John Coulter
Art & Games University
Myst: Real, Surreal, Unreal
January 2026
Art in iOS Real Myst
Like books, video games tell stories; like films, they depict stylized worlds. Every piece of a game is a deliberate work of art. Art and Games University recognizes this by researching the vast array of art forms and cultural content embedded within games, documenting everything from the historical references in game worlds to the artistic inspiration behind game settings. Art & Games University catalogues and analyzes the quantity, type, in-game meaning, and real-world art historical references of all art objects and cultural content found within the virtual worlds of video games.
Embedded in the unsolved mysteries and unresolved family histories of Real Myst iOS (2000) are notable collections of art. The otherworldly Ages of Myst have more in common with our weird world than what appears on the surface. This report will be analyzing the quantity, type, in-game meaning, and real-world art historical references of all art objects found in the Real Myst (2000) version of Myst (1993).
Bursting into the home computer gaming scene in September of 1993, the slow, contemplative, and eerie Myst is easily the most famous point and click adventure puzzler. Prior to Myst, puzzlers such as 1987’s Maniac Mansion and 1990’s Secret of Monkey Island, both from LucasArts, used illustrative 2D graphics. Lush, detailed 3D visuals made Myst the killer app for CD ROM. People were buying CD ROMs just to play this riveting game. Myst was the number one selling game until being dethroned by The Sims in 2000. Myst’s graphics were totally groundbreaking when they appeared in 1993. For some reference, Doom (1993) would come out three months after Myst, and Super Mario 64 (1996) was three years away. A compromise to processing 3D worlds locally was to use pre-rendered graphics, a technique used by Journeyman Project 1 (1993), Donkey Kong Country (1994), and Myst with great success. Nothing else looked like this on home computer screens at the time; the stunningly cinematic Myst was in a league of its own.
In Myst (1993), players explore an interactive island and other “Ages” solving puzzles while unraveling a mysterious backstory where the player’s choices decide the outcome. The story has multiple endings. You play as the Stranger, a visitor to the surreal ages of Myst, and set out on a quest to help brothers, Sirrus and Achenar. You cannot die, there are no dangerous enemies, or pits to fall down, and barely any NPCs in the flesh, mostly just ominously calm and empty islands.
Atrus and his wife Catherine are writers whose book-like creations link to other worlds or Ages. The family, the linking books, and their unique Ages are in danger from Atrus and Catherine’s evil sons, Sirrus & Achenar. Using the main Myst Island as a hub, the player can explore several Ages including the Channelwood, Stoneship, Mechanical, Selenitic, and K’veer Ages.
Myst (1993) was created by an incredibly small indie development team lead by two brothers, programmer Rand Miller and designer Robyn Charles Miller. The Miller brothers founded Cyan Worlds, Inc. a Spokane, Washington based game development studio. The original was published by Broderbund. Robyn Charles Miller is responsible for much of the dreamy look and feel of Myst’s Ages. Chuck Carter also provided many of the designs and graphics, specifically for the Selenitic and Mechanical Ages. With such a small team, Robyn created not only the art, but the soundtrack for the game, and both brothers Robyn and Rand acted as characters in FMV (Full Motion Videos) sprinkled throughout the game.
Myst (1993) has had several notable ports, remakes, and remasters over the years leaving a lasting cultural impact. Additional parodies and homages to Myst exist in the gaming world such as Pyst (1996), Walkabout Mini Golf (2020), and others. Each remake has several odd differences, many of which will be examined in this review.
