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Games Entertainment

Myst MMOG Details Announced 131

Ubi Soft and Cyan announced the title for their upcoming online game. Uru: Online Ages Beyond Myst , developed by Cyan Worlds, Inc., is slated for release late this year. From the press release, "Uru will take advantage of broadband to deliver a continually updated, immersive environment and storyline, with content that grows, changes and evolves constantly. It will also be the first persistent world to support real-time voice communication." Sounds like a different road than online games like The Sims Online and Star Wars Galaxies are taking, with the entertainment consisting in exploration and storyline rather than in player status and achievement.
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Myst MMOG Details Announced

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  • There goes my social life again... ;-)
    • Re:Oh well... (Score:3, Insightful)

      by gabec ( 538140 )
      I too am a serious Myst fan, though I was very disappointed with Myst III: Exile. I remember scouring every bit of Myst and Riven in order to get to the end.. but III, which I believe was done by a different company than Myst and Riven, was insanely easy to get through. Their logic puzzles were more "use every movable object" than "pay attention to every detail and use what you learn in order to complete complex tasks" So... yeah... hopefully their puzzles will be back up to par in this version :)
    • Hmmm... I wonder if they'll make the parody version of Myst (Pyst) into a MMOG. Now THAT would be entertaining.
  • by MosesJones ( 55544 ) on Thursday January 09, 2003 @07:17AM (#5046020) Homepage

    Isn't that internet enable Myst ? Or is this REALLY fancy with each person seeing their own powerpoint which can be updated ?

    Myst has to be from a tech perspective one of the simplest games to net-enable, what it will be is bandwidth intensive, what it isn't however is time restricted.
    • weouldn't it be fun to discover that in fact...that is PRECISELY what it IS!

      now that's scary: Microsoft MMOG...

    • by Anonymous Coward
      This isn't just a remake of MYST -- but a whole new game. This uses a real-time 3D engine to generate the graphics.

      • real-time 3D engine (Score:3, Interesting)

        by dpilot ( 134227 )
        A few years back they brought RealMyst to market to try out the 3D engine. I almost enough (K6III-400 + G400) machine to run it, and wallowed through, since I'd never played Myst before. For Christmas we got new machine parts that I'm still setting up, (time-challenged) and I'm looking forward to seeing RealMyst perform.

        Cyan was candid about RealMyst being a technology vehicle for a future game, and included a "Bonus Age" at the end to check out more features. While most of RealMyst was merely slow-ish, the Rime Age was downright glacial. I'll be sure to check this out on the new machine, too.

        But I have neither the time nor money to pick up on a time-chewer online game.
        • > While most of RealMyst was merely slow-ish, the Rime Age was downright glacial.

          I hope you did this on purpose. It was damn funny.

          Virg
        • I've got it sitting right here on the desktop of a 700mhz G4. I've played it once. Why? it's so slow it's nearly unplayable. So why haven't I sold it or something? Because, despite how slow it runs, it's gorgeous. Go figure.

          Triv
          • As I said, it was slow on a K6-3-428 (4.5*95, slight overclock) with a Matrox G400. I'm hoping it will be just a little faster on an Athlon XP 2100+ with a Radeon 8500LE.
  • by Anonymous Coward on Thursday January 09, 2003 @07:18AM (#5046022)
    Sweet. I loved not being able to do anything in the first game but flip toggles and walk around.. now I can go online and have people laugh at my moron-grade IQ!

    How much a month?

    s/nerd/boss/
  • Multi-platform? (Score:2, Interesting)

    by MrMickS ( 568778 )
    Will this be multi platform from release (Myst was a Mac game, the last version was a joint PC/Mac CD) or will it be like NWN?
    • Well, Myst III:Exile [myst3.com] was released for both Playstation 2 and XBox, so maybe that's a sign that this'll be a console game as well.

      Although, since the PS2 doesn't come with a hard drive (unless you buy the Linux kit), I'm not sure how you'll experience the persistent, changing and evolving worlds they're touting.

