30 Years Ago Myst Introduced Us to an Unforgettable Abandoned World

There is a grim austerity to Myst Island that is unmatched in the vast majority of other gaming experiences. Myst, which launched on Macs 30 years ago this month and on every platform under the sun in the years since, opens by leaning into that absolute abandoned grimness. A small island made up of a few screens that you click your way through, half idyllic greenery and half baroque machinery fit for science fiction. A telescopic observatory, a rocket ship, a spinning tower, a clockwork isle, and two men trapped in what might be monocolor hell books.
And you, there on that island, left to figure out what has happened to make this place feel so bad. You and a letter from someone named Atrus who, we learn, deeply hoped that his wife Catherine might be joining him instead of you.
Myst is a fascinating game to try to situation historically, if only because it is tempting to call it “first” in categories that it simply was not first in. We want our historic high water marks to be something special, something that stands out against the backdrop of the rest of culture because it poked its head out of the tide that surrounded it. In a universe of founders, genius game devs, and singular visions, it is much more banal to look at the emerging point of Myst and say: well, it came and did the thing well.
After all, the adventure game genre had been cranking away, first in text and then with images, as an entire industry for more than a decade. First-person games had emerged and made themselves cornerstones of the videogame world, particularly in the role playing game space. Even the game’s soundtrack was following the course of history rather than setting it. We might be tempted to say that the way it married these different trends together, centered on the hypercardic “click the hotspot” puzzles, constituted something new. And maybe it was, if only because the computer-generated images and how we interacted with them there were so clearly and cleanly designed for each other.
From the vantage point of 30 years, I don’t think it is worth dwelling on the technical or the conceptual as the thing that (continues to) make Myst sing. Instead, it’s much more worthwhile to ponder the aesthetic, that stuff we see and hear and contemplate as we rake our brains over the raw interface trying to find our way out of the Mechanical Age or whatever.
The central conceit of Myst is that you are traveling to several Ages in order to find a man named Atrus. The Ages are his, and he’s capable of writing Ages into existence as texts, taking his descriptions and ideas and translating them directly into places that can be visited and engaged with. He lived and worked with his sons, Sirrus and Achenar, and his wife Catherine. His family fell from within, as both of his children turned to cruelty and violence and greed, and from without, as what befell Catherine is only revealed in Riven, the sequel to Myst.