by Stone Semyorka
Imagine developing an entire island in Second Life. Building an elaborate infrastructure. An island so fantastically beautiful it has fans doing handstands. And then one day just demolishing it, removing it entirely, deleting it. Unthinkable, you say? Well, that is the fate of our Myst Island.
Fourteen years ago I was sitting in front of a Macintosh color computer playing with a software technology called HyperCard. I arranged stacks of virtual cards in a deck programmed with a language called HyperTalk to do this and that. It was exciting to see my screen windows change with video wipes and dissolves. Baby steps for me, but…
Elsewhere in Rl, in that same year, 1993, when the big names in published Mac games were Civilization, Prince of Persia and SimCity 2000, the brothers Robyn and Rand Miller were shuffling their HyperCard decks into a far more remarkable and potent product that they called Myst.
It was a first-person adventure game with graphics so real for their time, so visually appealing, that they set the standard for years to come.
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