I'd also disagree with the clone assessment on the grounds of content. What Myst and JMP / its ilk share is the FPP navigation; the puzzle-based gameplay that they employ is hardly novel, going back to text adventures of the way, way old days.
Myst (and later it's sequels) tried to cultivate a sort of "open world" style of adventure gaming. Whether it was successful or not - and I think you could easily argue that Myst was just as linear as JMP - the general feel of the environment is or was intended to be much less linear; the goals and objectives in Journeyman are much more overt, I think, and there's a certain narrative tension in the games (a greater sense of the consequences of failure) that I never really got from the Myst series, engrossing as they could be,