Imagine if you could write a book that, when completed, actually contained the universe that you described in it. Instead of reading the book, you would flip it open to find a small window into this world, a snapshot of what you had created. Pressing your hand to the image, you would be flung into it, snapped out of this reality and into one of your own creation.
This is the basis for the lore in the classic desktop game Myst. Released in 1993, it places one of these books into the hands of the player, who uses it to explore various worlds called ages in a haunting, puzzle-based quest.
Reminded of Myst by our recent playthrough of Gone Home, I thought I’d introduce everyone to the title that likely served as inspiration for the latter game. Myst is only the beginning—after its unexpected success, four more installments in the series were released, in addition to a sidequel. The series’ aesthetic might be best be described as future primitivism, as the D’ni people who craft these books have more advanced technology than we do while the inhabitants of their worlds often live in stone-age architecture.
As a young teenager, I found myself utterly entranced with Myst‘s story. The idea of writing an age combines both literature and computer programming, in a way, as one must have both knowledge of the D’ni language and the creativity to write a book. Furthermore, the concept is somewhat meta, as the game’s creators literally did write the ages that the player journeys through. If you enjoyed Gone Home, I highly recommend checking out the Myst series.