PDA

View Full Version : Know Your Revelation Team!



Khatie_
04-22-2004, 11:48 AM
Want to know the Myst IV: Revelation Team better? Got some questions about these folks that you are dying to have answered? Well here's your chance!

Post a question in here, that you would love to have answered by one or all of the Revelation Team members (five of them are participating in the community).

Your Team Members are:

Genevieve Lord - Producer
Martin Sabran - CG Lead Artist (modeling)
Pascal Blanche - Art Director
Patrick Fortier - Creative Director
David Laquerre - Game Design
Mary De Marle - Writer
Jack Wall - Music

Please keep the questions respectful and spoiler-free.

Thanks, and have fun!

http://ubbxforums.ubi.com/images/smiley/16x16_smiley-happy.gif


I'll start:

1. How long have you been a Myst fan?

~ Kha'tie
Myst Worlds Community Manager
Ubi.com
Assume plicam, o clientela beneficus

Khatie_
04-22-2004, 11:48 AM
Want to know the Myst IV: Revelation Team better? Got some questions about these folks that you are dying to have answered? Well here's your chance!

Post a question in here, that you would love to have answered by one or all of the Revelation Team members (five of them are participating in the community).

Your Team Members are:

Genevieve Lord - Producer
Martin Sabran - CG Lead Artist (modeling)
Pascal Blanche - Art Director
Patrick Fortier - Creative Director
David Laquerre - Game Design
Mary De Marle - Writer
Jack Wall - Music

Please keep the questions respectful and spoiler-free.

Thanks, and have fun!

http://ubbxforums.ubi.com/images/smiley/16x16_smiley-happy.gif


I'll start:

1. How long have you been a Myst fan?

~ Kha'tie
Myst Worlds Community Manager
Ubi.com
Assume plicam, o clientela beneficus

Ze Pedro
04-22-2004, 01:20 PM
2. I'd like to know how/where you find the inspiration to a new puzzle. For example, do you open a chemistry book and flip through the pages until you find something that could be adapted into a puzzle? Do you spend the day riding a bus looking through the window until you see something that inspires you? http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

Where does the inspiration come from? And if possible, give us an example.

[This message was edited by zepedro on Thu April 22 2004 at 12:28 PM.]

Zardoz
04-22-2004, 01:55 PM
A question for Mary:

3. Can you give us some insights into the challenge of writing a "story" that will take place in a non-linear, user-controlled environment? Exile was constructed something along the following lines: Introduction (Tomahna), Chapter 1 (J'nanin), Chapters 2a, 2b, and 2c (Voltaic, Amateria, Edanna, in any order), and Conclusion (Narayan). It's that middle part that must present the storyteller with the greatest challenge - do you break things up into mini-stories (for each Age, for example), or is there some way to give the entire package more of a classic narrative flavor without making access to one Age contingent on the completion of another Age?

(Aside: Zork Nemesis achieved this beautifully, IMHO - each "Age" had its own story yet contributed something to a larger story that slowly but surely came together.)

----------------------------
Brain and brain, what is brain? You are not Zardoz! You are not Zard0z!!

Logenn
04-22-2004, 02:00 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>
1. How long have you been a Myst fan?

~ Kha'tie
Myst Worlds Community Manager
Ubi.com
_Assume plicam, o clientela beneficus_<HR></BLOCKQUOTE>

Since the beginning of ages ...

Genevi√¬®ve

Mystical Explorer
04-22-2004, 05:10 PM
I'm curious to know where you get your inspiration for new ages in the game?

linkerjpatrick
04-22-2004, 07:36 PM
Good to see Mary back as well as Jack! Glad Ubisoft hired you two after Presto closed. Any other former Presto people around?

-------------------------------
Proper use of signature files (http://www.theistudio.com/signature_file_use.html)

Jerle
04-22-2004, 07:54 PM
Which ones are the "five"? http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif (I know of three)

For Jack - Do you need to see the visuals for the Age before you have an inspiration for the music to correspond to it or is just hearing about the Age enough to get the creative flow going? What other games have you played and admired the soundtrack? (I read Zardoz's post and was reminded of the Zork: Nemesis soundtrack by Mark Morgan)

For Pascal - What other 3D artists do you admire? What other apps do you work with or is it mainly just 3D Max?

Thanks for taking the time to answer these, btw. I'm very pysched about this game! http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

http://jerle.bahro.com/avatars/signature01.jpg (http://linguists.bahro.com/)
Co-Administrator/Webmaster ~ D'ni Linguistic Fellowship
MYSTcommunity Administrator ~ Community Manager (http://myst.chucker.rasdi.net/board/index.php)
MYSTerium.ch is back! (http://www.mysterium.ch)

Coronagold
04-22-2004, 08:28 PM
Guinevere...http://ubbxforums.ubi.com/images/smiley/16x16_smiley-surprised.gif...Kates! http://ubbxforums.ubi.com/images/smiley/16x16_smiley-very-happy.gif My sweet Kates...thank you for introducing us to several key players in the Revelation team! http://ubbxforums.ubi.com/images/smiley/11.gif

..........(pushes Kate aside *thump!*)So Pascal! Was Roger Dean (YES) ever asked for consultation in designs for any Myst Ages?

The artists on the Ubi/Cyan team seem to have been inspired by his earlier works.

[This message was edited by Coronagold on Thu April 22 2004 at 07:40 PM.]

Blue Max
04-22-2004, 08:40 PM
Here's a question of my own, when you find the time (hard to come by, I understand).

During the graphic design of the game, how much do you check back to previous Myst titles to see if the Age/architecture 'fits' to create a continuity? Or do you mind deviating stylistically? Obviously, you don't want them looking like everything else, but there are certain themes in D'ni and subsequent architecture and design styles.

-Blue Max
(No matter what my Login says)

www.metallicity.com (http://www.metallicity.com)
prophet@metallicity.com

Iehova-
04-23-2004, 01:12 AM
Will Revelation be in the old slide-show format like Myst/Riven/Exile?

Eat_My_Shortz
04-23-2004, 03:57 AM
I didn't know Mary DeMarle is working on this! Thats really good - the Exile story was excellent.
And Jack Wall - (I did know about him) - what can I say? Composer of the greatest of all soundtracks!
I've already spoken to some of the other guys on the forum. It looks like a brilliant team we have here! This game just keeps getting better and better.
Interesting to note how small the team is. Its about the same size as the original Myst team. Just more proof that you don't need a massive team to produce something incredible.
No questions, your honour!

donna_marie
04-23-2004, 06:08 AM
Hi All, Of all the myst series exile is my favourite. I would love to know will there be live actors in revelation as there were in exile? Thank you all for creating such imaginative wonderous places to visit http://ubbxforums.ubi.com/images/smiley/11.gif

Deg__
04-23-2004, 10:54 AM
What has been the most challenging part of development of Myst IV? Was is creating the storyline? Building the environments? Staying true to the Myst series?

Cheers,
- Deg -

http://explorersguild.dnijazzclub.com/cho/EGcrawler280x40.gif (http://www.explorersguild.net/)
D'ni Proverb: The head is hard; the rock is harder.

daniellatf
04-23-2004, 11:09 AM
I need to know if Myst IV is going to be in Mac format. I have URU and can't play it because its not in Mac format. I'm holding out for my sons pc. http://ubbxforums.ubi.com/images/smiley/52.gif

JFT117
04-23-2004, 11:19 AM
How similar or different from Myst, Riven, and Exile is Revelations? Will it be a very different experiance? Or will it feel much like the past titles?

Jerle
04-23-2004, 11:23 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by daniellatf:
I need to know if Myst IV is going to be in Mac format. I have URU and can't play it because its not in Mac format. I'm holding out for my sons pc. http://ubbxforums.ubi.com/images/smiley/52.gif<HR></BLOCKQUOTE>
I can actually answer this. http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif It's going to be cross platform for Macs AND PCs. You'll need a DVD drive though. http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

http://jerle.bahro.com/avatars/signature01.jpg (http://linguists.bahro.com/)
Co-Administrator/Webmaster ~ D'ni Linguistic Fellowship
MYSTcommunity Administrator ~ Community Manager (http://myst.chucker.rasdi.net/board/index.php)
MYSTerium.ch is back! (http://www.mysterium.ch)

pascalblanche
04-23-2004, 12:39 PM
ow ow ow so many questions! Sorry guys I was busy sooooooo...

Goronagold: Roger dean? The "yes" covers guy? For myst revelation?what makes you think about that? In fact there is more than just one influence trust me http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif

Severinus: We checked a lot everything related to Myst designs.. sometimes to pickup styles and ideas, sometimes to build from that or just take the oppositehttp://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gifMyst is a big license.. we cannot make another Myst well, without putting lots of Myst style in it, but I think we managed to create sometihng both familiar and unique...

Iehava: cannot tell, but if you digg up a bit in the forums, you may find some clues http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif

Donna marie: cannot answer this question too :P

Dniexplorer: you could add to your list: building believable environnements, building up storytelling throught visuals, maintain a good rythme in player's experience...


Daniellatf: Jerle was faster than me ehehe

David_Laquerre
04-23-2004, 12:54 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>

1. How long have you been a Myst fan?

<HR></BLOCKQUOTE>



Hi everybody,

My name is David and I'm a game designer/puzzle designer for Myst Revelation.

I'm very pleased to be here with you... And I hope you'll love Myst IV http://ubbxforums.ubi.com/images/smiley/16x16_smiley-very-happy.gif

1. To answer the question of Kha'tie, I've been intrigued very much by the Myst phenomenon since the release of the first game in 1993. Unfortunately, at that time, I hadn't a CD player on my macintosh (a Mac IIci) like none of my friends. http://ubbxforums.ubi.com/images/smiley/16x16_smiley-sad.gif
The other problem is that I'm not what you could call a "gamer" (and I'm a game designer ?!?!... I know, it sounds strange http://ubbxforums.ubi.com/images/smiley/crazy.gif...)... In fact, I very rarely buy videogames... So, when Riven came out, even if I owned a CD player at the time and I've been really impressed by the screenshots, I felt that I should play Myst first. But, in comparison, at that time, Myst looked a bit old... http://ubbxforums.ubi.com/images/smiley/53.gif So I bought the book "from Myst to Riven" instead of buying the game... http://ubbxforums.ubi.com/images/smiley/blink.gif
It's when Ubisoft offered me to join the team of Myst IV that I played the games... And I must say that I really enjoyed the experience... Enough at least to accept to work 3 years of my life on the project... http://ubbxforums.ubi.com/images/smiley/16x16_smiley-happy.gif

GallifreyLady
04-23-2004, 01:34 PM
Hello, I'm really excited about Revelation! My question is this: What are the names of the actors who are playing the brothers?

littlebobbie2
04-23-2004, 01:38 PM
I don't know if this is a spoiler or not? Dunno if you can answer this...

I think I saw a little premature screenshot of what looked like Myst 4. What was obscure was an inventory menu. Is Myst 4 going to use an inventory menu for once?

Also, in the teaser trailer, it looked like someone (maybe the player?) had a little struggle in escaping. Will there be any cool fight scenes in the movies?

Oh, and the teaser trailer looks AWESOME! Keep up the good work!

