|
||||
Learning From History
Prestos opportunity to create Myst III involved one part fate and one part luck. The Miller brothers company, Cyan, had dedicated its resources to a top secret project and didnt plan to make another Myst game. The Learning Company (which later, after a series of buy-outs involving other companies, became part of Ubi Soft) approached Cyan with a proposal to create a third game in the series and, after receiving approval, asked Presto to do the development. DeMarle, who consulted the first two games, the three Myst novels, and the two Myst comic books as part of her research, recalls the first meeting with Cyan after the contracts were signed. Rand Miller and Tony Fryman were there, she says, and I remember Rand saying that the Dni universe was wide open to us. In fact, he said that he was looking forward to playing a Myst game in which he didnt know every single puzzle solution by heart. Cyan had final say over the story, and the companys Dni historian, Richard Watson, consulted with DeMarle whenever she wanted to make sure that she wasnt contradicting what had already been established about the Myst universe. They provided us with a tapestry on which to paint a masterpiece, Irish says of Cyan. As long as we stayed on that canvas we were fine, and they gave us total control and freedom. The Amateria Age.
Meaningful Choices Like Myst and Riven, the puzzles in Myst III get progressively more difficult as you make your way deeper into the game. Each age has a distinct theme that ties into the type of puzzles you will encounter: Tomahna, Atrus and Catherines new home, is full of gardens; Jnanin is an island of menacing granite cliffs and mysterious formations; Voltaic is dry and dusty; Amateria, a land in the middle of a black sea, is full of Atrus inventions; and Edanna overflows with exotic plants and animals. For example, the puzzles in Edanna are all organic and require taking and giving life to solve them. Creative director Phil Saunders mantra regarding game development is that a game is a series of meaningful choices in order to reach a clear goal, a phrase that everyone at Presto, especially producer Greg Uhler, took to heart as they created the puzzles. We evaluated individual puzzle ideas as well as a series of puzzles according to that mantra, he says. If a puzzle fit well, we knew it would translate into a good experience for the player. |
The Edanna Age.
M is For Myst If youre concerned that you have to play the first two games before tackling this one, though, dont worry: Presto made sure that anyone with no prior knowledge of Myst could pick up Exile and play it. Die-hard fans will appreciate the little touches, but this game truly is intended for anyone. Exiles plot is like that of any good mystery novel, explains DeMarle. At first, you dont know anything. But the more you investigate, the more you uncover pieces of the puzzle. In Exile, those pieces include all the historical information about Myst, Riven and the Dni universe that you need to know in order to understand and eventually solve the conflict. So knowing nothing about the earlier games is not a problem. By the end of Exile, youll know enough. Mac OS X Ready A patch is available for download that makes Myst III Mac OS X compatible.
Download Mac OS X Patch For more pictures from Myst III: Exile, visit the official site. |