View Full Version : Myst V demo - A floatie in the pool!

08-20-2005, 01:58 PM
- The pool: Full 3D environment.
Finally! It took years to follow realMYST experience! I just hated Myst IV, it's bulky interface and all the flat fake-depth images of the game...
- The floatie: That slate thingy.
My first thought was: Yeah! it's a kind of sketchbook or so... but... - I searched the island for clues. After getting the symbols correspondance from the dome above, I looked for hints to match them with those on the 4 rotating poles... Obviously it was related to other symbols down below, by the beach. There, in front of the carved wall, with those four small containers. Judging by the holes in the tent above them, WATER had to fill those cups to trig something... And... wait a minute... I suddenly had that dreadful idea:
Just use that *%ˆ"*¶ slate and call this *%ˆ"*¶ "creature" to make it RAIN!!!
What the heck! Each tough puzzle in M5 will have to be solved this way? Drawing some sign on that slate and dropping it for those guys to solve it for me? What a waste of challenge! Just a pretext for another spoon-fed solution wrapped in nice interface effects... Blech!

08-20-2005, 02:08 PM
Who said anything about having to use the Slate for everything? Some things, yes. Everything? Not on your life. Maybe you should try solving the puzzle before decrying its application http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif.

08-20-2005, 02:16 PM
I did it. Hence the message above...
I was just getting the 'Myst thrills' looking for the solution on this gorgeous looking island...
When I realised I had to use the slate and saw the creature summonig rain, I was soooo desappointed... Again...
I mean this guy came straight out of Unreal to solve MY game? Hell...

Hey Al, what happened? I remember you back in your less easily satisfied Exile days...

08-20-2005, 03:18 PM
And another thing...
I think those silly monkeys, dumb crocodiles and other 'creatures' in the last 2 MYST games are symptomatic of an obvious lack of ideas.

08-20-2005, 04:25 PM
Originally posted by pinkapak:
Hey Al, what happened? I remember you back in your less easily satisfied Exile days...
I still rank Exile as the lowest on the scale when it comes to how much I like the games, because it introduced absolutely nothing new to the storyline that had any effect on the actual continuum of the universe (despite knowing now that they had to do this because of developmental constraints, it still annoys me), and the gameplay - all the way down to the game's basic structure - was identical to the original Myst (the "tower elevator" even rotates http://forums.ubi.com/groupee_common/emoticons/icon_razz.gif). I like the Slate because it's something new, it's something we can use to more naturally communicate with and take advantage of the presence of other creatures (rather than the admittedly annoying and somewhat contrived efforts of the last 2 games). I think the Bahro are a bit of an enigma, but despite their odd and obviously off-putting appearance they play a large role in this story and there's a lot to them, which makes me eager to find out more about them.

Still, the Slate isn't the solution to the puzzle, it's a means to an end to obtain additional clues to reach the final solution. Were it a deus ex machina device which enabled you to do whatever you wanted or needed, I would have a problem with it. However, its use is obviously limited to whatever you can get across to the Bahro, so they're not going to jog around the top of the island and actually *solve* the puzzle for you, you have to do that for yourself. Knowing what to do with what the rain gives you is another step in the puzzle... you haven't really solved anything just by summoning the rain. The Slate is a tool, just like the color wheel in Gehn's Throne Room and map room. Both give you access to what you need to solve the puzzle, they don't give you the solution itself.

08-20-2005, 07:11 PM
Well said Alahamat...!!

I agree with you completely.

I'm also trying to stay away from any judgement calls about MYST V until I actually have it in my very anxious hands and have had a chance to play the game.

All this speculation that has been going on about MYST V is becoming very tedious.

08-21-2005, 11:46 AM
In front of the 4 bowls on the table by the beach, I really wanted to find water by myself. A pipe somewhere? A tap? Some old bucket? Clouds moving... weather changes: some storm coming? Alas... Heavy spoilers in Esher intros and this obvious slate shaped sign on the ground ruined the suspense: I had to cut along the dotted line...