    • Re:Multi-platform? (Score:2, Informative)

      by TrevorDoom ( 228025 )
      Individuals within Cyan have confirmed that at launch there will be at least a PC and Mac client.
  • by mmoncur ( 229199 ) on Thursday January 09, 2003 @07:27AM (#5046033) Homepage
    Aside from further shrinking the broadband-equipped potential audience, wouldn't real-time voice communication kind of spoil the suspension of disbelief?

    Xyphor: Welcome to the Weapons Shoppe! How may I serve thee on this fine morn?
    Benny38: Hey, er, what's up dude?
    Xyphor: Dost thou wish to sample my wares?
    Benny38: Can you hear this? Are we like talking now?
    Xyphor: Thou art testing my patience with these fine weapons close at hand.
    Benny38: Umm, hello? Can someone send me an email and tell me if they can hear me? It's benny38 at AOL dot com.
    (insert blood-wrenching sound effect here)
  • MMOG? (Score:5, Interesting)

    by Dracos ( 107777 ) on Thursday January 09, 2003 @07:31AM (#5046046)
    ...with the entertainment consisting in exploration and storyline rather than in player status and achievement.

    Sounds like the closest thing yet to an actual online RPG, and it's not even being called a MMORPG, which things like EverQrack certainly are not. The gameplay differences between so called "MMORPGs" and games like Doom, Quake, and Unreal are negligible at best. FPS + chargen doth not an RPG make.

    Don't get me started on how Final Fanstasy devolved from a game into a non-interactive movie.

    • "The gameplay differences between so called "MMORPGs" and games like Doom, Quake, and Unreal are negligible at best. FPS + chargen doth not an RPG make."

      Depends on the game, and the people you play with. I heard of a few roleplaying groups in Dark Age of Camelot, and I know from experience that roleplaying is alive and well in Ultima Online. I can't speak for Everquest but I suspect there are roleplayers in there as well. These game do not at all compare to FPS games.

      It is true that the current MMORPG's focus, as stated, on player status rather than storylines that would support roleplaying. In the current MMORPG's, roleplayers have to make up their own story, which is fun but of course limited by the game engine, since players do not have the same powers as the Game Masters.

      It'll be interesting to see how this develop... but I foresee a problem, well a potential one at least: in a world where the storyline and RP are what is supposed to keep the players in, those players may well want frequent content updates and active Dungeon Masters. And those may be expensive to provide... compare that to Ultima or Everquest where the games practically run themselves. I'll definitely give it a go though, I always found the Myst worlds interesting, but they lacked one thing: people!
      • Re:MMOG? (Score:2, Interesting)

        by Daengbo ( 523424 )
        Myself, I'm thinking of getting back into paper and pen stuff, and found a free as in freedom game recently named Mirima Tyalie [mirimatyalie.org]
        Anyone in Thailand got ten extra hours a week?
    • Game is what you make it you know..

      I've been playing Evercrack, on and off, since the day 1 ruins of kunark was released to stores in Finland.

      I stopped for allmost a year in same point but have been playing again something around 5 months now.

      The thing is, as i said earlier allready, game is what you make it yourself.

      I've never had highend character, mainly because of my inpatiance so i dont know how things evolve after +30 levels but before that, all the time its been just mob hunting and exp gaining (far from rpg'ing)... Till now..

      After i started playing again, i headed to Firiona Vie which everyone called "Roleplay" server. Well, ofcourse there are d00ds as much as anywhere else and IC is not mandatorying but. Its still there if you go forth with it yourself..

      I've now joined one of the respected RPG guilds in FV and since then, (joining took me 3 months because something broke my computer and was offline most of that time) i havent been OOC ingame at all. IC goes on even in the guild boards (tavern) and play is good. Im still *young* compared to rest of the guild but i must admit, as a semiserious roleplayer, things havent been this good *ever* in evercrack..

      So, if our EQ experience is lacking, dont make it the truth what you say.. RPG'ing is there and is going on really well.

      Dullfiina, pround member of Saga.
      Cleric of Bristlebane and Hugable Halfling.
    • ...with the entertainment consisting in exploration and storyline rather than in player status and achievement.