[This message was edited by littlebobbie2 on Fri April 23 2004 at 12:47 PM.]

[This message was edited by littlebobbie2 on Fri April 23 2004 at 12:48 PM.]

David_Laquerre
04-23-2004, 03:55 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by zepedro:
2. I'd like to know how/where you find the inspiration to a new puzzle. For example, do you open a chemistry book and flip through the pages until you find something that could be adapted into a puzzle? Do you spend the day riding a bus looking through the window until you see something that inspires you? http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

Where does the inspiration come from? And if possible, give us an example.

[This message was edited by zepedro on Thu April 22 2004 at 12:28 PM.]<HR></BLOCKQUOTE>

2. Everything may be useful to design a puzzle...

When it is time to design something specific, I let myself sink in the content of the project and I wait to feel the general structure of the solution... (hopefully soon enough for the producer http://ubbxforums.ubi.com/images/smiley/16x16_smiley-tongue.gif)... To enhance this process, I create some mental mindmaps and I use different sources of imformation (Internet, books, movies...) to validate my intentions.

As an example, for a puzzle (that will finally not be in the game), I found that I could inspire myself from the work of "Hero of Alexandria"... A tribute to his genius.

For another puzzle, I started my reflexion with what I thought was an original interaction... It finally helped me to design a whole part of the game...

Another puzzle has been dictated directly by the natural environment of the Age and the context of the story.

etc...



Design is in fact simply a form of problem solving. While designing puzzles, we had first to consider the contraints of the project, and work with them to find a solution that fulfills our needs for a specific puzzle.

Some constraints come with the nature of the project: 3D vs prerendered, PC vs Console, type of the game, a sequel or not, etc... Other constraints were set while we defined the concept of the game: integration of the puzzle in the environments, puzzles linked to the story, simplicity of interaction, diversity, etc...


A good designer will have a very good general knowledge. That way he (she) will have more tools to design efficiently and find solutions while respecting the constraints. He (she) will also be able to use his (her) general knowledge in a way that is original and will have a strong judgement (and intuition) to determine which proposal is the most efficient and the most original. In order to do so, a designer must finally possess a very good sense of representation to be able to see the result and the impacts of his (her) proposal before realization.


(I'll leave to you to judge if we're good designers or not) http://ubbxforums.ubi.com/images/smiley/16x16_smiley-wink.gif

Martin_Sabran
04-23-2004, 04:08 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by JFT117:
How similar or different from Myst, Riven, and Exile is Revelations? Will it be a very different experiance? Or will it feel much like the past titles?<HR></BLOCKQUOTE>

haha... Revelation is going to be...a revelation... Be sure you will have some nice suprises...

Martin_Sabran
04-23-2004, 04:34 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by donna_marie:
Hi All, Of all the myst series exile is my favourite. I would love to know will there be live actors in revelation as there were in exile? Thank you all for creating such imaginative wonderous places to visit http://ubbxforums.ubi.com/images/smiley/11.gif<HR></BLOCKQUOTE>

Mmmm... that is a good one...
Let me instead answer by another question : Have you looked closely the teaser? http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif

elle-meme
04-23-2004, 05:12 PM
Si ça n'a pas déjà été fait, j'invite cordialement tous les membres de l'équipe de production à venir faire un tour sur le forum francophone (http://ubbxforums-fr.ubi.com/6/ubb.x?a=frm&s=32010161&f=546106433) nous avons nous aussi des questions pour vous, et tous nos membres ne parlent pas anglais. En passant, merci à Pascal Blanche et Patrick Fortier qui sont déjà venus nous voir, les autres sont aussi les bienvenus et seront chaleureusement accueuillis par les Uruberlus! http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

***Message to the english-speaking forumites, I am sorry to "pollute" your forum with a non-english message, this is meant to be an invitation to the production team to come and visit the french forum, as most of them are also speaking french. Thanks for your understanding! http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif This is the first and last french message I write on your forum! http://ubbxforums.ubi.com/infopop/emoticons/icon_rolleyes.gif ***

Elle-m√¬™me alias Enna'iluj

Mary_94
04-23-2004, 05:40 PM
Hi, everyone! Mary DeMarle, here, and so happy to be back with the Myst community. (Do you know how hard it was to remain silent while working on not just one Myst game, but 2? Exile, first, and then Revelation!)

But, to a answer a few questions (though not necessarily in the order in which they were asked):

<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> 1. How long have you been a Myst fan? <HR></BLOCKQUOTE>

Since the first game was published in the early 90s. I played Myst on my sister's MAC and completely fell in love with the concept.


<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> Any other former Presto people around? <HR></BLOCKQUOTE>

Nope. Just Jack and me.


<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> What has been the most challenging part of development of Myst IV? <HR></BLOCKQUOTE>

The answer to that question changes every day. Right now, it's knowing what I can reveal and what I can't. http://ubbxforums.ubi.com/images/smiley/34.gif

<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> 3. Can you give us some insights into the challenge of writing a "story" that will take place in a non-linear, user-controlled environment? Exile was constructed something along the following lines: Introduction (Tomahna), Chapter 1 (J'nanin), Chapters 2a, 2b, and 2c (Voltaic, Amateria, Edanna, in any order), and Conclusion (Narayan). It's that middle part that must present the storyteller with the greatest challenge - do you break things up into mini-stories (for each Age, for example), or is there some way to give the entire package more of a classic narrative flavor without making access to one Age contingent on the completion of another Age?<HR></BLOCKQUOTE>

Wow! Tough question. http://ubbxforums.ubi.com/infopop/emoticons/icon_eek.gif This subject has been the topic of countless lectures at the annual Game Developer's Conference and the answer to it could fill an entire book. One which I hope to publish some day. http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif

As you intimated, the biggest challenge in writing a "story" that will take place in a non-linear, user-controlled environment is trying to figure out how to break up the major plot "revelations" into tiny, understandable units that will make sense no matter what order players find them in. As you know, a "plot" usually progresses from A to B to C. But in a game, what happens if the player finds "C" before they encounter "A"? Will they still understand the story?

Sometimes you can use tricks to make this work. For instance, in Exile, we used programming to make sure that you encountered Saavedro's imager messages in a specific order no matter which age you visited first: Voltaic, Amateria, or Edanna. But sometimes-- as with Revelation -- you have to get even tricker...

http://ubbxforums.ubi.com/images/smiley/35.gif CONTENT EDITED TO ELIMINATE SPOILERS HERE!!!! http://ubbxforums.ubi.com/images/smiley/1072.gif

For me, the challenge of writing for games (and what I love so much about it) is being able to break a story up into specific "information puzzle pieces" (for lack of a better word) and then experiment with them. Place them into all the possible order combinations players may encounter and see what kind of story each combination makes. If every combination ultimately leads players to the conclusions you want once all the pieces are found, then your story is successful.

It's kind of what happens when you read a good novel or watch a good movie. You, the audience members, are constantly making guesses and drawing your own conclusions about where the story is going as it enfolds. The joy of the story is in discovering which of your guesses is right and which is wrong once the film ends. As you get more information, you change your theories to adapt to the new information.

It's the same with designing a story in a game -- only it's up to you to make sure all the guesses ultimately end up going in the right direction.

Did that make any sense? Hope so! Since I just managed to confuse myself and need to sign off now...

-Mary

Ze Pedro
04-23-2004, 06:53 PM
Thanks David. I'm sure you're all brilliant designers.

And Mary, yes, it makes perfect sense.

http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

I'm so looking forward to this game now that I wouldn't want to be a beta tester for any money in the world. No money could spoil me.

Well, maybe half a million. http://ubbxforums.ubi.com/infopop/emoticons/icon_razz.gif
But I'm sure others would volunteer for free. http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

Jerle
04-23-2004, 07:53 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by elle-meme:
***Message to the english-speaking forumites, I am sorry to "pollute" your forum with a non-english message, this is meant to be an invitation to the production team to come and visit the french forum, as most of them are also speaking french. Thanks for your understanding! http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif This is the first and last french message I write on your forum! http://ubbxforums.ubi.com/infopop/emoticons/icon_rolleyes.gif ***

Elle-m√¬™me alias Enna'iluj<HR></BLOCKQUOTE>
http://ubbxforums.ubi.com/images/smiley/blink.gif You're not "polluting" the forum, I'm betting that they'd be glad to speak in their native language. http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif I honestly don't have an issue if someone chooses to speak/write in French or whatever language they choose to. http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

http://jerle.bahro.com/avatars/signature01.jpg (http://linguists.bahro.com/)
Co-Administrator/Webmaster ~ D'ni Linguistic Fellowship
MYSTcommunity Administrator ~ Community Manager (http://myst.chucker.rasdi.net/board/index.php)
MYSTerium.ch is back! (http://www.mysterium.ch)

Coronagold
04-23-2004, 08:22 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Goronagold: Roger dean? The "yes" covers guy? For myst revelation?what makes you think about that? In fact there is more than just one influence trust me.<HR></BLOCKQUOTE>

I know. Your artists cover the gamut. But that one particilar artist seemed to know in advance the styles you were looking for. I'm not saying Dean was ahead of you. I'm saying his style seems to come out through your games, unintentionally.

I love all the artists' work in all the Myst games. They're stunning to say the least.

Roger Dean is more of a fantasy artist. Ubi/Cyan lean toward that, yet rely quite a bit more on realism.

This is not a dis. This is just an observation.

Relto was the most 'Roger Dean influenced' design I've seen in a Myst game so far. I enjoy that.

Not because of the name "Roger Dean", but because the artists are as intense as him, if not even more so driven for beauty. http://ubbxforums.ubi.com/images/smiley/16x16_smiley-wink.gif

Stedmister
04-23-2004, 08:52 PM
1. Mr. Wall, how long does it usually take you to write a game score, and will you be using a similar style for music you used in exile, or will it be totally different?

2. Will Peter Gaberial also provide a song for Myst IV as the URU site states, and when can we here a preview?

Zardoz
04-23-2004, 09:20 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Mary_94:
Wow! Tough question. http://ubbxforums.ubi.com/infopop/emoticons/icon_eek.gif <HR></BLOCKQUOTE>
Wow, Mary, great answer! I've poked around Lee Sheldon's website and dug into other references, and I must admit, this whole topic is incredibly fascinating. http://ubbxforums.ubi.com/infopop/emoticons/icon_eek.gif Which makes me total game geeky, I guess. Do write a book - I'll buy it, which will make it a best seller, at least for that nanosecond . . .

----------------------------
Brain and brain, what is brain? You are not Zardoz! You are not Zard0z!!

donna_marie
04-24-2004, 03:28 AM
Hi Martin, Yes I have seen the preview but I was not sure if live actors were going to be used in the finished product http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif I have all the myst games and I have to say I love them all. I am truly looking forward to the continuation of the story in myst revelation http://ubbxforums.ubi.com/images/smiley/16x16_smiley-very-happy.gif

Pat_09
04-24-2004, 09:13 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Interesting to note how small the team is. Its about the same size as the original Myst team. Just more proof that you don't need a massive team to produce something incredible.
No questions, your honour!<HR></BLOCKQUOTE>

Actually I have to stop you on that, were NOT a small team at all. Beyond the few of us talking to you on this forum, there is a LARGE team (nearly 80 people) working night and day to bring Revelation into your homes later this year. They deserve a BIG hand from you guys because they don't have the opportunity to be in the spotlight a lot, but they are immensely talented and dedicated to this project. http://ubbxforums.ubi.com/images/smiley/11.gif

Coronagold
04-24-2004, 09:35 AM
I posted this in the wrong thread earlier, so I'll post it here now. (Sorry Jerle. http://ubbxforums.ubi.com/images/smiley/34.gif http://ubbxforums.ubi.com/images/smiley/53.gif )
-------------
Myst games have traditionally invovled lots of gadgets. Some are decorative, some informative, & some are parts of a larger puzzle.

