Tuesday, May 13, 2008

Seeing the Myst Through the Trees

Myst is an enigma. On the rare occasion that a game is remembered more than 10 years after its release gaming public en masse will generally have chosen an extreme stance regarding its quality, whether it be reverence or derision. Myst is the exception to this tradition in that it still tends to invoke strong opinions on both sides of the fence. I thoroughly enjoying the game (Which I just finished playing yesterday). Yet, I can see why the game’s quality is in contention.

Myst is only enjoyable, (and in fact comprehensible) if it approached with the proper mindset. Most games are intended to be played with meta-game thinking. This term, coined to describe bad players in Pen and Paper RPGs, refers to a type of puzzle-solving which differentiates between figuring something out in real life and in an intelligently designed world. For example, there is a physics puzzle in Half-Life 2 that requires the player to raise a ramp in order to jump off of it. The Ramp is lifted by a counterweight that appears not to have been used in ages, as the mechanism holding it breaks upon attempted use. This is already fairly convoluted, and in real life this would almost certainly be an insurmountable obstacle. However, there is a ladder leading up to the top of some large pipes, which have a tight-rope attached to them which in turn leads to a platform which, fortunately, has a very heavy washing machine resting on it. This Maytag happens to be able the correct weight to raise the jump-ramp just enough for use, when it is coaxed onto the counter-weight. The odds of encountering this precise situation in real life approaches zero and few people, should they face this conundrum, would find this particularly obscure solution.

Myst requires a fundamentally different approach. All of the machines in the game were designed in order to be used by people. Of course, the people operating them before the player arrived were the same people who built them, thus instruction manuals are not forthcoming. Fortunately these inventors don’t want to forget important codes or keys, so they have taken note of the more archaic aspects of their machines much to the benefit of the player. Can you figure out what mindset is needed to play Myst? I’ve given you all the clues that you should need. Don’t go to the next paragraph till you have a guess.

The correct answer is this: Meta-Machine thinking. If the player meta-games than the possible solutions to any puzzle will be near infinite. However, if the player assumes that all of the MACHINES were designed than they will have enough clues to figure out how they work. For example (note: I’m about to spoil part of a “puzzle”) There is one “age”, or area as most people call them, which has a number of elevators, but electrical generators. The only other landmark in this area is a windmill. In meta-game terms there could be any number of solutions to this puzzle. However, obviously somebody wanted to use these elevators, there is no sign of a place where a generator might have been and the windmill has no other apparent purpose. Further, the journal about this age made no mention of any power supply. Thereby it is quite evident that the windmill would be used to power the elevators. The means to achieving this is also apparent; the age is predominantly water. Once the player turns on the pipes the waters path is easily followed by listening for its passage through the pipes. Anyone not having noticed the pipes running along the walkways will at this point. This will also lead to the switches that reroute the water wherever it is needed.

**end spoiler**

Myst flows so well that I could continue using that line of logic until the end of the age. Nearly every puzzle in the game can be solved in this way, and those 1 or 2 that cannot are still possible to figure out (and they make perfect sense afterwards). In fact, I am hesitant to even refer to the challenges as puzzles, since each machine really brackets other machines and every portion of the game leads into another.

Myst is intended to be played in a very existential way. Rather than constantly obsessing on how to move forward, it is absolutely vital that the player immerse themselves into the world and think purely in terms of what they have read and seen on the island of Myst. Otherwise the game will quite simply make no sense. This is a rather fortunate trait because the atmosphere of the game is such that it can only really be enjoyed to its full extent if the player is properly engaged with the world. In fact, I urge anyone who plays the game to avoid using guides as much as possible, since Myst is not at all enriched by outside influences, nor does it require them.

As a post-script, I would like to relate an account of the most archaic puzzles I have ever encountered (the game shall remain nameless since I’m quite fond of its sequel). The challenge requires the player to open an electric panel. Why this needs to be done is, in itself absurd, but we have to start somewhere. In order to open the panel the player needs a key which, for no discernable reason, is lodged in the subway train track in another part of town. In order to get the key the player must first take their clothesline off the hook. This causes a blow-up pool ring to fall into the water below. In order to free it, the player feeds the seagulls which help to release the pool ring where it becomes trapped. The player then has to go and find the pool ring next to the cafĂ©. They also have to release the pressure from a broken valve in order to remove the clamp holding it together. These 3 pieces form a fishing rod. Once a hole is opened in the pool-ring the clamp will slowly close around the key. Then another incomprehensible puzzle begins.

And don’t get me started on Starship Titanic.