      Sounds like the closest thing yet to an actual online RPG, and it's not even being called a MMORPG


      Bartle wrote long ago how there are four types [brandeis.edu] of online gamers -- killers, achievers, socializers, and explorers. While this may be somewhat simplistic, it turns out to be pretty accurate. This game simply focuses on Exploration and Socialization. The Sims Online focuses on Socialization and Achievement (get into those top-10 lists!). AC2 focuses almost entirely on Killing.

      There are lots of "actual online RPGs" out there, they just never made it very big. If you want true roleplaying, try out Underlight [underlight.com] for example.

      Besides, I don't see anything how this game is going to "enforce roleplaying" at all.


  • Oh great, like I need anything else to get me [amazon.com]
    Hooked on the Net ... now a bandwidth busting game that's sure to suck away all my blogging time!-)

    What's the attraction, well its like the song title ... especially those of us coming from the Age of Empire [heavengames.com] school of MMOG ... "Everybody Wants To Rule The World"!

    Yeah, I know, now you're going to have to spend the rest of the day getting that stupid tune out of your head.

  • ..without the fun bits.
  • SlashDot is the only MMO(RP)G I'll ever need!

  • It will be very interesting to see what types of online games (the persistent world types) that actually takes of and generates profit in the coming years.

    Is it only typical "geek" games as EQ, SWO and DAOC that have a chance to build and keep a large fan base ?
  • It will also be the first persistent world to support real-time voice communication.

    Err, that's false. WorldsChat did voice on a persistent 3D world about five or more years ago.

    More recently, the just announced There, also supports voice chat, for broadband users.

  • Myst online... just what I've been waiting for! I mean, if it's anything like the original, I'd be fizzzz...zz.zzzzzzzzzzzz

    *conk*

  • "...deliver a continually updated, immersive environment and storyline, with content that grows, changes and evolves constantly."

    This is more or less exactly what Funcom said they would do with Anarchy Online [anarchyonline.com]. Now I only played the game for a few months, but the rumors I've heard indicate that any real storyline progression has been sporadic at best, and nonexistant most of the time. Can anyone who actually plays AO comment on how the storyline stuff is working out?
    • I don't play AO, but my first thought after reading the article (gasp, no!) was, "Yeah, that's what they claim, but it'll devolve just like everything else by the time it really hits the market."
    • by The Evil Couch ( 621105 ) on Thursday January 09, 2003 @10:23AM (#5046847) Homepage
      the storyline is kind of unintrusive. if you don't want to pay attention to it, it doesn't make much of a difference, however it's still there. it manifests itself as news stories updated at least once a week, usually more often. they used to have a good cartoon series that they produced as downloadable movies, but the production on that has dropped off. still, funcom does a decent job of keeping the universe in AO pretty lively. but like any other game, it's all what you make of it.

      with the introduction of "The Notum Wars", AO has become a more player-driven story line as PVP battles erupt all throughout the planet. certain lands are pretty much uncontested, and other lands have turned into constant war zones. the plot isn't really advancing; rubi-ka has always been a land that was being fought for, but now people are becoming much more involved in the fight.

      Theevilcouch Level 126 Martial Artist, Rubi-ka 1
      • This actually sounds a lot like Earth & Beyond [ea.com]. They are expected to continue to advance the storyline, add new sectors, and expand on PvP, but for some aspects of gameplay, sometimes it seems like it's still in beta =)

        I've been playing E&B for about a month now, and while it's quite addicitve and fun so far, I've heard from higher level players that there's not much to do yet when you get to the top...

  • by 1029 ( 571223 ) on Thursday January 09, 2003 @07:49AM (#5046093) Homepage Journal
    Not to start a flame war or anysuch mayhem, but honestly I don't see this game or the always mentioned Star Wars Galaxies game getting too far.
    Both these games will get great intial turnout, I would expect, simply due to the already successful marketing of their names. But beyond that they have relatively little to offer.

