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Original myst book dialog8/7/2023 ![]() ![]() Myst has plenty of unexplained story gaps. Of course, in some sense this is irrelevant. Or if they did, I can't find them writing about it, which comes to the same thing. But as far as I know, nobody has considered it before now. I posed the question on a Myst chat forum, and several people figured it out almost immediately. This is pretty funny! It's an obvious hole once you look for it. Now there are two working Myst books in Stoneship, so you can carry one through the other and bring it to D'ni. Pick up the Stoneship book, link into Mechanical, pick up the Myst book there. Or you could do a more complicated maneuver. If you're kind you'll bring him the Mechanical book - the Myst exit is easiest to reach in that Age.) (I guess you can't bring him the Selenitic book, because that exists as a viewscreen image. Atrus detours through Channelwood or Stoneship or whichever, finds the Myst book there, and is home in fifteen minutes tops. The protagonist should be able to pick up any of the four linking books from Myst Island, carry it through to D'ni, and plunk it down on Atrus's desk. The hint, of course, is my digression about TAKE and inventory puzzles. If you feel like solving the puzzle, I'll leave a bit of spoiler space. This alternate solution isn't implemented in the game, but it is absolutely possible according to the logic of the story. His copy of the Myst book (his exit from D'ni) was sabotaged, and he needs the white page to fix it.īut in fact Atrus doesn't need the white page! And Atrus should know it! There's a simpler way to free Atrus which has nothing to do with the white page. The green book shows you Atrus, who tells you to find and bring him the white page. That contains the last red and blue page and the green D'ni linking book. ![]() To recap briefly (and spoilerifically): when you find enough red or blue pages, the evil brothers tell you how to open the secret fireplace compartment. (And one lit match.) But parser IF is all about the joys of acquisition! Do we stick to the limitations of the original game? Or shall we update the puzzle design to include keys and crowbars and lamps and all those other adventuring tools?Īnd while I was thinking about that, I realized. ![]() Plus, text IF has no movement delays, so if you missed the cues, brute-force mapping would be rather less tedious.)īut the most interesting design question is: do you allow TAKE? Myst is full of objects, but you can't carry any of them except book pages. The relevant clues could be worked into environmental text. (Ironically, the sub maze - Myst's most-reviled puzzle - would translate pretty well. So it's worth going back to rethink the design. Some of the puzzles would be less fun, more difficult, or more tedious when rendered in text form. Occasionally someone asks, "Could Myst be done as a parser text game?" Sure! But you wouldn't want the translation to be too literal. ![]()
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