--&gt;Has anyone one on the team ever pondered the use of water or air on a massive scale as part of a puzzle? I'm not talking about an 'end result', but as part of a larger puzzle.

Like draining an entire lake or ravine or cistern, or redirecting strong winds to further your travel. Or manipulating weather.

One of the images that comes to mind is Catherines' famous Donut Age from the Book Of Atrus. (A big hit in Canada, eh?) (Sorry, j/k!) It's a great example of manipulation of global water. But that's an end result of an Ages' description.

I look forward to gadgets both big & small, but I'd like to manipulate the Ages somehow. Uncover entirely underwater towns that were flooded. Manipulate strong wind caves to direct me safely (diagonally) into water after I take a 120 mph plunge off a cliff. Etc.

Pat_09
04-24-2004, 10:11 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> posted Fri April 23 2004 10:19 AM
How similar or different from Myst, Riven, and Exile is Revelations? Will it be a very different experiance? Or will it feel much like the past titles?
Posts: 1 | Registered: Fri April 23 2004 <HR></BLOCKQUOTE>

Revelation will stay true to the essence of Myst (ie, exploration, adventure, puzzle solving,etc), but it will also provide a unique experience through strong storyline and new levels of immersion. This is not to take anything away from the previous episodes (each has its own identity), it simply means Revelation will have a flavor all its own because we are doing things that either have not been done before in the series or simply haven't been done in the WAY that we will do it for Revelation. Love it or hate it, the experience will be unique and memorable.



<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>I think I saw a little premature screenshot of what looked like Myst 4. What was obscure was an inventory menu. Is Myst 4 going to use an inventory menu for once?<HR></BLOCKQUOTE>

Good eye on that one, the element you see there will play an important role in the player experience. However, it does not qualify as an "inventory" item. We had long design discussions on this and finally decided AGAINST invertory puzzles because they hinder the experience we are trying to create (it quickly becomes frustrating to use items as "keys" to solve puzzles, it makes things more arbitrary by forcing players to use some objects but not others for no really apparent reason and creates the frustration of not being able to use them in the ways you want to. These frustrations are always present to some degree of course (you can never interact with everything), but they become all the more apparent and frustrating when part of an inventory system. Of course there are the other issues associated with this, unlimited pocket space, strength to carry all the stuff, etc, etc.). Ultimately, we felt that at took players OUT of the immersion we are trying to create and makes them feel they are playing a GAME, rather than living an experience.

Equisilus
04-24-2004, 10:50 AM
Regarding the inventory system, I wonder if you've seen this thread (http://forums.ubi.com/eve/forums?a=tpc&s=400102&f=1981034&m=660106903&showpollresults=Y) in the Uru forum? It was a mini-poll I set up for asking about puzzles in adventure games, and it struck me as relevant to the mention of an inventory and its effect on immersion.

This brings me to my open question to any of the development team. It's obvious that there will be design discussions during development where some members of the team will feel strongly one way or another. Is it difficult to work on an aspect of the game that you personally feel is somehow wrong but that, for the sake of teamwork and for the project, you must accept? Reflecting on David's earlier comment about not being a "gamer", is it hard to put yourself into a mode where you can sufficiently analyze and critique a particular part of the game when you aren't excited about it (ie. the "particular part") or, perhaps, enjoying it fully?

Of all of the top games I have played, there has been at least something that I didn't like about it, and I suspect that must be the case even for those working on the games (developer diaries and post-development interviews usually indicate that). I am curious to know how the team members deal with such issues as they come up during development, and whether there is any one aspect of Revelations that comes to mind when you ponder the question.

earlfrank
04-24-2004, 12:11 PM
Hi Folks,
along with everyone else I have been a fan since 1993, and own all the Myst games as well as the Uru series with the first Xpack. I think it is clear that Uru will be ongoing for some time, which is great. My question may seem rather dumb http://ubbxforums.ubi.com/images/smiley/351.gif but I am curious as to weather or not our cherished Myst series will be following similar roadways, in other words is there, even as we write a team working on a new Myst adventure? http://ubbxforums.ubi.com/images/smiley/10.gif

Earl Bailey


San Diego, Ca.

Dalboz of Gurth
04-24-2004, 12:38 PM
Hi! I'm a big Myst fan and I have no doubt at all that Myst Revelation will be something very, very incredible.

This question is for Mary De Marle, I think...
Hi, I'd like to know, at least in your opinion, if there will be some "strong scenes" in the game. By "strong scenes" I mean any scene or part of the story that passes strong "emotion", I find it kind of hard to explain what I really mean, but an example is some of Saavedro's speaches in Exile. Some of them, like the last one or two really hit me deep (of course the music helps a lot). I really love it in a game, when I actually feel happy inside when the good guy wins, or worried when someone has been kidnaped, for example... Playing Revelation I hope there will be parts where I'll turn off the lights, turn up the volume as much as possible, and just say "everybody quiet!".

Sorry about the big post for a stupid question, and I hope it all makes sence... http://ubbxforums.ubi.com/infopop/emoticons/icon_rolleyes.gif

Ze Pedro
04-24-2004, 12:43 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Pat_09:
Ultimately, we felt that it (inventory) took players OUT of the immersion we are trying to create and makes them feel they are playing a GAME, rather than living an experience.<HR></BLOCKQUOTE>

My feelings exactly. I hate games with inventories. Many times I wonder why I can use a certain object but not another. Makes me feel frustrated.

Wise decision. http://ubbxforums.ubi.com/images/smiley/11.gif

Dalboz of Gurth
04-24-2004, 12:52 PM
Hi, again...
Sorry, but I forgot to ask: Is it true I'll need a DVD drive on my computer to run it? (I have a Pentium 4, not a Mac, if that does any difference...)

thanks...

Equisilus
04-24-2004, 01:26 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by zepedro:
My feelings exactly. I hate games with inventories. Many times I wonder why I can use a certain object but not another. Makes me feel frustrated.

Wise decision. http://ubbxforums.ubi.com/images/smiley/11.gif<HR></BLOCKQUOTE>

This sort of very different view on the way games should be designed is why I was interested enough to ask the question posted above. For the record, I think it odd when you can't interact with (and take) any objects at all (ie. no inventory). It adds a sense of a static reality that takes away from the realism and immersiveness.

But that sort of discussion would be best left for other threads. http://ubbxforums.ubi.com/images/smiley/16x16_smiley-happy.gif

Pat_09
04-24-2004, 01:28 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>This brings me to my open question to any of the development team. It's obvious that there will be design discussions during development where some members of the team will feel strongly one way or another. Is it difficult to work on an aspect of the game that you personally feel is somehow wrong but that, for the sake of teamwork and for the project, you must accept? Reflecting on David's earlier comment about not being a "gamer", is it hard to put yourself into a mode where you can sufficiently analyze and critique a particular part of the game when you aren't excited about it (ie. the "particular part") or, perhaps, enjoying it fully?

Of all of the top games I have played, there has been at least something that I didn't like about it, and I suspect that must be the case even for those working on the games (developer diaries and post-development interviews usually indicate that). I am curious to know how the team members deal with such issues as they come up during development, and whether there is any one aspect of Revelations that comes to mind when you ponder the question. <HR></BLOCKQUOTE>


Great question. http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

We usually try to agree on things and it's important to be honest with one another and to discuss things openly. Ultimately though, when you have strong design foundations, a lot of decisions get made by themselves. There's a "vision' and a gameplan. If you develop a certain technology, then it's counterproductive to add a gameplay element that will hinder it or develop an environment that will not lend itself well to it, etc etc. Same thing for the story, if a particular emotion has to come across, then anything that does not contribute to that should be left out or at least, not but in the forefront. So the more the game is built, the more it builds itself (off of the primary decisions you make in the beginning). Sometimes, some people tend to forget those early decision (the chosen "direction" for the project) and you then have to sit down with these people and remind them of it. Other times though, many directions are good and you end up having many workable solutions to a problem. That's when things can get a bit more personal. When THAT happens, it's easier to go with majority decisions or marketing, or whatever is simpler (or costs less), because you know that ultimately, all the outcomes will serve the game well, no matter what. That's when you end up having things in the game that you don't necessarily 100% agree with, but feel quite comfortable having because 1) you know it works in the game and 2) you know that your opinion is just that, an opinion and since millions of people will play the game, there need to be thigns for everyone, not just youself.

Martin_Sabran
04-24-2004, 02:14 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by mattiasdavis:
Hi, again...
Sorry, but I forgot to ask: Is it true I'll need a DVD drive on my computer to run it? (I have a Pentium 4, not a Mac, if that does any difference...)

thanks...<HR></BLOCKQUOTE>

Maybe this answer fron Patrick HERE (http://forums.ubi.com/eve/forums?a=tpc&s=400102&f=311106333&m=563102353&r=648102563#648102563) might be what you are looking for. http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

--
Martin

Coronagold
04-24-2004, 02:40 PM
I for one am very glad it will be on DVD. 9 CD ROMs? Woah. *remembers Byzantium & Black Dahlia*

Equisilus
04-24-2004, 03:59 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Pat_09:
That's when you end up having things in the game that you don't necessarily 100% agree with, but feel quite comfortable having because 1) you know it works in the game and 2) you know that your opinion is just that, an opinion and since millions of people will play the game, there need to be thigns for everyone, not just youself.<HR></BLOCKQUOTE>

Thank you for the response, Pat. It must be rather...humbling...at times to put egos aside ("I'm right!") and accept that others may know what works. I suppose, in the end, that's what teamwork is all about. http://ubbxforums.ubi.com/images/smiley/16x16_smiley-happy.gif

Since you mentioned that you sometimes have to go with a "marketing" decision, I wonder how much influence the changing marketplace (ie. public morality, laws, concerns, in the regions where you will sell your game) has over the development of a game like Revelations. For the most part, I sense that there may be very little that would impact the game to any great degree because of its genre and general storyline (and considering the rating usually granted of "for Everyone"). However, I am curious if there has been any change in public opinion anywhere in the world that has resulted in a shift in the direction of the game and how closely is it necessary for your team to watch global trends?

Pat_09
04-24-2004, 09:09 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Since you mentioned that you sometimes have to go with a "marketing" decision, I wonder how much influence the changing marketplace (ie. public morality, laws, concerns, in the regions where you will sell your game) has over the development of a game like Revelations. For the most part, I sense that there may be very little that would impact the game to any great degree because of its genre and general storyline (and considering the rating usually granted of "for Everyone"). However, I am curious if there has been any change in public opinion anywhere in the world that has resulted in a shift in the direction of the game and how closely is it necessary for your team to watch global trends? <HR></BLOCKQUOTE>

Well, there's no denying that you can't just decide to ignore marketing altogether. I mean, the game has to sell and it targets a specific audience, so you have to pay attention to that and take certain things in consideration as you're building it. However, we're very fortunate to enjoy a great relationship with our marketing team, they trust us for what's INSIDE the box and we trust them with everything on and OUTSIDE the box.