    For my money, a game like ShadowBane [ubisoft.com] (also from UbiSoft) will truly rock the market and gain players that will stick. As will Planetside [sony.com] , the first first-person shooter MMOG, at least that I know of.

    At least these companies have their bases covered. When Myst dies a silent death UbiSoft will be sitting pretty atop the cash cow that ShadowBane will become, and Sony will keep things running with Planetside and of course the neverending run of EQ.
    • Well first shadowbane has to be released.
      Besides if I was looking for something like shadowbane I would go with dragon empires, it has better graphics, some neater features, and with it coming out in fall 2003 will probably beat SB to a release date.
    • Sony is also running the show with Star Wars Galaxies.. which has a HUGE backing... Looks as if sony can get enough MMORPGs going... you could have this huge infinite cash supply at your fingertips... seems pretty smart.. Jut wait until the third-generation mmorps... As the need for greater and greater appeal to keep those mass audiences.. Fifty years from now, can you imagine what an MMORPG would look like? Heh, kind of neat to think about.
    • heh... SWG is going to do fine, they've added in all the addictive features of everquest, tossed in a genre several generations have grown up loving, and made it class based and time eating. People will flock to this game, infact-- if this game doesn't have more subscribers inside the first year than everquest does presently, I'll eat a dozen raw habanaro peppers (very slowly with alot of milk of course.)

      Shadowbane however, I don't feel will do as well as eq2, eq, or swg. It focuses to much on pvp-- dont get me wrong, the game will do well I belive, just not as well as the previously mentioned games. I think shadowbane will have probally 30k-75k players that stick... I look for swg to hit about 250-500k that stick. EQ2 will eat better than half of the eq players I think... not to mention pick up hmm 75k of it's own. The market is getting more diluted, I dont think you are going to see any games do as well as swg for a long long time... swg has alot of massmarket appeal the others don't have.

      (Side Note: I've played ac, ac2, uo, daoc, ao, eq, lineage, and many many many muds over the years and gotten fairly high in most of them... (57 in ac, 30 in ac2 (thus far), 3xGM in uo, 35 in daoc, 55 in eq, max levels in many of the muds, and got sick of being pk'd in lineage before i got far.) Honestly, I don't like eq, but it is the most popular for very obvious reasons, and sony/verant knows those reasons as well as the players... swg will have those same features guarenteed... and it is much better branded than eq could ever HOPE to be.)

      Anyways, my 2 gold pieces.
  • ... I would be leary of getting into a "Myst Online" sort of game. On the one hand, I disliked Myst (the game, not the mechanics, which were simple and rather elegant for the time). On the other hand, it was fun to play with friends. Depending on how well its done (and if it shys away from the graphical MUD thing), I may check it out.
  • by rsheridan6 ( 600425 ) on Thursday January 09, 2003 @08:00AM (#5046117)
    If it's going to be story-driven, does that mean you can play it reasonably well and still have a life, instead of running around for dozens of hours a week killing pixelated monsters to get to the next level? I played DAOC and I felt like a hamster on a treadwheel. I think a game that doesn't focus on levelling, and that you could play a few hours a week without being left behind, could be fun.
    • by katsushiro ( 513378 ) on Thursday January 09, 2003 @08:57AM (#5046305) Homepage
      Seriously, what you're asking for is basically what Neverwinter Nights provides in its multiplayer. Once upon a long time ago, I was seriously hooked on MUSHesand I figured that I'd get seriously into online games such as Everquest. Didn't happen. I was used to being able to *roleplay* in MUSHes, and of being able to set my own time schedules for things, of not having to go around and killing millions of giant rats just to go up a level. In EQ and others, even if you find a party of people to RP with, If you're not there all the time leveling, you quickly get left behind.

