the Twarchive

This is a record of a twitter thread, originally posted in 2016

Thew
@AmazingThew

Thinking about Myst games. Curious who else played Uru bc it's a fascinating design study. About the most depressing game I've ever played

Thew
@AmazingThew

But it wasn't SUPPOSED to be depressing. Was designed as an MMO, with a huge social hub area that would gradually unlock links to new areas

Thew
@AmazingThew

They did some betas but ended up scrapping the multiplayer component at the last minute and releasing it as a single-player game

Thew
@AmazingThew

Result is just about the most horrifically oppressive atmospheres I've ever encountered in a game. It's a dead, empty wasteland

Thew
@AmazingThew

Which is FASCINATING bc on a surface level it's no diff from any other exploration-centric game. Artwork's great, everything's polished etc

Thew
@AmazingThew

But the environments are all HUGE; that weird MMO scale where the camera's too far away and ceilings are super high to make room for players

Thew
@AmazingThew

And there are all these horrible silent empty spaces that were supposed to be hub areas and player housing but they're all just dead ends

Thew
@AmazingThew

It's so surreal to play a game where the tech's all in place, but the INTENT has gone out of the environment design. Result is terrifying

Thew
@AmazingThew

Myst series always plays with loneliness, but always as part of a mystery. Myst is SUSPICIOUSLY empty; in Riven everyone's hiding from you

Thew
@AmazingThew

Uru was explicitly designed to NOT be lonely, and every location is haunted by the ghost of that intent

Thew
@AmazingThew

So while the other games deliberately used loneliness in their design, Uru's loneliness comes from outside the game: it's REAL, not a device

Thew
@AmazingThew

The same feeling in one game is a compelling aesthetic, and in another it's a crushing fog, and the only difference lies in the game design