As you suggested, as we are in the Myst universe, we do not really pay too much attention to "trends" or public opinion. Our goal is to understand our worlds and our characters and bring them to life in a way that serves our purpose (ie, strike the emotional cords of our choosing). But certain factors DO have to be considered when it comes to subjects like morality and religion. First of all, you have to be careful to be true to your characters and not infuse your OWN personal beliefs into your work (which some could then argue is impossible http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif) and second, you have to allow players to interpret things by themselves (like when reading a book, different people have different interpretations). So overall, I would say we have not deviated from our original goals since the start of the project and we don't intend to start now.

Zenguy
04-25-2004, 04:03 AM
Pat,
As you mentioned in the 'Welcome' thread, Myst is the black sheep of the Ubisoft brands. While you are developing a beautiful, thoughtful and essentially passive game, your colleagues are working on adrenalin stimulating games like Rainbow6, Splinter Cell and Prince of Persia.

Working in an environment of combat gamers and having been a combat game developer yourself, how do you prevent these influences from affecting the directions being taken by the Revelation team?

Coronagold
04-25-2004, 06:02 AM
Yeah, how can a company that focuses mostly on shoot-em-up games even begin to focus on Uru & Revelation?

Vallinn
04-25-2004, 06:31 AM
i hope you pay attention to small details like for example (linking to the same age your in as was seen in uru and in riven) which is a big contradiction of what we all know and many other mistakes that really destroy the authenticity of the game and the feeling that it is real also take care when using the d'ni language (if it is going to be incorprated in the game) cause over the past you seem to lay contradictions for those who study the language and try to make something out of it. http://ubbxforums.ubi.com/infopop/emoticons/icon_confused.gif
i dont mean to be rude and i know that you all know what your doing but i just want the game to be perfect as i think many do even though i am die hard fan of the myst genre no matter what.

Mary_94
04-25-2004, 07:16 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> Working in an environment of combat gamers and having been a combat game developer yourself, how do you prevent these influences from affecting the directions being taken by the Revelation team? <HR></BLOCKQUOTE>
I'm sure Pat will have his own fantastic answer to this, but I'll jump in with my two cents here...

Collaboration. The great thing about working with a team of several game designers is that everyone provides checks and balances for each other. When, say, Pat or David comes up with an idea that doesn't really suit the Myst universe, the rest of us are there to point it out to them. Which we do. With no holds barred.
http://ubbxforums.ubi.com/images/smiley/784.gif

And vice-versa.
http://ubbxforums.ubi.com/images/smiley/35.gif http://ubbxforums.ubi.com/images/smiley/53.gif

Ze Pedro
04-25-2004, 07:23 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Mary_94:
...
When, say, Pat or David comes up with an idea that doesn't really suit the Myst universe, the rest of us are there to point it out to them.
...
<HR></BLOCKQUOTE>

Bad Pat. http://ubbxforums.ubi.com/images/smiley/52.gif Bad David http://ubbxforums.ubi.com/images/smiley/52.gif

Pat David
http://ubbxforums.ubi.com/images/smiley/35.gif http://ubbxforums.ubi.com/images/smiley/35.gif

<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>
And vice-versa.
<HR></BLOCKQUOTE>

Bad Mary

Mary
http://ubbxforums.ubi.com/images/smiley/35.gif

http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif

Mary_94
04-25-2004, 07:51 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> It's obvious that there will be design discussions during development where some members of the team will feel strongly one way or another. Is it difficult to work on an aspect of the game that you personally feel is somehow wrong but that, for the sake of teamwork and for the project, you must accept? <HR></BLOCKQUOTE>

Ah... and here we see the flip side of the collaboration coin... Because game designers are all creative people... and creative people very often have strong opinions about everything...
http://ubbxforums.ubi.com/infopop/emoticons/icon_razz.gif

Yes, there can be moments in the design process when people disagree on details. As Pat stated so eloquently, those are the times when it's crucial to be honest and to talk openly with each other. Usually, through discussion, you can find a solution that works better than any of the options on the table. And that makes everybody happy.

Occasionally, however, you do have to live with a decision you don't agree with. When that happens to me, I...

1) first go off and sulk by myself for a little while http://ubbxforums.ubi.com/images/smiley/51.gif (But not long.)

2) then try to find something in the idea that I do like or that I can latch on to in order to make it work in my own head. Invariably I can find something that appeals to me or I can twist it around in my head enough to find something cool about it. Then I...

3) Go back to the team with my tail between my legs and apologize... http://ubbxforums.ubi.com/images/smiley/1072.gif

before I...

4) concentrate all my efforts on bringing the idea to completion the best way I can. Usually, putting my all into an effort is enough to make me like it. Even if, in the end, I still don't agree 100% with it.

Pat_09
04-25-2004, 12:49 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>When, say, Pat or David comes up with an idea that doesn't really suit the Myst universe, <HR></BLOCKQUOTE>

Mary is talking purely from a hypothetical standpoint here of course, David & I NEVER come up with anything that doesn't really suit the Myst universe! http://ubbxforums.ubi.com/images/smiley/blink.gif http://ubbxforums.ubi.com/images/smiley/88.gif

Pat_09
04-25-2004, 01:04 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> posted Sun April 25 2004 03:03 AM
Pat,
As you mentioned in the 'Welcome' thread, Myst is the black sheep of the Ubisoft brands. While you are developing a beautiful, thoughtful and essentially passive game, your colleagues are working on adrenalin stimulating games like Rainbow6, Splinter Cell and Prince of Persia.

Working in an environment of combat gamers and having been a combat game developer yourself, how do you prevent these influences from affecting the directions being taken by the Revelation team?<HR></BLOCKQUOTE>

Well, first of all, there is a big difference between PLAYING a game (being fan of a certain genre) and DEVELOPING a game. You have to do the necessary research when you start a project, understand the universe, understand WHAT makes it so memorable and unique to such a wide variety of people, basically, you have to understand the "magic" behind it, its "soul". Once you have that, you start orienting your thoughts in that direction and you try to become one with the thematics of your universe and start designing the overall strucutre. You also try to recruit the right people for the right projects and communicate the vision with them. One of the individuals we started the project with was George Chastain and his contribution was invaluable in terms of helping us familiarize ourselves with Myst and mostly, falling in love with it. If by any chance you end up reading this George, thanks for everything! I can't wait to have you play the final version! http://ubbxforums.ubi.com/images/smiley/11.gif

<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Yeah, how can a company that focuses mostly on shoot-em-up games even begin to focus on Uru & Revelation? <HR></BLOCKQUOTE>

Individuals make projects, not companies.

<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>i hope you pay attention to small details like for example (linking to the same age your in as was seen in uru and in riven) which is a big contradiction of what we all know and many other mistakes that really destroy the authenticity of the game and the feeling that it is real also take care when using the d'ni language (if it is going to be incorprated in the game) cause over the past you seem to lay contradictions for those who study the language and try to make something out of it.
i dont mean to be rude and i know that you all know what your doing but i just want the game to be perfect as i think many do even though i am die hard fan of the myst genre no matter what. <HR></BLOCKQUOTE>

We DO pay attention to these things and getting Cyan's blessing in the matter is enough for me...

tree-02
04-25-2004, 01:44 PM
My favorite in the myst games is the creatures that you encounter. I like looking up and observing the birds or peering into the water and watching the fish. Will there be an abundance of new species that we will encounter in these new worlds?

Math of 5
04-25-2004, 05:46 PM
This question is for Mary.

First, I'm so glad to hear that you're working on Myst IV, I loved the plot you created for Exile. I was wondering, since you can't spoil Revelation, could you maybe go into detail about how you came up with the plot for Exile, the character of Saavedro, and the unfolding nonlinear storyline. And, if you can say, how was writing the plot for Myst IV the same or different from that experience?

Ze Pedro
04-25-2004, 07:32 PM
Myst V

Maybe I shouldn't be asking this, since the answer probably depends on how well Myst IV will sell, but, anyway...

Do you have any plans to create Myst V? During the process of creation of Myst IV have you discarded things thinking they might be used in the next chapter? Have you thought about the next chapter (even if it's just a faint idea)? Would the same team be involved?

Just curious... http://ubbxforums.ubi.com/infopop/emoticons/icon_rolleyes.gif

Pat_09
04-26-2004, 08:40 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Maybe I shouldn't be asking this, since the answer probably depends on how well Myst IV will sell, but, anyway...

Do you have any plans to create Myst V? <HR></BLOCKQUOTE>

Sadly, I believe you are correct, much depends on Revelation sales...http://ubbxforums.ubi.com/images/smiley/51.gif

Ze Pedro
04-26-2004, 09:52 AM
I'll buy two copies, if that helps. http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif

Pat_09
04-26-2004, 11:01 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> posted Mon April 26 2004 08:52 AM
I'll buy two copies, if that helps. <HR></BLOCKQUOTE>

http://ubbxforums.ubi.com/infopop/emoticons/icon_razz.gif

But short of doing that, talking about it to people who may not otherwise know about it but who might be susceptible to enjoying this kind of experience could prove VERY helpful! http://ubbxforums.ubi.com/infopop/emoticons/icon_rolleyes.gif

Anna_Catherine
04-26-2004, 03:42 PM
Wow! The amount of talent in this thread is staggering! Thanks so much, Revelation Team, for taking the time to answer our questions http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

I have a couple of multi-part questions http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif if you get a chance. They aren't necessarily explicitly Revelation-related, so if they're too off-topic, don't hesitate to disregard, but they fall in the "dying to have answered" category. http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

Mary, how does having worked on Exile affect your work on the current game? Do you see this as completely a new project and new start, or has the experience been interconnected with your previous work on the Myst series? Did you learn any lessons from working on Exile that you will incorporate in Revelation?

Jack (who by my count cannot possibly be one of the "five" participating in this thread, but having seen six team members post so far, I figure it's worth a try,) is there much deliberate thematic similarity between your compositions for Revelation and Exile? Have you in any way attempted to tie the two scores together, or does the score relate solely to Revelation?

Also for Jack, regarding Exile specifically, did you write the lyrics as well as the music from the Exile (specifically the Main Theme)? If so, were you given any linguistic guidelines? Any chance of us getting any more translations sometime in the future for the bits of the soundtrack that haven't been? Also, according the notes in the lyrics describe "Narani, a D'ni Dialect"-- how is it a dialect? (I'm really, really obsessive, eh? http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif)

OK, I am SO SORRY for firing off so many questions, but as I said, please feel free to answer only what you want to. http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

Thanks!
Annacat

Visit the Narayani Collective Discussion Board
http://narayanforum.cjb.net

Ze Pedro
04-26-2004, 06:58 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Pat_09:
But short of doing that, talking about it to people who may not otherwise know about it but who might be susceptible to enjoying this kind of experience could prove VERY helpful! http://ubbxforums.ubi.com/infopop/emoticons/icon_rolleyes.gif<HR></BLOCKQUOTE>

Oh, I'll do that, of course. The risk is being murdered by my friends. "There he comes again with that Myst talk..."