I'm not here to 'say things well' or develop any endless Mystyclopedic argument. This thread is just a way to express my feelings about this Myst V demo.
Basically, a demo is some sort of preview of things to come, right? So, there's just a tiny hope left that M5 will not be filled in tacky slate/creature puzzle solutions.
But where do these animals/creatures interaction-puzzles comes from? It began with the scree in Exile. Probably some sort of commercial choice to please a wider audience: people like zoos generally, mostly kids... I don't wanna go in this tickle-giggle feed the animals Revelation-style nonsense again! (Disney influence? Does anybody miss Jar Jar Binks?)

In '93, computers were more simple and the early generation of Myst players was more interested in the content than the technology. But the lure for eye-candy doesn't explain everything. The Myst adventure began in a garage with two guys, small computer, cheesy software and GREAT IDEAS! Twelve years after, you just get the opposite.
It's really time to refill the cashbox one more time and put an End to those Ages!

In fact, outside of Myst and Riven and some parts of Exile (J'nanin, Voltaic), the rest looks like a weak spin-off of one of the greatest computer games ever.
Meanwhile, some independants like Cos Russo and Knut Muller with ALIDA and RHEM are keeping the true spirit of puzzle/adventure concept alive (no 2D vs 3D preference intended here). Up until now.

PS- I went back to this demo again: I really like the totally immersive 3D environment/navigation.
And a big bravo for the character animation. No more real actors embedded. Good point!
So now, let everybody go buy the appropriate config that can run it...

08-21-2005, 08:43 PM
The Myst adventure began in a garage with two guys, small computer, cheesy software and GREAT IDEAS!

Cheesy software? HyperCard was SO far ahead of its time. NOBODY else had anything like HyperCard, and if you're familiar with Cyan's pre-Myst titles (The Manhole, Cosmic Osmo, Spelunx), you can easily see that it was the power of HyperCard that provided not only the workings, but a lot of the inspiration behind Cyan's classic products.

Oh by the way... I fully agree about the GREAT IDEAS part! http://forums.ubi.com/images/smilies/16x16_smiley-wink.gif


08-21-2005, 10:17 PM
Hey Mowog,
Along with Myst, I had a copy of HyperCard on my PPC 6100/66. The regular HC version of course, not the modified one they used.
Anyway, this stuff was available everywhere. I remember it lauching several times unwantedly, trigged by a double click on some Myst ressource in the Finder...
HyperCard was a 'real basic' software - yet powerful at that time - producing small slideshows and animations...
Maybe cheesy is not the good word here... I would say... simple?

My intention was to underline inventiveness and adaptation. Just to say how big the magic can be compared to the size of the wand...

08-22-2005, 02:12 PM
Maybe cheesy is not the good word here... I would say... simple? Yes and no; the magic of HyperCard was that it allowed you to create fully-functional applications with graphical interfaces, using elements such as buttons, text fields, etc. that were pre-scripted to perform specific tasks. All you had to do was drop the elements onto the page, and bingo, you had functionality. So it was simple in that regard. But of course Cyan -- or any HyperCard user curious enough to go beyond dabbling -- could then edit those scripts and custom-program all those buttons and other clickables to practically get up and dance. And HyperScript wasn't that hard to learn, really. Cyan started there and took the whole concept that much higher.

And to think that HyperCard, created by one Bill Atkinson, originally shipped with all new Macintoshes... It was an amazing tool, especially when you consider that the only alternative on the Intel side was DOS. Not only was the Mac the only way to get a GUI interface, but it even let you develop your own custom applications, right out of the box. Impressive.

Sorry to derail this thread, by the way. I had to put in a plug for HyperCard, which was a phenomonal tool that's all but forgotten today, except for "anoraks" like me.


08-22-2005, 05:59 PM
Sorry to derail this thread, by the way
Mmmh... yes. I just reinstalled HyperCard and took those screenies below... I mean, compared to Myst, they share obviously the same style! http://forums.ubi.com/images/smilies/88.gif

So maybe simple-looking is the suitable term here? http://forums.ubi.com/images/smilies/11.gif http://forums.ubi.com/images/smilies/35.gif

As evolved HyperCard-Myst was, it just ran on a small configs with basic functions and there was no interface.
Open space to imagination.

No camera, slate or silly avatar. Just you, a sketchbook and the game.