Myst (1993) has some of the most art and most densely packed levels found in our season one data. Real Myst (2000) contains two hundred and eighty-two art objects, while the original Myst (1993) has two hundred and sixty. Real Myst has the twelfth most art from the Art & Games University season one sample. The Myst Island stage has the second most art of any single stage studied in season one, with ninety-three art items. The Market track of San Francisco Rush 1 (1996) for the N64 has more, with ninety-six art items in a single level. The most common types of art in the ages of Myst are handmade 2D artworks including paintings, drawings and maps which make up thirty-seven percent of the artwork in game. Additionally, sculptures make up twenty-three percent and architecture, fifteen percent. Myst contains a unique amount of 2D arts, totaling one hundred and five. More than the photography collection from Pokémon Snap N64’s (1999), and more than the Soviet posters and graffiti that fill GoldenEye 007 N64 (1997).
Next, a closer look at which brother, Sirrus or Achenar has a larger collection of art, and what art objects were inspired by real world treasures. The general style and aesthetic of Real Myst (2000) is a venture in photorealism through 3D CGI software utilizing lighting, shading, atmospheric haze, transparencies and other 3D FX - uncommon at the time. The realistically represented ages of Myst also have surrealist and futuristic proto-steampunk themes. Real Myst (2000) notably has the artist NPC Atrus, and his books, both Journals and Ages, his son’s Sirrus and Achenar’s fine art collections, and many unique architectural sites. The islands house mostly art and architecture of European origin, including Greek, French, Italian and English, as well as some folk art.
The settings in Real Myst (2000) are called Ages, written and created by NPCs met in the worlds. They practice a magic known as the Art, which allows them to write the living worlds into existence. Atrus’ wife Catherine, or ka-TRAN, along with Atrus’ grandmother Ti’ana, or Anna, co-wrote the Age of Myst and Myst Island as a home for Atrus and his young family. Five of the six other Ages in Myst are written by Atrus himself.
Myst Island serves as the primary hub of the game. This famous foggy island has a dirt footpath through fir forested hills, with sparse buildings of contrasting architectural eras dotting the landscape. Myst Island also houses a docked wooden ship, a wooden cabin, a marble library, clocktower, planetarium, freestanding marble columns, a large gear shaped machine, a rocket launch pad, and subterranean power supply tunnels. Strange analogue machines control the island.
One of the prominent buildings of the island is the central bright white marble library. The library’s exterior and facade are inspired by ancient Greek architecture and design principals, such as those found in the Parthenon. The library’s columns are smooth, round marble with a simple base and capital. They are Doric in style. The library’s triangular pediment has a recessed tympanum, and no decorative relief inside or rectangular entablature below. The columns directly connect to the pediment.
The exterior of this iconic library building is actually a prefab asset of the then cutting-edge software StrataVision 3D. This architectural asset also makes an appearance in the 1995 Halloween Special of The Simpsons “Tree House of Horror VI,” directed by Bob Anderson.
Additional examples of ancient Greco-Roman architecture on Myst Island include the eight freestanding marble pillars near the fountain, and the Planetarium’s Doric columns, round Tholos shape, and oxidized copper conical dome.
The library interior houses a notable collection of first edition books, filled with illustrations. Atrus’ journal sketches are ink on paper notebook pages and are similar to Leonardo da Vinci’s sketchbooks. There are observational sketches, technical designs, and maps with clean line work and cross hatching describing the different Age’s landscapes, architecture and machines.
On the shore to the left of the Library, there is a large metal rocket which houses a pipe organ. This organ acts as a musical puzzle, and links to the Selenitic Age which also contains auditory puzzles. Organs are closely associated with church music, but their origins may surprise many. The pipe organ, using water and air, or hydraulis, was invented in ancient Greece around 250 BC by the Hellenistic scientist Ctesibius. Later reed organs were commonly used in cathedrals which did not rely on water.
The organ’s appearance changes in every version of the game. In Real Myst (2000), two rows of gold pipes form a triangle above the thirty-six key ivory keyboard. The organ in original Myst (1993), has pipes that appear to be bamboo, also in a triangular arrangement, with two diagonal pipes.