I did manage to get the son of a friend addicted to Uru though. I'd sit him at my computer and let him play while my friend and I chatted in the living room. In the end, my friend had to give in to buying her own copy of Uru. Her son wanted to visit me every day.

http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

Pat_09
04-26-2004, 07:00 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Will there be an abundance of new species that we will encounter in these new worlds? <HR></BLOCKQUOTE>

Might prove a bit "revealing" to answer that question at this point in time... http://ubbxforums.ubi.com/infopop/emoticons/icon_rolleyes.gif


Oh, wait, by saying that, I've kind of just answered it haven't I? http://ubbxforums.ubi.com/infopop/emoticons/icon_eek.gif

Coronagold
04-27-2004, 05:33 AM
I want a pony! I'll name her Princess & ride her every day!

A couple of cats would be cool. http://ubbxforums.ubi.com/images/smiley/16x16_smiley-wink.gif

earthinvasion
04-27-2004, 07:11 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Pat_09:



But short of doing that, talking about it to people who may not otherwise know about it but who might be susceptible to enjoying this kind of experience could prove VERY helpful! http://ubbxforums.ubi.com/infopop/emoticons/icon_rolleyes.gif<HR></BLOCKQUOTE>


I've gotten three friends to try Myst, and they all LOVED it. (they are a bit lacking on the puzzle solving skills though...)

There are three kinds of people in the world: Those who can count, and those who can't.

pascalblanche
04-27-2004, 07:27 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Coronagold:
I want a pony! I'll name her Princess & ride her every day!

A couple of cats would be cool. http://ubbxforums.ubi.com/images/smiley/16x16_smiley-wink.gif<HR></BLOCKQUOTE>

"ponies" and "cats" huh? well... it's Myst you know.. "ponies" and "cats" could look very...
*seeing pat coming to his desk with matches*
..different.... I said "could" I said "could"!!

Ze Pedro
04-27-2004, 08:27 AM
I want water-proof fireflies this time, please.

Thank you.

http://ubbxforums.ubi.com/infopop/emoticons/icon_cool.gif

JustBrett
04-27-2004, 08:41 AM
Aren't there ANY ferret lovers here? I want a ferret! A BIG ferret!

*SLMW 1.0* No animals were harmed in the production of this message.

Mary_94
04-27-2004, 11:04 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> --&gt;Has anyone one on the team ever pondered the use of water or air on a massive scale as part of a puzzle? I'm not talking about an 'end result', but as part of a larger puzzle. <HR></BLOCKQUOTE>

Hmmm... now that would be interesting, wouldn't it?

*looks around quickly to see if Pat's around with those matches... Then remembers he's in Montreal and can't possibly reach me here in upstate New York... http://ubbxforums.ubi.com/images/smiley/784.gif *

*then remembers this isn't a spoiler's list so better go with the safe reply...

I know Presto's team considered it... very early on... before we learned that Cyan wanted us to stay away from anything that would teach players how to Write Ages (or Rewrite some of Gehn's unstable ages...)

Thought it was a cool idea back then and I still think it would make a great storyline. http://ubbxforums.ubi.com/infopop/emoticons/icon_razz.gif

Mary_94
04-27-2004, 11:25 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> This question is for Mary De Marle, I think...
Hi, I'd like to know, at least in your opinion, if there will be some "strong scenes" in the game. By "strong scenes" I mean any scene or part of the story that passes strong "emotion", I find it kind of hard to explain what I really mean, but an example is some of Saavedro's speaches in Exile. Some of them, like the last one or two really hit me deep (of course the music helps a lot). I really love it in a game, when I actually feel happy inside when the good guy wins, or worried when someone has been kidnaped, for example... Playing Revelation I hope there will be parts where I'll turn off the lights, turn up the volume as much as possible, and just say "everybody quiet!". <HR></BLOCKQUOTE>

It's really hard for me to answer this one for several reasons! First, as much as I hate to admit it, my opinion is very biased when it comes to rating a story or scene(s) that I've written, so even if I did answer, what I say might not prove right for you when you get into the game!

Second, I hate it when writers tell you what you're supposed to feel or understand about a scene or story they've written. I'd rather have the reader tell me what they got out of my stories and see if their reactions match what I was striving to achieve.

And third, I don't want to spoil anything for anyone this early in the process. So I'm not going to say anything about Revelation's story right now.

I will say, however, that as a writer, I feel it's imperative to create stories that do impact the audience. That make people care for the heros and feel something -- be it anger, mixed emotions, or sympathy -- for the villians. Otherwise, what would be the point?

(And can I use bold on any more words today? Thought so...)

I'll leave it up to you guys to tell me if I've succeeded...
http://ubbxforums.ubi.com/infopop/emoticons/icon_eek.gif

MystFan56
04-27-2004, 01:11 PM
HI Revelation Team!

I have a question: How long does it takes to make a sequel of Myst, for example how long did you take for the making of Myst Exile?

Thanks, for answering back!

a huge Myst fan!

Pat_09
04-27-2004, 01:55 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>I have a question: How long does it takes to make a sequel of Myst, for example how long did you take for the making of Myst Exile?<HR></BLOCKQUOTE>

Good question...

Hmmm..http://ubbxforums.ubi.com/infopop/emoticons/icon_rolleyes.gif

I think Exile was around 24-30 months (22 employees) and Revelation will have been 36 months (70+ employees).

Alahmnat
04-27-2004, 02:26 PM
And on top of all that, Riven was 72 months with 30+ employees http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif.

----------
Guild of Archivists,
D'niPedia Writers Ring (http://www.dpwr.net) (DPWR.NET)
Uru and Myst Forum Moderator / Community Assistant
Please note: I do not respond to Private Topics dealing with technical support or hint requests for the Myst series

foothill2112
04-27-2004, 08:41 PM
http://ubbxforums.ubi.com/images/smiley/16x16_smiley-surprised.gif 36 Months for Revelation !!!

Is that from the initial "hey lets make a sequel" to store shelves? Or is the 36 months from the initial drawing board to "off it goes to the press". Just curious to the timing.

ricvannoy
04-27-2004, 10:59 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by foothill2112:
http://ubbxforums.ubi.com/images/smiley/16x16_smiley-surprised.gif 36 Months for Revelation !!!

Is that from the initial "hey lets make a sequel" to store shelves? Or is the 36 months from the initial drawing board to "off it goes to the press". Just curious to the timing.<HR></BLOCKQUOTE>

Well, that's still less time than it took to release Riven, I think. Most of us were Jonesing for a sequel when it came out.

Zenguy
04-28-2004, 04:12 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Pat_09:
I think Exile was around 24-30 months (22 employees) and Revelation will have been 36 months (70+ employees).<HR></BLOCKQUOTE>
As this forum has only come into existence at the tail end of 36 months of development, the communities input at this stage can have minimal affect on the shape of Revelation.

How then have you determined the balance of priorities for the game?

Pat_09
04-28-2004, 10:38 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Is that from the initial "hey lets make a sequel" to store shelves? Or is the 36 months from the initial drawing board to "off it goes to the press". Just curious to the timing. <HR></BLOCKQUOTE>

Yeah, from the first "drawing board" to "store shelves". The "hey, let's make a sequel" was 6 to 8 months before that I believe. http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

So yeah, 36 months is less than Riven, but then again, we didn't have to build our offices along the way or anything... http://ubbxforums.ubi.com/images/smiley/59.gif



<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>How then have you determined the balance of priorities for the game? <HR></BLOCKQUOTE>

Yeah, good question. Well, I suppose that's where talent & experience come in... I don't mean that in a "We are so great!!! http://ubbxforums.ubi.com/images/smiley/11.gif" kind of way, just that that's what you're paid the big bucks for, so you have to go out and do it! http://ubbxforums.ubi.com/infopop/emoticons/icon_eek.gif

You study the universe, the previous games, the surveys, the sales.... http://ubbxforums.ubi.com/images/smiley/51.gif, the forums, the making-ofs, the novels, etc, etc, and then you decide on a direction. You settle on who you think your audience is, you look at what's been done, what you could do to surprise them, what you felt what effective previously, what could be done more effectively now that new technology is available and you go from there. You identify the stregths (1- immersion, losing yourself to another universe 2- mind-challenging puzzles 3- drop-dead gorgeous graphics 4- great feeling of constant "exploration") but also pay attention to the criticisms made at the series and try to condense them into larger categories (1- Myst games are flat & static 2- Myst games are too hard 3- Nothing ever happens in Myst games)and then see what you can do to build on the strong stuff while addressing the criticism without letting the essence of the series slip away from you. Once the foundation is laid out, the game kind of takes shape by itself and you go from there... http://ubbxforums.ubi.com/images/smiley/59.gif

[This message was edited by Pat_09 on Wed April 28 2004 at 11:45 AM.]

Dalboz of Gurth
04-28-2004, 12:42 PM
Any suggestions for me (college, courses...) if I want to make incredible games like the Myst series? I'm 17 years old, so like what should I do for college? What can I do to eventually become a great designer, programmer (...) For example, if I'd like to be a graphic designer should I start taking drawing classes right away, so when I get to college I'm alredy better at drawing?
Sorry for any spelling mistakes...

JustBrett
04-28-2004, 12:52 PM
Pat, you said somewhere that you didn't like the way that Exile relied on Learning Ages that were just there for the purpose of *being* puzzles. Yet, Saavedro did use those in a very effective way to try to make a visitor (meant to be Atrus) see and feel some of his pain and frustration.

So, how would you have done Exile differently to accomplish the same effect and carry out the same story line (which I thought was pretty good)? What kind of Ages would you have used?

*SLMW 1.0* No animals were harmed in the production of this message.

foothill2112
04-28-2004, 12:56 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Pat_09:
You study the universe, the previous games, the surveys, the sales.... http://ubbxforums.ubi.com/images/smiley/51.gif, the forums, the making-ofs, the novels, etc, etc, and then you decide on a direction. You settle on who you think your audience is, you look at what's been done, what you could do to surprise them, what you felt what effective previously, what could be done more effectively now that new technology is available and you go from there. You identify the stregths (1- immersion, losing yourself to another universe 2- mind-challenging puzzles 3- drop-dead gorgeous graphics 4- great feeling of constant "exploration") but also pay attention to the criticisms made at the series and try to condense them into larger categories (1- Myst games are flat & static 2- Myst games are too hard 3- Nothing ever happens in Myst games)and then see what you can do to build on the strong stuff while addressing the criticism without letting the essence of the series slip away from you. Once the foundation is laid out, the game kind of takes shape by itself and you go from there... http://ubbxforums.ubi.com/images/smiley/59.gif

<HR></BLOCKQUOTE>

It seems the team cares for the series as much as the fans. Nice to see that the series in such good hands. Looking at what has been done and trying to deal with any criticism. Makes me look forward to the new game even more.

mszv
04-28-2004, 02:46 PM
Hi,
I just saw this thread (was not on the forums as I was entertaining people from out of town) and I wanted to comment on how spectacular this thread is! I know that the development team can't say very much (not wanting to give out spoilers) but I see you are doing the best you can, answering as many questions as you can, and so well! I enjoy reading the discussions on the development process. I am looking forward to Myst Revelation very much.

