Long Hike Through the Myst
Recently my youngest daughter and I finished the video game Myst IV:
Revelation. One more Myst title remains (End of Ages), and we will
have finished the entire Myst cycle. We just began this last title, but have
stalled somewhat, and I wonder if we will ever finish our five-volume journey.
We both enjoy playing games and especially enjoyed the first three in the Myst
series. The fault, I’m afraid, lies with the games themselves, and I worry
already that the final one has “jumped the shark”.
The original Myst, the one I first played, the one that spawned a
host of copycats, was merely a color Hypercard stack. The plot and the puzzles
were designed around the limitations of the medium, but were compelling and
accessible. Later, Cyan released a Myst Masterpiece Edition that left the
game play the same but cranked up the color and sound depth. The final iteration
was something called realMyst, using a 3-D game engine to render the
existing models, adding dynamically changing backgrounds and smooth motion. I
played each of them, and it was wonderful to experience and compare each
“retelling”.
realMyst is the game that I started
playing with my daughter. I’d let her drive the mouse and I would ride
shotgun, helping her solve puzzles by asking the right questions when she got
stuck. We loved it, and she was excited to find out that there were
sequels—four of them, in fact.
Next was Riven, which was
done using the original approach: statically rendered scenes with occasional
video overlays. One of the virtues of this approach is that the authors, like
magicians, can control the presentation and attention of the player so that one
tends not to notice where it breaks down. In realMyst, the player’s
power to approach and gaze upon any feature of the virtual world means that one
can also see where the texture mapping breaks down into a smear, or a nominally
circular wheel reveals itself as the polygon it truly is. My daughter loved
Riven, and in fact it remains her favorite of the series. In terms of the
craftsmanship of the whole package—story, pacing, atmosphere, and
puzzles—I’m inclined to agree.
With Myst III:
Exile, the original Miller brothers handed over the creative reins to
Ubisoft, and it begins to show. This version used Quicktime VR to allow smooth
“looking” in every direction, but movement was still quantized as in
Riven. The art direction and scene quality was excellent, but
there’s a change in the storytelling. There’s an attempt to drive
the action cinematically in places, to create the kind of tension that exists in
an action movie. The effect on the game is that it suddenly “grabs the
wheel” for what feels like a long time, or else the action stalls oddly,
the dramatic music looping, waiting for you to make an choice. Finally, each
level in the game finishes with a puzzle so difficult that I was forced to reach
for the hint book each time.
My daughter and I moved through these
first three titles eagerly, and started on the fourth, Revelation. Done
in the same style as Exile, the production values were higher than ever.
But the attempt to expand the mythology of Myst led to some thematically
disjoint elements. As my daughter put it, “Myst is supposed to be about
levers and trapdoors and secret codes, not spirit guides and ghosts and dream
worlds.” Right on.
Worse, the puzzles became so inscrutable, so
dense and unguessable, that we gave up trying to “experience” it and
finally just slogged through with the hint book open all the time, finishing
more out of a sense of duty than adventure. By the time we got to the final
scene it was so anticlimactic that she doesn’t even remember it
well.
So it was with some trepidation that we installed and fired up
End of Ages. With this title, Ubisoft returned to the 3-D game engine of
realMyst, and it showed, badly. Game engines produce images that look
like mock-ups compared to what off-line rendering can deliver. As we started to
navigate, we were dismayed to find the computer locking up repeatedly. When
video cards are overwhelmed, they don’t error out nicely. Finally, after
turning down the rendering quality further so that we could proceed, we made it
through the next stage and met our first revolting animated
characters.
“These…are…Sims,” said my
daughter, horrified. It was true. In realMyst, where you never encounter
another living soul, this gruesome shortcoming was never an issue. In Riven,
Exile, and Revelation, all characters were played by real human
actors and composited into the virtual backgrounds. But in End of Ages,
these once-human characters are now zombified marionettes with video faces
uncannily spray-painted onto their polygonal visages.
My daughter has
not asked to play the game since. The icon languishes on my desktop. I
don’t know when we’ll play again.
Maybe, in these kinds
of games, the setting is all that matters, and characters are an unwelcome
distraction. They aren’t movies. I have a suspicion that as computer
simulation keeps improving, one of the benchmarks they return to will be a
rendering of Myst, the original one, timeless and unpeopled. If so, I
look forward to the day when my daughter and I can return to the latest
incarnation of Myst Island, and walk along its beach, climb its trees, and race
through its secret passages.
Posted: Sat
- July 5, 2008 at 03:44 PM