greatgreybeast: Irrelevant logic puzzles are so common in bad Myst-clones not because they were Myst-clones, but because they were
bad games. Good games in the Myst style, such as Dark Fall, Return to Mysterious Island, or Riven (the Grandmaster itself) feature some of the most tightly integrated,
relevant logic puzzles I've ever seen, not to mention vibrant landscapes full of personality and story.
And let's not get too stuck on a definition of "irrelevant logic puzzle" either. There were plenty of those pre-Myst, you just might not recognize them. Thanks to the Myst-clones, bad puzzles became identified with curious-looking, board-game-like machinery. But the actual logical mechanics of such puzzles can exist in many forms, even a Zork fetch-quest. The best puzzle in Riven is the wooden gate early on in the cliff-side. It's locked, but has at least a foot of open space both above and below. A bad post-Myst game would have you get through the gate by solving some sort of arcane combination lock that looks like an alien Scrabble board. A bad pre-Myst game would have you get through the gate by finding a piece of bread to give to the parrot at the shop so he'll shut up long enough for the shopkeeper to give you an order to take to a customer who will repay you by providing a map through the tunnels to where the key is kept.
In Riven you just crawl under the gate.
You, sir, win at the internet.
I love the Myst series, and Riven remains to this day one of my favorite games of all time. You just don't get genius like that anymore, with all the cookie-cutter fps games now. Where did the true game designers go?
Oh, thats right. they're with arenanet working on Guild Wars 2