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Myst creators explain how the project got started

by rawmeatcowboy
17 November 2012
GN Version 4.0
“We did a lot of intense planning and mapped the whole thing out. It was a blast to be working on something that required a strict logic but also a history and an aesthetic sensibility. This felt more like a real world, whereas our previous products had felt like expanded playthings. It was far from perfect, but we did our best in those planning stages and had a lot of fun.

After we designed the ideas behind the game the production began, which took about two years. About five people were involved in the process. Besides Rand, I worked most closely with Chuck Carter, an extremely talented artist, Chris Brandkamp who did sound design and Richard Watson who helped Rand with HyperCard scripting.” The use of HyperCard would ultimately dictate the production of the game. Although Myst would go on to enjoy incredible success on the PC, it was actually coded on the Apple Macintosh. “HyperCard only existed on Mac. Without HyperCard, I'm certain we would have never made Myst.” - Robyn Miller

Check out the full story of Myst's creation here