      Then out comes Neverwinter Nights. Pick up a module, or make your own, get a group of friends together (or make some friends in one of the persistent NWN worlds out there), and boom, you're good to go. You and your group control when the gaming takes place (I play every Thursday with a group of close friends who we all used to play tabletop D&D but in the past few years we've all found ourselves scattered to different parts of the U.S. - this helps us stay together and closer as friends even though we're geographically very far apart), and when you're not playing, the world stays still, ready to be picked up again when you guys get together; you don't get left behind. You've got the good things of online gaming without most of the bad: friendship, camraderie, fun, adventure, without the pk'ing, looting, endless hamster-wheel advancement (sure, you still have to kill monsters to level up normally in NWN, but the person running the module can choose to grant XP for other things at any moment, so you can go up in level faster by RP'ing instead of slaying monsters if that's the type of play you want).

      Basically, it's a great online experience that you and your friends control, not some megacompany. And you don't have to pay a monthly fee for it either! :)

      Allright, thus ends my rant about how much better NWN is than normal MMORPG's. This is just my opinion though, your mileage may vary.
      • I'll second that. Once you take 'Massively' out of MMORPG, you lose a lot of problems the genre presents you with and gain a whole lot of power. You choose when you want to play, who you want to play with (so you don't have to deal with griefers at ALL) and what exactly you're going to play.

        Couple that with an excellent matching service like www.NeverwinterConnections.com and you have the idea envrion for online RPG gaming. It's as close to pencil 'n paper as you can get, with the power of not needing everybody in the same room at the same time. Who needs massively multiplayer? As long as you're having fun, that's what counts.

  • not what you think (Score:4, Informative)

    by Nova1313 ( 630547 ) on Thursday January 09, 2003 @08:30AM (#5046194)
    no really it's not what it seems.. Not a slideshow of sorts. If any of you played realMYST that was a test of the graphics engine. It looked gorgeous slow as hell on a p3 with vodoo 3 though. But it was gorgeous it looked like the old myst did but in real time. The new one if you look at the graphics is simply just as gorgeous all in real time all online. How can one not love it? I'm a big myst fan so i've been following this game since it was titled mudpie.
    • While I agree that realMYST was pretty great, you could still tell very easily the difference between the real-time image and pre-rendered image. Furthermore, I think the core magic of all the MYSTs, including MYST III is that they aren't real-time so they *can* be photo-realistic.

      So I wonder if anything in real-time can truly be as good as MYST III. Tell me more...
    • I'm a big myst fan so i've been following this game since it was titled mudpie.

      I'm a bigger fan, I've been following it since it was called 'Get some dirt and water.'

  • by eyeball ( 17206 ) on Thursday January 09, 2003 @08:49AM (#5046273) Journal
    As new massively multiplayer worlds are emerging, we're going to see the worlds begin to resemble the cellphone industry, in that similar but incompabile technology will prevent (intentionally or not) users from crossing from one rhelm to another. The way individual manufacturers feel (be it games or cellphones), anything that cooperates with a compeditor would make it easier for that person to switch.

    It would be nice if early on, the multiplayer industry members got together and agreed tho make their worlds and technology compatible, allowing one single account to which individual game charges are applied. This would a) reduce the cost of companies running their own billing sections, and b) allow a person to switch to another game without having to establish yet another account.

    But most importantly, this would open the way to having an Ether -- a plcae outside all of the game rhelms where characters of all sorts could interact (imagine a Sim talking to a Stromtrooper while an Ultima Online player rode by on a horse!). THIS social in-between area would be the start of the Metaverse.

    • imagine a Sim talking to a Stromtrooper while an Ultima Online player rode by on a horse!

      This would seriously "break the fourth wall", I think. Besides, why would you have to have the same avatar in the "break room"/Metaverse as in the game? If you're out-of-character anyway... (and if you're not OOC then I imagine Stormtroopers aren't very interesting conversationalists!)
    • Sim talking to a Stormtrooper..."

      "Ib bib doo waaaaaaa, bop boo...." [picture of airplane appears]

      POW!

      "Aaaaargh"

      "That's one less Rebel scum."

    • I totally agree -- what's missing in virtual worlds right now is the ability for players to travel between them. Obviously, Stormtroopers shouldn't be invading the Sims Online, but there should be a virtual "border crossing" where you can step into the guise of a new character, appropriate to the realm you're traveling to, even exchanging coin of one realm for coin of another if both realms can agree on an exchange rate.

