{"id":4994,"date":"2026-08-05T10:53:29","date_gmt":"2026-08-05T10:53:29","guid":{"rendered":"https:\/\/silvybrand.com\/?p=4994"},"modified":"2026-08-05T10:53:29","modified_gmt":"2026-08-05T10:53:29","slug":"no-one-can-afford-to-make-myst-games-anymore","status":"publish","type":"post","link":"https:\/\/silvybrand.com\/?p=4994","title":{"rendered":"No One Can Afford to Make \u2018Myst\u2019 Games Anymore"},"content":{"rendered":"<p><br \/>\n<\/p>\n<div>\n<p><span class=\"lead-in-text-callout\">In the 1990s,<\/span> the puzzle adventure game <em>Myst<\/em> sold more than 6 million copies\u2014so many that WIRED <a href=\"https:\/\/www.wired.com\/2008\/09\/sept-24-1993-beautiful-myst-ushers-in-era-of-cd-rom-gaming\/\" class=\"text link\">credited it<\/a> with sparking the widespread adoption of CD-ROM drives. It remained the bestselling <a href=\"https:\/\/www.wired.com\/tag\/pc-games\/\" class=\"text link\">PC game<\/a> of all time until 2002, when <a href=\"https:\/\/www.wired.com\/story\/learn-to-love-sims\/\" class=\"text link\"><em>The Sims<\/em><\/a> set a new record.<\/p>\n<p class=\"paywall\">Last week\u2014after four sequels, one spinoff, and five remakes\u2014the creators of <em>Myst<\/em> released <a href=\"https:\/\/www.youtube.com\/watch?v=ZvNGt02yZNc\" class=\"text link\">a trailer<\/a> for a new game in the franchise. Codenamed <em>Anglerfish,<\/em> it\u2019s a darker chapter in the <em>Myst<\/em> series where you, the player, are held hostage in a strange world. Your captor is a writer with a temper, voiced and motion captured in a stunning performance by Noshir Dalal, known for his work in <em><a href=\"https:\/\/www.wired.com\/story\/red-dead-redemption-2-review-rockstar\/\" class=\"text link\">Red Dead Redemption 2<\/a>, <a href=\"https:\/\/www.wired.com\/story\/horizon-forbidden-west-review\/\" class=\"text link\">Horizon Forbidden West<\/a>,<\/em> and <em>Ghost of Y\u014dtei<\/em>. Reactions to the trailer on YouTube were ecstatic.<\/p>\n<p class=\"paywall\">The only problem? <em>Anglerfish<\/em> died months ago when no one agreed to fund it.<\/p>\n<p class=\"paywall\">\u201cEven the publishers who felt passionate about the project couldn&#8217;t get their higher-ups to let the money flow,\u201d says Eric A. Anderson, creative director at Cyan Worlds, the oldest surviving independent game studio in America. After spending four months developing a fully playable demo, Cyan pitched the game to more than a dozen publishers at last year\u2019s Game Developers Conference and the Design, Innovate, Communicate, Entertain (D.I.C.E) Summit, where Cyan\u2019s recent remake of <em>Riven: The Sequel to Myst<\/em> was nominated for a D.I.C.E. Award for Outstanding Achievement in Game Direction.<\/p>\n<p class=\"paywall\">Cyan hoped it would come away from the conferences with a funding agreement between $1 million and $10 million to finish building <em>Anglerfish<\/em>. But even though the demo was positively received by most publishers, Cyan went home empty-handed, put <em>Anglerfish<\/em> on ice, and soon laid off 12 people, roughly half of its staff.<\/p>\n<p class=\"paywall\">\u201cIf we were pitching that game just a few years earlier, it would have been a no-brainer,\u201d says John Eternal, the former global lead of partner development at PlayStation, who helped Cyan pitch <em>Anglerfish<\/em>. \u201cBut funding for double-A games has evaporated.\u201d<\/p>\n<p class=\"paywall\">Like movies and books, video games are currently facing a middle-market collapse. At the top, so-called triple-A studios like Rockstar (<em>Grand Theft Auto VI<\/em>), Naughty Dog (<em>The Last of Us<\/em>), and Bungie (<em>Marathon<\/em>) regularly spend more than $200 million to develop and market a single game. At the bottom, micro-indie studios usually spend less than $1 million.<\/p>\n<p class=\"paywall\">Last year\u2019s indie darling, the <em>Myst<\/em>-inspired <em>Blue Prince<\/em>, was funded by a solo developer\u2019s personal savings and the ad revenue from his <em>Magic: The Gathering<\/em> website. \u201cWhen I finally approached publishers, it was only after I had completed my game, looking for marketing, porting, and release support,\u201d <em>Blue Prince<\/em> developer Tonda Ros says via email.<\/p>\n<p class=\"paywall\">In between the triple-A and micro-indie extremes, there used to be a healthy double-A studio ecosystem where games were heavily funded by publishers like Private Division, Adult Swim Games, and EA Originals. But as with mid-budget movies and mid-list authors, the funding for mid-market video games is drying up\u2014including the higher end of the indie scale.<\/p>\n<p class=\"paywall\">\u201cThe space between $2 million to $15 million has become very difficult for most developers,\u201d says Doug North Cook, CEO and creative director at Creature, a publisher-developer hybrid that funded <em>Sock Puppet Superstar,<\/em> a VR singing game that keeps going viral on TikTok. \u201cXbox Game Pass, PlayStation, and publisher funding were propping that middle space up, but most publishers have pivoted toward much smaller budgets.\u201d<\/p>\n<\/div>\n<p><br \/>\n<br \/><a href=\"https:\/\/www.wired.com\/story\/no-one-can-afford-to-make-myst-games-anymore\/\">Source link <\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>In the 1990s, the puzzle adventure game Myst sold more than 6 million copies\u2014so many that WIRED credited it with sparking the widespread adoption of CD-ROM drives. It remained the bestselling PC game of all time until 2002, when The Sims set a new record. Last week\u2014after four sequels, one spinoff, and five remakes\u2014the creators [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":4995,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[9],"tags":[1101,695,293,55,40,160],"class_list":["post-4994","post","type-post","status-publish","format-standard","has-post-thumbnail","category-gadgets","tag-gaming-culture","tag-online-gaming","tag-pc-games","tag-playstation","tag-video-games","tag-youtube"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.2 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>No One Can Afford to Make \u2018Myst\u2019 Games Anymore - Silvybrand Lifestyle Blog<\/title>\n<meta name=\"description\" content=\"\u201cMyst\u201d sold over 6 million copies in the \u201990s. Its latest sequel couldn\u2019t shore up any funding, pointing to an existential crisis among double-A games.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/silvybrand.com\/?p=4994\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"No One Can Afford to Make \u2018Myst\u2019 Games Anymore - Silvybrand Lifestyle Blog\" \/>\n<meta property=\"og:description\" content=\"\u201cMyst\u201d sold over 6 million copies in the \u201990s. 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