design talk though: I love that the Myst games use careful exploration and observation of your surroundings as their most core loop - you encounter puzzles through it, you find clues for them through it, and your reward for solving puzzles is normally access to new places to explore

this means the single most important thing is to not rush it and really take your time taking in what's around you and playing around with any interesting things you see

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@theoutrider I'm a UX designer and I was just talking about this last week after finding out a designer coworker is a big Myst fan too. I honestly think in some ways Myst and things like it are responsible for me being a UX designer; the way they do hinting and affordances really got my brain going about how we interact with the built environments around us.

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