There is a wooden ship docked on the opposite side of Myst Island that is a Ketch style ship - popular in Europe and the Americas from the 1600’s on. The ship’s door is consistently shown with a floral-pattern wood carving. A round relief sculpture is on the side of the ship, as well as on the door to the planetarium and on various coins in Myst (1993). This relief is also a prefab StrataVision asset.
Adam and Jamie’s (Mythbusters, 2003) portraits are carved into the ship’s crow’s nest with a dagger from Riven (1997) in the Real Myst Masterpiece Edition (2015). Adam Savage is an accomplished prop designer and created the iconic dagger for Riven (1997).
Before moving on to another Age, there are several additional artistic items on Myst Island to briefly mention. Such as the magical paintings in the Library which open a secret path when touched, the Library’s cloudy ceiling mural, the Library’s interactive map painting, the tree painting in the cabin, and the clock tower.
The next age to examine is the Channelwood Age. This area is a sunken tree filled island, flooded and destroyed in an earthquake, which contains twenty-six pieces of art. Humanoids and smaller creatures survive in tree huts above the water, connected by docks and rope bridges, and powered by hydroelectric pumps and a windmill. Both brothers have private decorated rooms in elevated tree forts. The Age was written and created by the NPC Atrus and designed by real-world developer Robyn Charles Miller.
Brothers Sirrus and Achenar often have private rooms in different Ages, which contrast their attitudes and styles. The Channelwood Age gives us our first taste of their personalities.
Sirrus’ Treehouse has a decorated exterior, and well-furnished interior. The exterior has wooden engaged columns, with a curved bottom half or pedestal.
The metal door contains eight low-relief panels set in a Stile and Rail door. Panels like this became popular around the 1500’s, with many church and baptismal doors having similar panels showing Bible narratives. The floral plus sign, or Greek Cross, is simple enough to be inspired by any culture. The interior houses multiple patterned textiles including rugs and bedspreads, as well as glass wine bottles with colorful printed seals.
Achenar’s two treehouses are modest and functional in contrast to Sirrus’. The exteriors are made of simple wood panel and reeds similar in style to the locally designed huts. The interiors are minimal and barren with utility preferred to decoration. Strange and menacing metal tools, saws, and handcuffs are on and around a wooden work bench. Achenar has two hologram machines, a public one used for propaganda to control the locals and another for private messages.
The few decorative elements of Achenar’s treehouses are likely made by the local population and stolen by Achenar. The treehouse in front, meant as a shared space, houses three masks, and the walls and hologram machine’s base have simple painted symbols or motifs.
The masks in the Channelwood Age have nondescript folk-art origins. They appear wooden, with simple painted designs, and could be African, Latin American or Native American in inspiration. These works, which are not created by Atrus but by inhabitants of the Channelwood Age, are some of the only art examples not of European and Western Art inspiration used in the game.
Next to investigate is the Stoneship Age written by Atrus in game, and created by real-world lead designer Robyn Charles Miller. Through Atrus’ journals the player learns this stormy Age was once inhabited by three friends, Emmit, Branch, and Will who have lived on the rocky island with a shipwreck and lighthouse. Sirrus and Achenar were implicated in their murders. Both brothers have more elaborate private rooms with large art collections on the island in the Shoneship Age. Sites of particular interest are the lighthouse’s architecture and the painting and map collections in the brother’s private bedrooms.
The Stoneship Lighthouse is flooded and can’t be seen entirely; however, the structure has an octagonal frame made of wood, enforced with bricks. The tower has a bell-shaped roof, similar in style to another domed roof Atrus designed, in the Rime Age, which will be looked at later in this research. Bell-shaped domes, like these, have multiple origins. They are similar to Russian Onion Domes and have a skirt on the bottom, or a Byzantine Sail Vault Curve.
Heading underground, with an in depth look at Sirrus’ and Achenar’s bedroom art collections, there are many fine treasures to review. Sirrus’ bedroom is elaborately Baroque, showing off Persian rugs, European paintings, fanciful woodwork, twisted columns, and sculptural oddities and curiosities such as globes, astrolabes, and gemstones.
