we're playing it on and why, the game landscape in 1993, using MYST to justify CD-ROM pack-ins by OEMs, using HyperCard to work together and pool their talents, HyperCard base technology, broadening the base of PCs, non-gamers having a copy of MYST and showing off your new PC, everyone knew what MYST was, the limitations of the art style in other graphical adventures, MYST and DOOM (1993) clones, streaming video, the benefit of constraints, image transitions, confluence of many emerging technologies, interconnected puzzle games, walking simulators and a simpler interface, hidden object games, simplicity of interface, sense of solitude, music and ambient soundscape, Redbook audio, game developer snobbishness, comparing MYST and DOOM (1993), covering the same ground again and again, trying to find a toehold in the world, getting lost in the open structure, finding the format of the main island puzzles, pixel hunts, spurious interactivity, enlivening the space, real-time puzzle/interaction, avoiding spoilers, teaching concepts, aha moments that keep you going, because it feels so good when I stop, the answer is there somewhere, putting two and two together to make five, how you set resource costs for upgrades, tuning for both cost and behavior in upgrade systems, numerous small points about Devil May Cry, bouncing between multiple characters. Games, people, and influences mentioned or discussed: UbiSoft, iOS, Riven, Day of the Tentacle, Link's Awakening, Kirby's Adventure, X-Wing, TIE Fighter, The 7th Guest, Syndicate, Master of Orion, Sam & Max Hit the Road, Gabriel Knight: Sins of the Father, DOOM (1993), Megaman X, Starfox, Disney's Aladdin, SNES, Sega Genesis, Mortal Kombat 2, Samurai Showdown, Virtua Fighter, NBA Jam, LucasArts, Sierra, King's Quest, Space Quest, Leisure Suit Larry 6, The Sims 2, Cyan, Cyan Worlds, Rand Miller, Robyn Miller, HyperCard, QuickTime, Broderbund, Stratovision 3D, Macromedia MacroModel, Photoshop, Gateway, HP, Dell, Star Wars: Rebel Assault, Fortnite, Lighthouse, Dark Forces, John Knowles, The Manhole, Alice in Wonderland, Jules Verne, The Mysterious Island, Chronicles of Narnia, Zork, The Room, Gone Home, Skyrim, Gorogoa, Dear Esther, Proteus, Unreal Engine, Source, Vangelis, Starfighter, Jedi Starfighter, Blarg42, Devil May Cry (series), Daniel C, Ben Zaugg, Metal Gear (series), Wayne Cline, Star Wars, Resistance 3, Jak & Daxter, irreverentQ, MaasNeotekProto, owellgi, dontkickfood, Gothic Chocobo, biostats, Makendi. Next time: Two more Ages! https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

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DGC Ep 163: MYST (part one)

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This episode was published on May 15, 2019.

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Welcome to Dev Game Club, where this week we begin a new series looking at 1993's MYST. We talk about the strains of adventure games at the time, HyperCard, the emergence of the CD-ROM platform, and a bit about the game itself. Dev Game Club looks...

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