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ireenquench

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Post Posted: Tue Nov 28, 2006 7:46 pm — Post subject: IGN.com interviews Rand Miller about Myst Online: Uru Live

Here's a new article on IGN.com, an interview with Rand Miller.
It's a behind-the-scenes view of Myst Online: Uru Live's story/game mechanics and structure from the perspective of the designers and how it all will affect the players individually and as a whole.


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Reverend Vader

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Post Posted: Tue Nov 28, 2006 8:26 pm — Post subject:

Nice!

Thanks for the link.


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Donna Flora

Joined: 29 Jul 2006

Posts: 12

Location: WA state

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Post Posted: Tue Nov 28, 2006 9:18 pm — Post subject:

Thanks so much, was needing a little URU today to help me be patient. Wink

www2

Joined: 22 May 2006

Posts: 510

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Post Posted: Tue Nov 28, 2006 9:34 pm — Post subject:

Quote:

That's what Uru is based on, going to visit that cavern that's been destroyed for 20 years and finding out that it's not quite as dead as we've been led to believe.



Wow, it was around in the 80s. D'ni is ancient! Very Happy


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ArcRabbit

Joined: 01 Jul 2006

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Location: Down the rabbit hole.

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Post Posted: Tue Nov 28, 2006 9:35 pm — Post subject:

Here's a small snip from the interview

Quote:

We have story arcs that reach out for years from now. We've laid out grand story arcs and sub-story arcs that get down as small as a monthly start and finish. What we've also built into Uru is the ability for those things to change based on what individuals do and what groups do. They'll actually affect where the story goes and where it branches.



Wow! Years?! That's really impressive and makes me feel really good about where the series is going. I've always loved the story of myst and the d'ni. I have all three books and have always wanted more. It looks like we will all get more than enough! Very Happy

And being able to change the story and world based on what we do, MMO's have been trying to do this for some time. Some with more success than others. It sounds like the explorers themselves will effect where the story branches and goes. That's quite amazing. I'm not sure if any MMO has gone to quite that length in interactivity before. It will be interesting to see how they pull that off.


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djlumberjack

Joined: 10 Nov 2006

Posts: 464

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Post Posted: Tue Nov 28, 2006 10:26 pm — Post subject:

What an amazing read. Thank you for posting that. There were a lot of questions and concerns I had that I didn't really know the answers to, and now that cleared them up. I'm even more excited for the release now!

Nissa

Joined: 30 Aug 2006

Posts: 334

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Post Posted: Tue Nov 28, 2006 10:55 pm — Post subject:

Very interesting and enlightening!

Yali

Joined: 09 May 2006

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Post Posted: Tue Nov 28, 2006 11:29 pm — Post subject:

Quote:

We poured everything we had into Uru back in the day. We worked on Riven and consulted on other projects but our main focus was Uru.



What does he mean they "worked on Riven"? Shocked

Gadren

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Post Posted: Tue Nov 28, 2006 11:31 pm — Post subject:

Yali wrote:

Quote:

We poured everything we had into Uru back in the day. We worked on Riven and consulted on other projects but our main focus was Uru.



What does he mean they "worked on Riven"? Shocked



He means that while Cyan was producing Riven, they were even then starting work on Uru.

Bongmaster

Joined: 09 May 2006

Posts: 120

Location: Norway :)

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Post Posted: Wed Nov 29, 2006 12:10 am — Post subject:

that was a real interesting interview Smile thnx ireen Very Happy informative as always Smile

RAWA

Cyan Employee

Joined: 09 May 2006

Posts: 257

Location: Spokane, WA

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Post Posted: Wed Nov 29, 2006 1:03 am — Post subject:

Gadren wrote:

Yali wrote:

Quote:

We poured everything we had into Uru back in the day. We worked on Riven and consulted on other projects but our main focus was Uru.


What does he mean they "worked on Riven"? Shocked


He means that while Cyan was producing Riven, they were even then starting work on Uru.


Which isn't accurate. We didn't work on Uru (or any of the variants leading to Uru (D.I.R.T., Mudpie, etc.)) during Riven production. We talked about the seeds of what eventually became Uru back then, but we weren't actually working on it.

My best guess is that he meant "realMYST", which we did work on during the early work on what became Uru.

There are several things like that in the article that leave me scratching my head, but overall, it's a nice article.


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Calam

Joined: 11 May 2006

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Post Posted: Wed Nov 29, 2006 2:27 am — Post subject:

Quote:

We have specific puzzles coming up after launch that require multiple people to solve, sometimes against time.



Oh, no... timed puzzles!? I thought I'd never have to see those again! Someone save us!

Quote:

It helps a lot of people including yourself. But when you don't even get a chance to launch, that's tough, especially when you're so close. 40,000 people signed up for beta and we're ready to go and we don't take a dime from anyone. That just hurts.



Wow! 40,000 people signed up for beta last time!? I thought it was only 4,000. Considering how many typos and inconsistencies I've found throughout this article, I'm not too sure if that's accurate.


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Marten

Joined: 15 May 2006

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Location: Washougal, WA

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Post Posted: Wed Nov 29, 2006 2:36 am — Post subject:

There was an obvious factor of 10 error on the "20" versus "200" years, but 40,000 matches up with what the Prima guide to Myst V listed in Rand's interview then.


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John Lynch

Joined: 17 Sep 2006

Posts: 466

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Post Posted: Wed Nov 29, 2006 3:29 am — Post subject:

Wow. They had at least 20,000 people almost guaranteed and they canceled Sad

At least we're getting Uru Live now Smile


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chucker

Joined: 29 Aug 2006

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Location: Sadly in Germany

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Post Posted: Wed Nov 29, 2006 7:31 am — Post subject:

Calam wrote:

Wow! 40,000 people signed up for beta last time!? I thought it was only 4,000. Considering how many typos and inconsistencies I've found throughout this article, I'm not too sure if that's accurate.



It is.


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