http://www.adventuregamers.com/articles/view/24424
Robyn Miller took the stage at GDC in a baseball cap and hoodie, looking a bit like a celebrity who didn’t want to be recognized. “I never would have expected that twenty years ago, when we made Myst, anybody would be interested in it twenty years later,” he started. “This is pretty incredible.” A few slides into his talk, he realized he hadn’t introduced himself: “I should say—Rand Miller, my brother, and I’m Robyn Miller—we were the guys who made Myst.” He seemed surprised when the audience broke out in cheers.
Part of GDC’s ongoing Classic Game Postmortem series, Miller’s talk detailed the creation of Cyan Worlds’ 1993 sensation. The story began about five years earlier, when Rand suggested they team up to create an interactive storybook using Hypercard. At first, Robyn wasn’t really interested—in fact, he didn’t even have a computer.
Around 1990, after releasing five products for children, they wanted to make one of these worlds for adults. They came up with an idea for a “goal-oriented fantasy adventure” named The Grey Summons, a “totally textless environment” that would convey information via the player’s natural senses. It would have real-time animation, digitized sound and dialogue, and “no mindless ‘shoot and kill’; this world must be navigated by cleverness and tact.” They pitched it to Activision, who told them to stick to children’s games. “We were not doing very well at that point in time. I’m not exaggerating, we were eating rice and beans and government cheese, and that was our diet. We were probably very healthy,” Robyn joked, “but this was potentially the end of our career in gaming.” Soon after this, their luck changed when a Japanese publisher, Sunsoft, approached the Millers about making a game for an older audience that Sunsoft would bring to consoles, and Cyan could release for computers. “It blew our minds,” Robyn said. “We were on board totally, we just had no idea what to do.”
An interesting read for those of us Myst fags.