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Re:Myst at 25: How it changed gaming, created addicts, and m... by mikepurvis on Monday September 24, 2018 @03:52PM (#18060849)
+1 on The Witness, but there's an entire genre now of walksim games that follow on the pattern of puzzles, story, exploration and non-combat engagement:

https://www.slant.co/topics/6377/~walking-simulator-games-on...

And really this is just a continuation of the larger "adventure game" genre that Myst itself is a part of:

https://en.wikipedia.org/wiki/Adventure_game

Re:Myst at 25: How it changed gaming, created addicts, and m... by giobox on Monday September 24, 2018 @04:04PM (#18060940)
That is a good list, even if some fall more on the “walking simulator” side more so than “puzzle game”.

Games like “What Remains of Edith Finch”, “Firewatch” and “Gone Home” etc I loved, but these aren’t really puzzle games in the way Myst was, although I do see a common thread in the idea of an intricately made world to slowly explore.

Re:Myst at 25: How it changed gaming, created addicts, and m... by haloux on Tuesday September 25, 2018 @12:10AM (#18063524)
The developers of gone home have another game, Tacoma, that has the same walking simulator style. Excellent feel as well.
Re:Myst at 25: How it changed gaming, created addicts, and m... by badloginagain on Monday September 24, 2018 @05:13PM (#18061515)
If you're looking for a mobile game that hits that aesthetic, try "Alto's Odyssey"
Re:Myst at 25: How it changed gaming, created addicts, and m... by giobox on Monday September 24, 2018 @06:42PM (#18062116)
Altos Odyssey, really? That strikes me as a bizarre recommendation in the context of the games being discussed in this thread.