-----------------------------
Regards,
mszv - play as amarez

Put that down, you are not in a game, this is my life!

_ Paula _
04-28-2004, 03:03 PM
I just want to say the Revelation Team ROCKS!

Paula (Pa'lua in Cavern)

Pat_09
04-28-2004, 03:25 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Pat, you said somewhere that you didn't like the way that Exile relied on Learning Ages that were just there for the purpose of *being* puzzles. Yet, Saavedro did use those in a very effective way to try to make a visitor (meant to be Atrus) see and feel some of his pain and frustration.

So, how would you have done Exile differently to accomplish the same effect and carry out the same story line (which I thought was pretty good)? What kind of Ages would you have used? <HR></BLOCKQUOTE>

Argh... http://ubbxforums.ubi.com/images/smiley/35.gif

I didn't mean to bash Exile and say that it was not effective. It's just that for ME, exploring "Learning Ages" simply did not convey the same emotion as visiting Ages that are and/or have been inhabited. Everything you see & interact with in those Ages is NOT there to remind you of the pain & frustration of Saavedro, it's there to get in the WAY of actually getting closer to his story. I also felt the "structure" of the game was a bit too visible for my taste (and I suppose in some ways this is true of Revelation too I guess... http://ubbxforums.ubi.com/images/smiley/51.gif), making the "GAME" aspect more apparent than I would have liked (ie, finish the levels to get to the Final Boss).

But all of that is OK, it allowed Presto to spend a lot of time with their puzzles, it made their game more accessible than Riven and it provided a truly compelling game experience . It also allowed them to create a Myst game more QUICKLY than the Revelation team and with a lot LESS people!!! http://ubbxforums.ubi.com/images/smiley/11.gif


We want to provide a compelling game experience with Revelation too, but we'll using a different recipe than Exile (new ingredients, old ingredients used differently, different cooking times, different way of serving up the final dish, different plates, etc, etc).

Will it make for a better dish?
Well, you'll see when (if?) you play Revelation. Don't forget that DIFFERENT does not mean BETTER, it just means NOT THE SAME. Was Exile the same as Riven? Why not? Why have many Ages instead of one big on? Why have self-contained puzzles with immediate rewards instead of large multi-layered ones with no immediate effect? Why introduce a new vilain? Why use bubble technology instead of the 1-screen pictures? Why why why? Well, simply because different teams focus on achieving different results. And that's why it's so much fun to discuss these things afterwards because there ARE no RIGHT & WRONG answers, just different results... http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif

[This message was edited by Pat_09 on Thu April 29 2004 at 11:40 AM.]

Dalboz of Gurth
04-28-2004, 03:52 PM
This might be a stupid simple question but I'm just wondering: Is the cursor goingo to be the old myst hand or the new Uru circle (like the on on the website)? I personally really liked the Uru cursor, I though it was simple in a very great way... It made me forget even more it was a game, for some reason... Don't take me wrong! Nothing against the hand! But of course, maybe you don't want to tell, 'cos it'll be a spoiler (in a very low level, but still a spoiler...), or maybe this hasn't even been decided yet... (?)

Anyway, I was just curious...

Pat_09
04-28-2004, 04:06 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>This might be a stupid simple question but I'm just wondering: Is the cursor goingo to be the old myst hand or the new Uru circle (like the on on the website)? I personally really liked the Uru cursor, I though it was simple in a very great way... It made me forget even more it was a game, for some reason... Don't take me wrong! Nothing against the hand! But of course, maybe you don't want to tell, 'cos it'll be a spoiler (in a very low level, but still a spoiler...), or maybe this hasn't even been decided yet... (?) <HR></BLOCKQUOTE>


Not a stupid question at all, in fact, it seems to be the topic of much debate (see other threads on THIS & OTHER forums...) http://ubbxforums.ubi.com/images/smiley/icon_twisted.gif.

Well, it's hard to really give you details at this point, but I CAN tell you it will be NEITHER one nor the other. Little bit of both maybe? http://ubbxforums.ubi.com/images/smiley/784.gif

There will be answers to this soon I think (post E3). http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif


As for your other question
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Any suggestions for me (college, courses...) if I want to make incredible games like the Myst series? I'm 17 years old, so like what should I do for college? What can I do to eventually become a great designer, programmer (...) For example, if I'd like to be a graphic designer should I start taking drawing classes right away, so when I get to college I'm alredy better at drawing? <HR></BLOCKQUOTE>

Well, the first thing is to decide what you're MOST interested in! http://ubbxforums.ubi.com/infopop/emoticons/icon_razz.gif Do you want to program, design or draw? Of course, knowledge in ALL of these fields is great no matter which one you end up choosing at the end. There are people better qualified than me to give you a detailed answer, but there are now more and more colleges & universities offering courses in game development. I think a good designer should be able to communicate effectively (ie, short and to the point) both verbally and in writing. You should also try to have varied general interests (litterature, art, history, keep up with the news, etc, etc) because your biggest inspiration will not come from playing games, it will come from REAL-LIFE. Understanding the psychology of people, what makes them tick and being able to put yourself in their shoes is invaluable. Training in programs like 3DMax and/or architectural knowledge can also be a major plus if you want to do level design. There are more and more books on this stuff. Also, try visiting the Gamasutra site and you'll get plenty of good links and tips there!

JustBrett
04-28-2004, 04:39 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Pat_09:
Argh... http://ubbxforums.ubi.com/images/smiley/35.gif

I didn't mean to bash Exile and say that it was not effective. It's just that for ME, exploring "Learning Ages" simply did not convey the same emotion as visiting Ages that are and/or have been inhabited. Everything you see & interact with in those Ages is NOT there to remind you of the pain & frustration of Saavedro, it's there to get in the WAY of actually getting closer to his story.<HR></BLOCKQUOTE>

Argh... http://ubbxforums.ubi.com/images/smiley/35.gif, I didn't mean to imply that you bashed Exile by saying it wasn't effective! I just wanted to know what approach you might have taken that would have been as effective while avoiding what you saw as somewhat of a flaw.

But, I do disagree that the Learning Ages got in the way of getting closer to Saavedro's story. To me, he wanted Atrus to emotionally experience at least some of the years of frustration Saavedro went through as a first-time Age traveler trying to find his way home through a bunch of arbitrary obstacles that he had no prior training to deal with. Since Atrus was likely to remember the puzzles he'd built, the only way Saavedro could frustrate him without totally blocking him was to perform some very careful sabotage on each of the puzzles. Meanwhile, since Atrus couldn't just buzz through the Ages in a total cakewalk, he would be forced to look around and encounter Saavy's paintings, holograms and journal pages, and he would be forced to look carefully at those things because they might contain clues. Thus, Atrus would feel trapped, frustrated and afraid for Releeshan as Saavy had felt trapped, frustrated and afraid for his home. And Atrus would understand who was making him feel these things and why.

I think Saavedro made absolutely BRILLIANT use of the resources available to him to accomplish these goals. I just wonder what resources YOU might have given to him instead, that he could have used in a different way to reach the same ends.

*SLMW 1.0* No animals were harmed in the production of this message.

Pat_09
04-28-2004, 05:00 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>I think Saavedro made absolutely BRILLIANT use of the resources available to him to accomplish these goals. I just wonder what resources YOU might have given to him instead, that he could have used in a different way to reach the same ends.<HR></BLOCKQUOTE>

Right. Gotcha http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

Well, there's a twofold answer to that question:

First of all, that's exactly the kind of subject I DON'T want to get into because then it can then be interpreted in a million ways as to what I think about Exile, what this means Revelation will be like, etc, etc. (although if you're REALLY curious about this you can read my previous answers on this forum and it should start giving you a pretty good idea). It's also like saying "the game should have been like this" and the truth is I think it was a great game just the way it is (and you seem to think so too if the Saavedro story got to you so much) because I think it really accomplished what it set out to do. http://ubbxforums.ubi.com/images/smiley/11.gif

Secondly, I have enough design work with Revelation not to redesign a fictional Exile. http://ubbxforums.ubi.com/images/smiley/53.gif

[This message was edited by Pat_09 on Wed April 28 2004 at 04:17 PM.]

Dalboz of Gurth
04-28-2004, 05:19 PM
Hey, Pat_09, thanks for the great answer! I'm not THAT curious about the cursor, so I'll wait for the game. I bet it'll be the first thing I look for... I'll just fill in my time thinking how it can be both and neither at the same time... (I love these type of, what can I call them, paradoxes?: both and neither) http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif
Oh, and thanks for the tips. I'll look around and see what I can learn.

By the way, I agree with you both (Pat_09 and JustBrett) about the Learning Ages. I also think like Pat about the puzzles being there just for the puzzle purpose (or something like that...)
However, I really liked the point you made there, JustBrett. I hadn't thought of it from that point of view, exactly...

Again, sorry for any spelling mistakes....

Coronagold
04-28-2004, 05:30 PM
I'm curious....

Remember the ends of Myst, the brothers each trap you in a book. There's something a bit humorous in their attitude as they imprison you.
Achenar (rips a page) - "Oops!" http://ubbxforums.ubi.com/images/smiley/16x16_smiley-very-happy.gif
I kinda like to see villians with a teeny smidge of humor. True, the main thrust is ferocity & cunning. But once in a blue moon you need that teeny touch of humor.

Will we see anything like that with the brothers in Revelation? I'm not asking for a spoiler, just asking if the brothers aren't 100% pure evil with no sense of humor whatsoever in the newest game.

Alahmnat
04-28-2004, 11:40 PM
I always loved Sirrus' puns when he trapped you...

"I can't see you... you're getting less clear!"
"I hope you're... into books."

http://ubbxforums.ubi.com/images/smiley/16x16_smiley-very-happy.gif

----------
Guild of Archivists,
D'niPedia Writers Ring (http://www.dpwr.net) (DPWR.NET)
Uru and Myst Forum Moderator / Community Assistant
Please note: I do not respond to Private Topics dealing with technical support or hint requests for the Myst series

Maxine MagicFox
04-29-2004, 04:53 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Coronagold:
I'm curious....

Remember the ends of Myst, the brothers each trap you in a book. There's something a bit humorous in their attitude as they imprison you.
Achenar (rips a page) - "Oops!" http://ubbxforums.ubi.com/images/smiley/16x16_smiley-very-happy.gif
I kinda like to see villians with a teeny smidge of humor. True, the main thrust is ferocity & cunning. But once in a blue moon you need that teeny touch of humor.

Will we see anything like that with the brothers in Revelation? I'm not asking for a spoiler, just asking if the brothers aren't 100% pure evil with no sense of humor whatsoever in the newest game.<HR></BLOCKQUOTE>

I agree, villainry is best exhibited when they are contrasted with real human characteristics. I like my villains that laugh, enjoy being mischevious, and maybe the kind you would want to date if you didn't know about their other side. That makes the evil all the more chilling. XD

http://mcloz.zeldalegends.net/images/sig3.jpg
WebMistress of Midnight Castle's Legends of Zelda (http://mcloz.zeldalegends.net)

Vallinn
04-30-2004, 08:54 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Any suggestions for me (college, courses...) if I want to make incredible games like the Myst series? <HR></BLOCKQUOTE>

as to the question that mattiadavis posted i would like to know more details like what did you specialize in and which college would you recommend cause i'm going to graduate next year and i hope to get into the game industry but there seems to be too many colleges please any kind of help

also if no bother please can indicate which programming language you use or what programming program do you use(ie: C++)

[This message was edited by Vallinn on Fri April 30 2004 at 12:10 PM.]