Corkscrew columns are found on the alcoves. The Columns of Solomon, from around 1000 BC, are an early example of twisted columns. A Baroque revival saw more “Solomonic Columns” including Bernini’s use in the St. Peter’s Basilica in 1633 AD. This helped popularize them, with the motif even appearing in wooden furniture.
The paintings in Sirrus’ bedroom are famous Baroque paintings from Europe around the 1600’s. Baroque means misshapen pearl, the term was applied to the art historical era afterwards, in regard to being less perfect than the Renaissance immediately before, in the eyes of those historians.
Three large murals adorn Sirrus’ bedroom. Each set in an alcove and obscured by furniture. In subsequent rereleases, such as (Unreal) Myst (2020), thick brushstroke textures can be observed on the murals.
The first painting under study is “Ray of Light” from 1665, by Dutch oil painter Jacob van Ruisdael. “Ray of Light” highlights several traits of Baroque Landscape painting that make sense in relation to Atrus and the brothers. In “Ray of Light,” a church sits high on a hill, illuminated by God the Creator’s light from above. Biblical themes and their relationship to nature are common in art from the Baroque period. These three treasures included in game are all now currently in residence at the Louvre.
“Ray of Light” by Jacob van Ruisdael
1665, Dutch oil painter, currently in the Louvre
“Landscape with Paris and Oenone” by Claude Lorraine
1648, French Baroque oil painter, currently in the Louvre.
“Stag Hunt” by Paul Bril
1590, Flemish Oil on canvas, currently in the Louvre.
Other notable works owned by Sirrus include two identical small framed paintings flanking the door, titled “Scenes from the Life of David” by German artist Hans Sebald Beham from 1534. Real-world paintings such as these, blend in perfectly with the surreal settings.
The rug and bedspread in Sirrus’ bedroom are Persian in design. The textile works in Myst (1993) have characteristics with works from the 1500’s in the Safavid Period style. These carpets were prized imports in Europe during the Baroque era.
Adjacent to Sirrus’ room, through an underwater glass tunnel, is Achenar’s room.
Achenar’s bedroom also boasts a collection of treasure. His collection is stylistically and aesthetically contrasting to his brother’s lavish Baroque and Western art and has a more natural or folk-art style. For the most part, with several glaring exceptions, Achenar’s room features humble architecture, housing a ribcage lamp, mounted antlers, a hologram machine, and a collection of six European maps.
Hidden in a drawer, the European maps are from two artists from the Northern Renaissance. Abraham Ortelius created four of the maps exhibited. Ortelius was a cartographer from the Netherlands in the 1500’s. Creator of the first modern atlas, Ortelius also had the hypothesis of continents drifting apart from once being joined.
“Iceland” by Abraham Ortelius.
“The Americas” by Abraham Ortelius
“The Pacific” by Abraham Ortelius
“The Holy Land” by Abraham Ortelius
Willem Janszoon Blaeu created the other two maps in Achenar’s drawer. Blaeu was a Dutch Cartographer and atlas maker in the late 1500’s.
“Oxfordshire” by Janszoon Blaeu
“2 Hemispheres” by Janszoon Blaeu
These maps retain their real-world references and appearances through every iteration of Myst until (Unreal) Myst (2020), where they are swapped for new images. Other Stoneship highlights include the masks in Archie’s room and the vase and small doorway paintings in Sirrus’ room.
The Mechanical Age is home to thirty-six art examples. The Age was created in game by Atrus. This is the first Age designed by real-world developer Chuck Carter that will be examined. The Mechanical Age was once a wonderful city; however, all that is left, after a flood, is the lookout tower that Atrus built. The tower is a gear shaped, rotating, mechanical fortress. Both brothers have a private room and collection within the fortress surrounded by water.
