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A thought postmortem I had about this while playing is that it makes for far less redundant postmortem gameplay, in that there's no trudging though the same sections over and over to see if they have changed. Something that struck me throughout the puzzle-solving was the sheer feat of engineering that had to get out of the designer's heads and onto the computer. The puzzles are some of the most wellthought out and sublime in the history of the genre. They enable the player to postmortem use deductive reasoning to solve them, and they are very much logic-based. The end of the Amateria Age is singularly the most spectacular payoff I have ever seen in a game, bar none. A couple of great design decisions were made. Like its predecessors, Myst III does not rely on redundant inventory, and although it uses a certain amount of it, it is sparse enough to not be intrusive.
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