Coronagold
05-01-2004, 03:44 AM
If you want a crash college course in 3D gaming, I'd suggest Full Sail in Florida. Other than that, you could try Rhode Island School of Design, or Cal Arts, or UCLA.

Dark Sky
05-02-2004, 01:51 PM
Oooh, exciting new forum...

Anyhoo...coupla questions...

1) This one probably for the lovely Mary http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif The makers of Exile were very up for "rewards" after obvious "stages of gameplay", whereas in Riven for 90% of the game you had no idea how much you had accomplished at all until suddenly the game was over. If Revelation isn't going to follow the MYST-style "collect something from four ages", then how is it possible to keep the player from feeling a lack of accomplishment so far with no obvious goals to head towards?

2) This one for Mr Jack Wall, if he's around anywhere? *peers around the thread a bit more* Hmmm...well, I just wanted to ask him how he got into writing music for computer games.

Thanks very much to all and sundry.

Dark Sky http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif

ArienMalfoy
05-02-2004, 05:06 PM
I just want to give a HUGE THANK YOU to whoever's idea it was to bring back Jack Wall to do the Revelation soundtrack. The Exile soundtrack is my favorite of all the Myst soundtracks, and in fact I think it is one of my favorite cd's overall. I am so happy that Jack will be back! http://ubbxforums.ubi.com/images/smiley/16x16_smiley-very-happy.gif

Dalboz of Gurth
05-02-2004, 07:40 PM
I don't have the Exile Soundtrack CD, but I agree that the music from the game is excellent, and that having Jack Wall making the Revelation soundtrack is wonderful.

Question: Are there going to be more screenshots before the game comes out? I know that screenshots are spoilers at some level, and I hate spoilers, but I'm going mad waiting to fall... http://ubbxforums.ubi.com/images/smiley/crazy.gif http://ubbxforums.ubi.com/images/smiley/35.gif
(but I'll make it... http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif)

Coronagold
05-02-2004, 08:43 PM
If we never get any more than 3 new screenshots till Fall I'll be happy.

[This message was edited by Coronagold on Sun May 02 2004 at 08:19 PM.]

CAGrayWolf
05-02-2004, 09:10 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by mattiasdavis:
Question: Are there going to be more screenshots before the game comes out? I know that screenshots are spoilers at some level, and I hate spoilers, but I'm going mad waiting to fall... http://ubbxforums.ubi.com/images/smiley/crazy.gif http://ubbxforums.ubi.com/images/smiley/35.gif
(but I'll make it... http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif)<HR></BLOCKQUOTE>

There will be more screen shots coming out ... but Ubisoft is being careful as well so not to spoil us like we were with Exile. This was and still is a major complain on how Exile was handled ... so things will be handled much differently now with M4. http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

Perhaps the ending has not yet been written
http://jerle.bahro.com/avatars/wolfyMc.jpg (http://www.greetersguild.com/home.html)

Coronagold
05-02-2004, 09:23 PM
Well Uru was even bigger with released screenshots than Exile. It's a fact that Eder Kemo was practically destroyed by sceenshots. And this is the same company.

Anna_Catherine
05-03-2004, 08:20 AM
I would be extremely surprised if we didn't get some new material after E3.

I don't know that for sure, of course, but it was posted on UO that Revelation was one of the games Ubi was showing, and I very much doubt they'll show only the currently available material.

I'd keep my eyes open around E3 if you're looking for more spoilers and screenies http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif

Annacat

Visit the Narayani Collective Discussion Board
http://narayanforum.cjb.net

Maxine MagicFox
05-03-2004, 11:34 AM
Meh, screenshots always make me want the game more *sigh* and it does potential ruin things. I'd much rather step into the game and see everything for the first time.

That's not saying that during E3 I won't be checking out and drooling over any/all screenshots that are released ^_^

http://mcloz.zeldalegends.net/images/sig3.jpg
WebMistress of Midnight Castle's Legends of Zelda (http://mcloz.zeldalegends.net)

Mary_94
05-03-2004, 01:58 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> This question is for Mary.
First, I'm so glad to hear that you're working on Myst IV, I loved the plot you created for Exile. I was wondering, since you can't spoil Revelation, could you maybe go into detail about how you came up with the plot for Exile, the character of Saavedro, and the unfolding nonlinear storyline.
-Math of 5 <HR></BLOCKQUOTE>
Thanks, Math of 5, and I‚'m glad you liked it! Now -- since I took so long to answer this -- let‚'s see if I can give you a concise answer‚...

When asked to come up with a plot for Exile, I first looked at it from the standpoint of game play. After all, in order for a game‚'s story to work, it really has to give the player a goal or series of goals to achieve.

At the time, I was staring at a picture of Myst Island and found myself wondering, "Why would someone "write" an Age that looked like it had been pieced together out of so many mismatched parts?" (The space ship, the giant gears, the clock tower‚...) And I realized someone would if he or she wanted to teach someone else how to write Ages.

Voila! I had the game-play aspect of Exile‚'s story: The player would have to explore worlds which had originally been written to teach Atrus‚' sons important concepts about Age-writing, all the while experimenting with those concepts to solve puzzles and open up new avenues of exploration, while simultaneously searching for the symbols that represented each concept. http://ubbxforums.ubi.com/infopop/emoticons/icon_razz.gif

Well, once I had the central game-play aspect of the story, I had to fill in the "meat" of the plot. Here, I was given a set of objectives from both the publisher and Cyan. Per the publisher, I was told that "fans want to know more about the brothers, so make this a story about them." Per Cyan, I was told "we don‚'t want to reveal the brother‚'s story yet, so don‚'t make them central characters in your story."

To me, those conflicting demands meant I had to show what the brothers did to one of Atrus‚' worlds through the eyes of someone else. Someone who had been deeply affected by the tragedy and was looking for someone else to fix things‚... IE, Saavedro.

Layering Saavedro‚'s history, motivation, and ultimate objective on top of the lesson age game play concept resulted in the final story you experienced in Exile.

-Mary

P.S. Gotta run for now, but I promise I haven't forgotten about your question, Anna-Catherine!

ArienMalfoy
05-03-2004, 05:02 PM
For Mary: Wow! I'm really impressed by all you had to go through to develop the story for Exile. It has always been my favorite Myst game (though I have a feeling that Revelation may change that). I wish I had your creative skills! http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

Maxine MagicFox
05-03-2004, 08:43 PM
::Claps:: Way to go, Mary ^_^ ! Your hard work was exquisite(sp?). I really loved the character of Saavedro ... T-T though his story was so sad and yet he was so scary.

.. &gt;_&gt; I didn't like the slight cliff-hanger though (Ok, I did, but it's still annoying LOL). *sigh* I hope Saavedro found his family alive and well when he returned home at the end.

&lt;_&lt; Here's a small question... though I doubt I would really "seriously" consider it. Not much about Myst, though. For a person like me with absolutely not drawing abilities (I mean NONE, LOL, even after staring at my fave anime character on the screen and trying to draw him he still comes out looking like he was run over by a truck) ... would it even be possible to get into story writing for video games? I'm going to think "no" and as I said, I don't have any full interest in it, but just an interesting question that comes to mind.

http://mcloz.zeldalegends.net/images/sig3.jpg
WebMistress of Midnight Castle's Legends of Zelda (http://mcloz.zeldalegends.net)

Naquiel
05-03-2004, 09:43 PM
I realy like the fact that almost all the Myst deal with the haunting background of the 2 brothers.

It the first Myst game we get to see the brothers(somewhat), but nag at us on why they are where they are.

In Excile we get to see a little of what the brothers did through the eyes of a disterbed man bent on revenge, but we still only got a taste of what the brothers did.

Now (and i hope)we will finaly get to see more of what happened in the past and get an answer of what will happen to the brothers.

BTW, i really liked all the Myst games for each of the different stories they offered. I really liked Excile from seeing things from a different view.

________________________________________________
Known as Abble on the Atrus server, KI# 00061794
________________________________________________
Support Bacteria-Its the only culture some ppl have.

Coronagold
05-04-2004, 05:31 AM
I see you changed bactiria to bacteria. http://ubbxforums.ubi.com/images/smiley/16x16_smiley-wink.gif

Anna_Catherine
05-04-2004, 10:22 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>P.S. Gotta run for now, but I promise I haven't forgotten about your question, Anna-Catherine!<HR></BLOCKQUOTE>

The writer for Exile and Revelation just said my name! That practically makes me famous! http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif*collapses* http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif

Seriously, though, no worries. Take your time and thanks for remembering http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

Annacat

Visit the Narayani Collective Discussion Board
http://narayanforum.cjb.net

lmiller510
05-04-2004, 10:34 AM
How successful do you think it was to hire a big name, Academdy Award nominated actor for Exile? How well do you think Brad Dourif's character was integrated into the story line?

Lee

ArienMalfoy
05-04-2004, 01:20 PM
Personally, I think Brad was a great choice. But I also remember that quite a few fans of the game had no idea who he was. Could another actor, even an unknown, have done just as well? Sure, as long as they could act and were a good fit for the part. There's probably any number of actors who could have accomplished that. But I definitely don't think they went wrong in casting Brad.

Pat_09
05-04-2004, 01:27 PM
Hmm...

Mary's answers seem to have transformed this into an EXILE thread...

http://ubbxforums.ubi.com/images/smiley/353.gif



http://ubbxforums.ubi.com/images/smiley/59.gif http://ubbxforums.ubi.com/images/smiley/88.gif

CAGrayWolf
05-04-2004, 01:36 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Pat_09:
Hmm...

Mary's answers seem to have transformed this into an EXILE thread...

http://ubbxforums.ubi.com/images/smiley/353.gif



http://ubbxforums.ubi.com/images/smiley/59.gif http://ubbxforums.ubi.com/images/smiley/88.gif<HR></BLOCKQUOTE>

... and who are you again? http://ubbxforums.ubi.com/images/smiley/59.gif


*runsveryfast*

Perhaps the ending has not yet been written
http://jerle.bahro.com/avatars/wolfyMc.jpg (http://www.greetersguild.com/home.html)

Pat_09
05-04-2004, 01:43 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>and who are you again? <HR></BLOCKQUOTE>

Good point...

