

“In fact, a part of the universe he created, when we were creating Myst, we actually used. And it was successful,” Robyn says of his brother’s approach.

“He took the rules out and just said, ‘You are yourself here.’ He never rolled the dice for anything. Only it wasn’t quite Dungeons & Dragons as most fans know it. Rand and Robyn tried out the pen and paper RPG for themselves, with Rand building a dungeon and assuming the mantle of dungeon master. The story can be interesting and intriguing.” So Rand and I sat in on some of those sessions and we were both aware that when there’s a really creative dungeon master, those games can be cool. “Our brother played Dungeons & Dragons all the time growing up. “ Dungeons & Dragons, of all things,” Miller says, chuckling. Not one made up of 1s and 0s, but rather one that was played with books and funny-looking dice. It was a different kind of game entirely that inspired the two brothers, however. But I’m a very visual person and I think it just hadn’t captured my attention. “ That had some of that exploratory sensibility, and it was cool. I’m sure it linked some things,” Miller explains. Computer gaming was in its infancy and text adventures simply didn’t provide the sort of play experience that they wanted to have. It pushed the same buttons that Myst was meant to when the Millers set to work on making it. The Legend of Zelda: Wind Waker was the game where Miller finally “got it.” He was impressed by the scope of the world that unfurled in front of him. Not until later I got to play other people’s games with my children.” After we made Myst, all these people responded to it and I didn’t really understand why they responded to it the way they did. “That really hadn’t existed for us to do, to explore worlds. “When we made Myst, it was a way of exploring a world,” Miller continues.

I was never gifted with the dexterity to play a lot of these games, but going through the worlds is a real joy.” I will sit and we’ll go through these worlds. And when I play games now it’s with my son.” he tells Digital Trends on the eve of his GDC talk. “I never really was a gamer before Myst I play a lot more games now. This is a standout effort in the relatively brief history of the medium, and one that scored Robyn Miller, now a full-time filmmaker and producer, the opportunity to take a look back in a post-mortem chat at the 2013 Game Developer’s Conference.

The visually rich landscapes that the Miller brothers crafted are instantly memorable, and many of the game’s defining qualities nod to ideas that have since become highly popular development standards. Myst was one of the earliest CD-ROM games, and it played a key role in driving consumers to embrace the new technology. How many of us gamers beheld that same vista in 1993 when brothers Rand and Robyn Miller unleashed Cyan’s Myst upon an unsuspecting world? How How many witnessed it again in one of the many remakes that followed? Robyn Miller, co-creator of Myst Off in the distance ahead is a hill topped with two enormous, unmoving metal cogs that appear to be set into the ground. It’s a beautiful, clear day and you are standing on a wooden dock with a half-sunken sailing ship to your right and a closed stone door to your left. We’re re-sharing our chat with Miller in honor of the game’s lasting achievements and enduring popularity. We originally published this interview in March 2013 after a chat with Myst creator Robyn Miller at the Game Developer’s Conference in San Francisco. Myst officially turns 20 today, having released on September 24, 1993.