      For megaMMORPGs like EverQuest, this is something they want to avoid, since lock-in is an important part of their business strategy. But I think this leaves a large niche open for new competitors. Ideally, individual users should be able to design their own virtual worlds and host them in the Metaverse, with the revenue generated in a given virtual world being split between the creator of the world and the corporation doing the hosting and designing the software.

      Design an exciting, intriguing world and make a living off it. That's what I'd like to see.

      • I totally agree -- what's missing in virtual worlds right now is the ability for players to travel between them. Obviously, Stormtroopers shouldn't be invading the Sims Online, but there should be a virtual "border crossing" where you can step into the guise of a new character, appropriate to the realm you're traveling to, even exchanging coin of one realm for coin of another if both realms can agree on an exchange rate. For megaMMORPGs like EverQuest, this is something they want to avoid, since lock-in is an important part of their business strategy.

        Avoid? They are very happy to charge you $50 to change to another server. In fact, it's a revenue stream that's made them a million dollars [business2.com].

        Ideally, individual users should be able to design their own virtual worlds and host them in the Metaverse

        This is what Neverwinter Nights is doing. You can gate between worlds. However, no revenue is involved.
        • Avoid? They are very happy to charge you $50 to change to another server.

          I meant "lock-in" in the sense of being locked into EverQuest. They'll gladly take your money to switch you to another EQ server, but there's no incentive for them to enable you to switch between competing virtual worlds as easily as you can currently switch between competing websites.

          Neverwinter Nights looks like a great step towards the ideal of the Metaverse. We just need to broaden the scope beyond D&D.
  • Myst has been a family activity in my house. Quality time solving puzzles together. Now we won't have to wait for the next game!
    I think I'll have to buy a wireless keyboard/mouse and connect my tv to my graphics card. This could replace must see tv...
  • by syle ( 638903 )
    ubisoft is also the company producing shadowbane [ubisoft.com]. Looks like they're really jumping into the MMO* market.
    • What Shadowbane? Try Vaporbane. Ubi has basically squandered their chance in this market. By the time Vaporbane appears, AC2 will have a huge player base, DAOC will have another expansion, SWG will be huge, EQ2 will appear, etc., etc.

      Forget vaporbane.
    • Perhaps. If you call a product that has been under development for 5+ years, has been promising, and failing to deliver, on Open Beta for the better part of two years, and had the gall to sell "preview CD's" last fall, and THEN pushing back the release date yet again a few days after the Preview CD's hit the market.

      Shadowbane was even listed (#8) in Wired's Vaporware for 2002. . . [wired.com]

  • by DoktorMel ( 35110 ) on Thursday January 09, 2003 @10:07AM (#5046741)
    But it wont' feel like it. The whole point of Myst was the abandoned feeling you got from the areas. Crowding a Myst world with "asl??" isn't going to make it better in any concievable way. This just isn't going to make money.
    • You can play alone. "Players will be able to customize their level of interaction with other players, choosing to play alone, with small groups of friends or in areas where they can meet new people." cheers
    • If the only people you meet are outsiders like yourself, it will still have the same abandoned feeling; but I think it would work best if small groups of people would enter each world together, and then they wouldn't meet anyone else who didn't go in with them. Considering how much time people spent playing Myst with other people looking over their shoulders and suggesting things, having a group of players going through the game together actually makes a lot of sense.

      Hmm... if it had support for gestures, you could actually respond to "asl??" in ASL...
    • But it wont' feel like it. The whole point of Myst was the abandoned feeling you got from the areas. Crowding a Myst world with "asl??" isn't going to make it better in any concievable way. This just isn't going to make money.

      They can easily make it "abandoned" by simply making instanced versions of zones/areas. Basically, each individual person has there own instance of a place. Not a problem to implement, if that is what they are going for. Ever play Anarchy Online?

      However, I disagree that they will lose money because they don't have that "abandoned feeling". You don't play online to play alone -- you play online to play with others. One of the chief complaints of the Asheron's Call 2 world is that it LOOKS abandoned and dead. They have, what, only 35k subscribers right now?
  • "Meticulously crafted environments", it sez here.

