 Sacha A.
Howells CheckOut.com Los Angeles,
CA
“One of our goals is
to design Exile to be as true as possible to the universe that Cyan
created” |
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Although the original Myst was hugely popular with the
mainstream audience, most hardcore gamers were frustrated by two
main sticking points: puzzles which bore little connection to the
story, and an overall sentiment that the look and feel were given
preference over the gameplay, emphasizing style over substance. Does Myst
III do anything to bring back that dedicated audience? We
made a very conscious effort to integrate the puzzles and gameplay
into the story and character development. The obstacles that the
player has to overcome in the game relate directly to the
environments, to the actions or reactions of characters and to the
story itself. For example, again without getting too specific, some
devices in some of the worlds may have been affected or altered by
other characters in the story. If those devices had not been altered
in the way that they were, the puzzle would have been much easier,
possibly even trivial to solve. However, because the characters in
the story have certain motivations, they interact with their
environment in specific ways, which in turn affects the way in which
you are able to interact with your environment.
What level of control does Cyan maintain over the final game
and what you end up doing with their characters? Do they approve
each portion of the game as it progresses, or do you have free
reign? One of our goals is to design Exile to be as
true as possible to the universe that Cyan created. We met with Cyan
a number of times during the initial story development phase to make
sure that what we came up with would fit seamlessly into the
Myst universe, and continue to consult with them and with
Richard Watson in particular during production, especially when
specific D'ni related questions arise. Cyan has been very
cooperative and responsive in helping us remain true to the vision.
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