Here Sirrus’ room again sports a decadent European art collection, this time with works mostly from the 1800’s. First, a framed landscape: “Watzmann” made in 1824, by Caspar David Friedrich is displayed above some gemstones. Friedrich was a German Romantic landscape painter, known for allegorical, dynamic, and atmospheric appreciation of nature.
Next, “Napoleon I on the Imperial Throne” from 1806, by Jean Auguste Dominique Ingres, hangs to the right of “Watzmann.” A French Neoclassical painter, Ingres was known for political themed portraits and smooth realistic textures. The Neoclassicists are in stylistic and thematic opposition to the Romantics. The work has been altered to have Sirrus’ face instead of Napoleon’s.
“Madame Moitessier” from 1856, is also by Ingres. The Madame was the wife of a wealthy banker. Ingres is known for some strange exaggerations and idealizations in his works.
“The Apotheosis of the French Heroes Who Died for Their Country during the War for Liberty” from 1801 is by Anne-Louis Girodet-Trioson. Anne-Louis was a French painter of many Napoleonic family portraits. The work commemorates Napoleon’s fallen war heroes. The original is a painting, but is instead presented as a textile tapestry in every version of Myst (1997). This work used a Neoclassical style, but also experimented with Romantic styles and ideas, including depicting nature as wild and untamed, soft textures, and an undulating, dynamic composition.
To continue, we’ll be looking at the sculptures in Sirrus’ room in the Mechanical Age, which include a model ship, model rocket, and model Clock Tower. Model ships have existed since Antiquity in the Mediterranean in Egypt, Greece and Phoenicia. These models often included action figure sized humans and animals, architecture, and additional facets of daily life. Model ships have remained popular throughout history and are a popular hobby today. Sirrus’ room also contains a marble chair, gemstone collection, vases, a telescope, and other items.
Achenar’s room in the Mechanical Age once again has humble items on display, that have a close tie to nature, or are functional tools. The collection also reveals his taste for violence. Achenar has two mounted swords, a metal helmet, an axe, a stuffed or sculpted dragonfly creature, a mounted head, mounted horns, poison bottles, and a textile curtain. While hard to tell in Myst (1993), Real Myst (2000), the Real Myst Masterpiece Edition (2015) for Switch and (Unreal) Myst (2020) to clarify that the head on the wall is not a mask, but a mounted creature.
The Selenitic Age, written by Atrus in game, and designed by developer Chuck Carter, was once a lush green land, however, meteors left the area hazy, barren, and full of uninhabited chasms and caverns. As a lifeless Age, there were no local treasures for the brothers to plunder or collect. There are no paintings, folk art collections, or private rooms in the Selentic Age. The style of the Selentic Age is very modern and steampunk in influence. There is a destroyed clock tower and shiny-metal audio/visual machines that dot the rocky terrain. These machines have metal plates with simple etched symbols on them. Atrus designed all the etchings, machines and structures within. With no art collections from the brothers we’ll keep our examination of the Selenitc Age brief.
Damaged in a cataclysmic meteor shower, the clock tower ruins have the same architecture as the clock tower on Myst Island. The etchings found on the audio machines have simple symbolic pictographs, made by Atrus. They minimally represent the visual form of the sounds used for each puzzle. The disk-shaped microphones found around the landscape of the audio themed Selenitic Age, are similar to delicate Dynamic Ribbon microphones which have a ring or suspension around them and are bidirectional. Bidirectional microphones only pick up sound in two directions and minimize sound in all other directions. We can’t be certain of the exact technology used in Atrus’ microphones, however several of them are not pointed at the source of the audio they are gathering in game.
K’veer is an Age from an unknown D’ni author and designed by real-world developer Chuck Carter. K’veer is a thousand-year-old stone mansion, inside a cave, on an island in the D’ni Lake. Before the events of Myst, the mansion collapsed and sealed Atrus there for a time.
