Myst IV Postmortem
Gamasutra.com is hosting an analysis of Myst IV: Revelation. The author explores the good and bad points of the game's production, and reveals interesting moments from the development process. From the article: "Less than a year before the end of the project, things were not going well on the Myst IV: Revelation team: no single zone was in a finished state, communication was difficult between team members and puzzles were taking too long to prototype. We looked at the quantity of work remaining and started brainstorming on how to close this project before the end of September."
It seems Ubi learned a hard lesson through the school of hard knocks. As a game developer myself I can actually say "More often than not, adding alot of man power to a project will only make it alot worse."
The new entries will be plagued by confusion with what is already created and how to create new things. This confusion will result in the already-there workers having to explain and document everything to them, and results in a huge slow-down on the project.
Their "SWAT Team" idea was really nice though. I should think of that next time I get some additional people to work on a project.
Frink: Nice try floyd, but you were designed for scrubbing, and scrubbing is what you shall do.
Unfortunately, while myst was an excellent problem solving adventure game, it's days are over. The main thing which lent appeal to Myst were its, at the time, stunning graphics. Now that we have the ability to render scenes like those shown in myst live, it's really hard to see how point and click adventures like this can survive in their current form.
No sir, Myst has more than just "wow" visual appeal. While it helped things visually that the brothers who thought up Myst have heavy art backgrounds, there was more to Myst's gameplay than that. Namely, Myst has some amazing puzzles, visually stunning worlds (Not just in terms of graphics, but in terms of sheer imagination), a very neat story concept (adding pages to books to make them more powerful) and the fact that it is an adventure game.
There are many of us who love adventure games of all sorts, and don't mind the point and click/puzzle game every once in a while. I find the Myst games a worthwhile pursuit, even if some of the puzzles are essentially "Random clicky maze" puzzles, and that most of them require some paper and time away from the physical game to figure out.
There are no trails. There are no trees out here.
Heh. Maybe they should go back to the two brothers working in their garage process.
I was a beta tester for Uru, and found the world to be just as beautiful as the previous 3 games, sound was there, but since I had to reduce to 2 speakers instead of my normal 5 at the time, I'm not sure if it was up to par. I expect it was.
There was one thing missing: A compelling story. I did not have a reason to play Uru, other than my love of puzzles and awesome sound & graphics. You didn't know why you should try to travel to other ages, you just did. Combine this with the sudden death of Uru, and people could be a bit put off by the series.
There is also the confusion in the series with two games released in the same year. Was Myst IV part of Uru? With all the hype (and death) of multi-player Myst in Uru also contained in Myst IV? Is Myst IV an expansion for Uru? Will Myst IV suck like Uru did?
Reading the article, yes there were problems. The DVD9 issue may scare some people off. If there's bad press for that, and confusion on the versions, and poor acceptance for the previous release, people are not going to buy it unless one of their friends try it first.
Myst IV is on my wish list, maybe next birthday I'll get it. It only took 2 years for Hordes of the Underdark to come off of my wish list. Hopefully Myst IV will take less time.
You can lose something that is loose, so tighten the loose item so you don't lose it.