    But what -I- want is a game where one can do that themselves, and then leave linking books lying around for other players.

  • by Linden Labs [lindenlab.com] called Second Life [secondlife.com] is currently in closed beta, but are accepting applications. Your avatar's appearence is fully configurable, you can buy land and build on it, and you can create (3d model) just about any object you can think of and script its behavior using their java-inspired scripting language. Upload texture and sound files to use in objects. It is a great MMOG for techies.
  • Whatever happened to making fun games? Or good puzzlers to tease your mind like all the other Myst games? This one will be a complete piece of crap because online games like this are all about making a buck and frustrating the hell out of people they manage to get to obsessively play it. For this they can be likened to a cigarette company! I am very upset with Ubi Soft and Cyan.
  • Uru vs. There (Score:1, Interesting)

    by Anonymous Coward
    Hopefully Uru will let players just walk around and chat, much like the recently annoucned "There". My girlfriend and I held comparisons of the two worlds and be both agreed:

    Would you rather spend time There [gamespot.com]...

    or here [gamespot.com]?

    Weird people you meet online notwithstanding, Uru looks like a place I'm actually interested in visiting, exploring, etc. What I am not interested in is buying virutal Levi's jeans for my avatar with real cash. :P
  • by ftobin ( 48814 ) on Thursday January 09, 2003 @12:23PM (#5047810) Homepage

    To be honest, I'd be very much interested in seeing how they involve the Myst universe. The games Myst and Riven were quite good, and the books even better. There is a lot of potential for the Myst universe, given the idea that if you are trained, you can become a writer (creator/linker of worlds).

  • I personally hate the competitive aspect of the typical MMORPGs. That's why I've never gotten into them. I tend to like cooperative situations more, but Myst was one of THE best games to ever come out IMNSHO. I also really enjoyed the sequels Riven and Exile. The games left me wanting more though, and it looks like they are getting ready to deliver! :)

    One more note... the game "Lighthouse" (From Sierra) was awsome as well. While many people probably percieved it as somewhat of a Myst ripoff, I thought it was very innovative for it's time. They had much nicer graphics and better sound/music. However, it felt more SciFi than Fantasy when compared to Myst. Anyone else here ever tried Lighthouse?
  • It sounds like this MMOG, being continually updated, could be a step towards the game Ender played on his desk in Battle School. So, how long until they start using peoples actions in the game to do psychoanalysis?

    For those who don't know, _Ender's Game_ is a great sci-fi book by Orson Scott Card. I've heard they'll be making a movie about it, but I don't know when.

  • From the screenshots, this appears to be what Cyan was calling "Project Mudpie" a few years back. They had a very nice feature on it in "Wired", as I recall.

    There are two really interesting aspects of the game to me:

    1. It was designed for broadband from the ground up - no deliberate crippling to support analog modem users...
    2. The Miller brothers, the designers of the original Myst are (or at least were, a few years ago) fairly reverent Xians... and as part of their belief (and game philosophy) did not wish violence to appear in their games - Myst and Mudpie included. The challenge of keeping the user's interest will therefore be a very interesting one... in the Wired article they were talking about co-operative solving of puzzles... objectives that could only be achieved if you worked together with other players, rather than competing against them. If nothing else, it's a unique approach.
  • I don't know...with my luck in that game, I'll end up touching the wrong book and ending up being stuck in some weird prison for the rest of my character's life screaming "Bring me blue paaaages..."
  • I think it would be great if the game were like Myst and Riven, where you solve (for me) nearly impossible puzzeles to get around. But this would be a team thing, with a huge world to travel around, and people have to work together to solve the puzzle. If they do update well enough, there could be Ages or something, where new puzzles and plot twists are added. Newbies could travel in a party, and the more adventurous sort could go alone.
    IMHO, that would make a great game, one that I could be addicted to for hours each day (But that could be a bad thing!/i?

One man's constant is another man's variable. -- A.J. Perlis

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