K’veer’s engaged columns, arches, and bas-relief stone patterns are all carved directly from the cave. The columns have exaggerated Entasis or curved bulges and twisted knot patterned reliefs decorating them. Entasis can be found on ancient Roman columns, such as the First Hera Temple at Paestum, as well as on Greek columns, such as those at the Temple of Aphaia, both from around 450 BC. The spiraling twisted knot pattern is similar to some Celtic Knots. Knot patterns first appeared in the Late Roman Empire, again, around 450 BC. The simple swirls do appear in other cultures throughout time.
The mosaic tile portrait on the floor of the K’veer Mansion is the face of developer Chuck Carter, designer of the Age. Mosaic tile art dates to 3000 BC in Mesopotamia. Ancient Greeks and Romans also mastered the art form, using colorful stones, shells, and ivory. The works in previous Ages have been inspired by Baroque, Romantic and Neoclassical ideologies, but in K’veer we have a consistently ancient culture presented.
The items and Age studied next are not in the original version of Myst (1993) and were added in later remasters of the game, as bonus content. In addition to an entirely new Age to explore in the post-game section of Real Myst (2000), there are some minor changes between Real Myst and the original version. For example, hanging and table lamps, as well as tablecloths in K’veer have been updated. The Myst Island Library has stone relief carvings of books on the exterior sides. These stone reliefs depicting books, appear again in the Unity adaptation for Real Myst Masterpiece Edition (2015) for the Switch, but vanish again by the time of (Unreal) Myst (2020). Anna, or Ti’ana, has a small grave site on Myst Island. Just to name a few of the changes amongst versions.
The Age of Rime, by Atrus, is not in the original 1993 release of Myst. Rime is an icy mountain with unique electrical storms and auroras. Atrus built an observatory near the mountain peak and used the area as a research station to investigate the crystals related to the linking books, that allowed him to view Ages from afar.
The round entrance to the Rime research station is similar to an Onion Dome, or a Sail Vault Dome with a skirt. These domes have an s-curve shape. Onion Domes are common in Russia, and the Sail Vault curve is common in Byzantine architecture. The building also resembles a Tibetan Buddhist mountain top stupa or chorten, such as the one at Rongbuk Monastery. The doors of the building have ornate-metalwork patterns that aren’t really specific to any culture or art historical style. Similar ones have been used in Europe for centuries. Atrus also has several journals with illustrations in the Rime Age.
Before concluding the investigation into the art and culture of the Ages of Myst (1993) there are still a few additional items to mention. The majority of the Ages in Myst contain some type of holographic machines. Holography is a type of 3D image using wave-fronts and beams of light, invented by Dennis Gabor in 1947. Holograms would continue to be used in later Myst games.
Interesting to note, the matchbook found on Myst Island is the only example of contemporary media in Myst (1993). The box stands out notably as an item from our contemporary world, contrasted against the surreal ruins of Myst’s Ages. The Ages of Myst are connected to Earth and our world, but few items have traveled between them. The matches are also kept locked away, indicating their importance to Atrus, and their need to be kept from his son’s destructive hands. The printed design on the matchbook reads “MYST MATCHES.”
Artist NPC Atrus created over two hundred works found in Myst 1 (1993), with Catherine & Anna contributing less than one hundred together. Atrus’ output across multiple games is enormous and leads them to be a possible contender for a top producing artist NPC found in a video game. Both sons as collectors have hordes of looted treasure, with Sirrus having slightly more.
This concludes the in-depth analysis of the Ages of Real Myst (2000).
Works Cited
Community board. “Real Myst.” Fandom/Real Myst. 20 Nov. 2024.
www.Dni.fandom.com/wiki/RealMyst. Website.
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(Unreal) Myst. Directed by Hannah Gamiel, Cyan Worlds, Inc, Broderbund 2020-2021. Oculus Quest and Oculus Quest 2. Windows, macOS, Xbox, iOS game.
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