Just beat Myst. I'd played this many years ago along with the rest of the games in the series, and even though many of the puzzles in the game are extremely tedious and demanding, I appreciate how the challenges forced me to write things down or remember them well enough to use again. The second half of the Selenitic Age was the most tedious, but it was one of those hurdles that challenged your rigor and your patience to explore. If you don't map out your progress and dead ends, you'll spend much more time than you need to there, as well as any of the other puzzles. That's one of the charms of old adventure games from the 90s: it builds character and makes the payoff more satisfying in the end.
Challenging puzzles aside, I'm absolutely in love with the game's ambience and it's history. Reading the few remaining books in the library were a rich pleasure when starting the game, and it would've been a nice reward to have gotten to read more of Atrus' travels, like the mentioned voyages to Everdunes, Osmoian, and Aspermere, or actually having something to do in the realMyst-only Rime age. Still, the experience was a memorable one nonetheless, and it makes Myst one of my favorite videogames. It's not the most glamorous or smooth, but it's fun and imaginative. I've played up to Myst V: End of Ages but haven't played Uru yet, so I'll probably get to that in my replay of the series. Next up will be Riven.
Now, forget Myst III and IV for a moment, I've got one question:
When you return the Myst page to Atrus, and he goes back to deal with his sons, were we meant to believe that Atrus killed his sons? Either actively or by virtue of stranding them forever in limbo with no hope of escape?