MODERATORS!!! Need some help over HERE!!! http://ubbxforums.ubi.com/images/smiley/smileys-gun2.gif


http://ubbxforums.ubi.com/images/smiley/35.gif



Ok, ok, this is a "know your revelation team" thread, so here's a question for the lovely Mary:

Hi Mary, glad to know you worked on Revelation! Here are some questions I've been thinking about for a while:

- How was it to work with a new team after spending so many years with the cool presto guys?http://ubbxforums.ubi.com/images/smiley/53.gif

- Did you and the design team ever disagree on anything? http://ubbxforums.ubi.com/images/smiley/34.gif If so, how would you react to this? http://ubbxforums.ubi.com/images/smiley/34.gif http://ubbxforums.ubi.com/images/smiley/35.gif

- Any cute guys on the Revelation team? http://ubbxforums.ubi.com/infopop/emoticons/icon_eek.gif Anything we should know about? http://ubbxforums.ubi.com/images/smiley/10.gif

- How long were you ORIGINALLY hired for on Revelation? http://ubbxforums.ubi.com/infopop/emoticons/icon_confused.gif

- How long did you actually end up staying in MTL? http://ubbxforums.ubi.com/images/smiley/59.gif

- How good was the dev. team, specifically the design team http://ubbxforums.ubi.com/infopop/emoticons/icon_rolleyes.gif and mostly how GREAT was the design team? http://ubbxforums.ubi.com/images/smiley/16x16_smiley-wink.gif And also, how AMAZINGLY great was the design team? http://ubbxforums.ubi.com/infopop/emoticons/icon_razz.gif http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif

- And finally, is it true the design team was really great? http://ubbxforums.ubi.com/images/smiley/mockface.gif http://ubbxforums.ubi.com/images/smiley/88.gif

- And finally finally, did you enjoy the experience? Would you do it again? http://ubbxforums.ubi.com/images/smiley/blink.gif http://ubbxforums.ubi.com/images/smiley/52.gif

- And REALLY finally, what the heck are you doing in Rochester? Get up here in MTL right now!!! http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif

[This message was edited by Pat_09 on Tue May 04 2004 at 01:13 PM.]

Alahmnat
05-04-2004, 02:10 PM
Yeah... you guys are going to fit right in, Pat http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif.

----------
Guild of Archivists,
D'niPedia Writers Ring (http://www.dpwr.net) (DPWR.NET)
Uru and Myst Forum Moderator / Community Assistant
Please note: I do not respond to Private Topics dealing with technical support or hint requests for the Myst series

Khatie_
05-04-2004, 02:35 PM
*BANS PATRICK*

http://ubbxforums.ubi.com/images/smiley/mockface.gif http://ubbxforums.ubi.com/images/smiley/mockface.gif http://ubbxforums.ubi.com/images/smiley/mockface.gif

http://ubbxforums.ubi.com/images/smiley/88.gif

http://ubbxforums.ubi.com/images/smiley/11.gif

Khatie_
05-04-2004, 02:39 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Pat_09:

- Any cute guys on the Revelation team? http://ubbxforums.ubi.com/infopop/emoticons/icon_eek.gif Anything we should know about? http://ubbxforums.ubi.com/images/smiley/10.gif<HR></BLOCKQUOTE>

Oh! Mary! Let me answer this one...

... there's this cool guy with a great voice who is the Creative Director... I can't remember his name but he loves Batman and I gave him Uru as a gift one time because I thought he was SO CUTE! http://ubbxforums.ubi.com/images/smiley/16x16_smiley-tongue.gif

CAGrayWolf
05-04-2004, 03:18 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Kha'tie:
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Pat_09:

- Any cute guys on the Revelation team? http://ubbxforums.ubi.com/infopop/emoticons/icon_eek.gif Anything we should know about? http://ubbxforums.ubi.com/images/smiley/10.gif<HR></BLOCKQUOTE>

Oh! Mary! Let me answer this one...

... there's this cool guy with a great voice who is the Creative Director... I can't remember his name but he loves Batman and I gave him Uru as a gift one time because I thought he was SO CUTE! http://ubbxforums.ubi.com/images/smiley/16x16_smiley-tongue.gif<HR></BLOCKQUOTE>

Kha'tie ... what are you doing looking at other guys ... especially cute ones ... when you have your own cute guy at home? http://ubbxforums.ubi.com/images/smiley/52.gif

Topic ... was there a topic ... but we are on topic ... we ARE getting to know our Rev Team ... quite well it would seem. http://ubbxforums.ubi.com/images/smiley/35.gif

Perhaps the ending has not yet been written
http://jerle.bahro.com/avatars/wolfyMc.jpg (http://www.greetersguild.com/home.html)

Mary_94
05-04-2004, 03:33 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> Ok, ok, this is a "know your revelation team" thread, so here's a question for the lovely Mary:
Hi Mary, glad to know you worked on Revelation! Here are some questions I've been thinking about for a while: <HR></BLOCKQUOTE>
No problem, Pat! Because, you see, as a member of the development team, I can provide you with answers to any and/or all questions you might have about Revelation and its development cycle. Here they are:

-Yes
-No
-Maybe
-Sometimes
-Not on your life
-We thought about it
-Probably
-of course!
-Sure
-Riven (all 5 of us)
-Without a doubt
-When it's done

and, of course:

-Yes, but then I'd have to kill you.

http://ubbxforums.ubi.com/images/smiley/88.gif
http://ubbxforums.ubi.com/images/smiley/mockface.gif http://ubbxforums.ubi.com/images/smiley/784.gif

[This message was edited by Mary_94 on Tue May 04 2004 at 03:30 PM.]

Animan121
05-04-2004, 04:34 PM
Okay, this is a question to get to know the dev's.....

How many of you dev's in Montreal watched the Lightning tear apart the Canadiens last week? http://ubbxforums.ubi.com/images/smiley/784.gif

Coronagold
05-04-2004, 05:34 PM
Having worked in studios before, I gotta ask Pat...

Have you ever snuck up from the front of an artists' desk without being seen, bent down, quickly grabbed their leg and made a loud barking sound?

Also, same thing, but instead of grabbing their leg & barking, you shake their desk like an earthquake?

Has anyone ever complained that a rendered background of natural scenery was "off model"?

Do they REALLY empty the fridge every Friday, or do they just rotate the leftovers like stock?

Do you realize that the West coast will be celebrating Cinco De Mayo and the East coast will be celebrating Wednesday?

Krispy Kreme, or Dunkin Donuts?

http://img36.photobucket.com/albums/v108/sargem/BadBoy_sig.jpg

Ze Pedro
05-04-2004, 06:42 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Pat_09:
Hmm...

Mary's answers seem to have transformed this into an EXILE thread...

http://ubbxforums.ubi.com/images/smiley/353.gif

http://ubbxforums.ubi.com/images/smiley/59.gif http://ubbxforums.ubi.com/images/smiley/88.gif<HR></BLOCKQUOTE>

http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

Yes, but please, lets not transform this forum into a Myst Obsession (pun intended? http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif).

I like this and Uru's forum because there are no rigid rules (except for when there is a big spoiler in the wrong place). We are all resonable people and I trust that eventually we do get back on topic. http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif

I love the flexible moderators here. http://ubbxforums.ubi.com/infopop/emoticons/icon_razz.gif

Pat_09
05-04-2004, 06:47 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>How many of you dev's in Montreal watched the Lightning tear apart the Canadiens last week? <HR></BLOCKQUOTE>

*Arrgh... http://ubbxforums.ubi.com/infopop/emoticons/icon_mad.gif http://ubbxforums.ubi.com/images/smiley/784.gif That's it, no more Forums, ever!!! http://ubbxforums.ubi.com/images/smiley/smileys-gun2.gif*

Actually, yeah, not bad, pretty good games. Attended both of them... Can't remember who won or lost...had a fine time... http://ubbxforums.ubi.com/infopop/emoticons/icon_rolleyes.gif



http://ubbxforums.ubi.com/images/smiley/784.gif http://ubbxforums.ubi.com/images/smiley/784.gif
http://ubbxforums.ubi.com/images/smiley/784.gif

Maxine MagicFox
05-04-2004, 06:59 PM
http://ubbxforums.ubi.com/images/smiley/blink.gif Sugoi! &gt;_&gt; I'm gone for a day and suddenly this topic is overloaded. Wouldn't be a bad thing if she had answered my question -_- Oh well... guess it wasn't that important anyway and was prolly a pretty dumb one.

http://mcloz.zeldalegends.net/images/sig3.jpg
WebMistress of Midnight Castle's Legends of Zelda (http://mcloz.zeldalegends.net)

Pat_09
05-04-2004, 07:18 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Having worked in studios before, I gotta ask Pat...

Have you ever snuck up from the front of an artists' desk without being seen, bent down, quickly grabbed their leg and made a loud barking sound?

Also, same thing, but instead of grabbing their leg & barking, you shake their desk like an earthquake?

Has anyone ever complained that a rendered background of natural scenery was "off model"?

Do they REALLY empty the fridge every Friday, or do they just rotate the leftovers like stock?

Do you realize that the West coast will be celebrating Cinco De Mayo and the East coast will be celebrating Wednesday?

Krispy Kreme, or Dunkin Donuts? <HR></BLOCKQUOTE>
Good questions! http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif OK:

1- Sneak from behind, grab & bark? No... But I will now! http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif
Hid under someone's desk once though and grabbed their feet and scared the living daylights out of them!!! Kind of similar I guess right? (the person didn't find it that funny though...Not sure why... http://ubbxforums.ubi.com/infopop/emoticons/icon_confused.gif)

2- Shake desk like earthquake? Not really, sounds like a good idea though... I usually run around with a yellow plastic baseball bat (yeah, ok, some of you might find that odd, but the truth is it belongs to my producer, so there! http://ubbxforums.ubi.com/infopop/emoticons/icon_razz.gif), does THAT count for anything?

3- What do you mean by "off model"? Not true to reality? Yeah sure, happens all the time! http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif

4- Empty the fridge? Well they SAY they do but...Yeah, I think I see your point. I'll be careful from now on!

5- Hmm? No, I've NEVER realised that (even NOW that I've read it, I STILL don't realise it!)

6- Krispy Kreme (yeah, not Crispy Creme...doh!) all the way! http://ubbxforums.ubi.com/infopop/emoticons/icon_rolleyes.gif

<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Yes, but please, lets not transform this forum into a Myst Obsession (pun intended? ).

I like this and Uru's forum because there are no rigid rules (except for when there is a big spoiler in the wrong place). We are all resonable people and I trust that eventually we do get back on topic.

I love the flexible moderators here. <HR></BLOCKQUOTE>
Yeah, well no, I was just kidding with Miss Demarle. And even though she totally wussed out of the VERY relevant questions I asked her, I still like her and the work she did both on Exile AND on Revelation (but more-so the Revelation stuff! http://ubbxforums.ubi.com/infopop/emoticons/icon_razz.gif
And I agree with you, I love the laidback attitude around here, it's very relaxing! Wouldn't change it for the world http://ubbxforums.ubi.com/images/smiley/11.gif



<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> Sugoi! &gt;_&gt; I'm gone for a day and suddenly this topic is overloaded. Wouldn't be a bad thing if she had answered my question -_- Oh well... guess it wasn't that important anyway and was prolly a pretty dumb one.<HR></BLOCKQUOTE>
Don't worry, she will, she's very thorough, she's just working her way up to it! BTW, the answer is no, you don't need to be able to draw in order to be a writer in the videogame medium (and thank goodness for that! http://ubbxforums.ubi.com/images/smiley/35.gif).

Jerle
05-04-2004, 09:25 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Pat_09:
MODERATORS!!! Need some help over HERE!!! http://ubbxforums.ubi.com/images/smiley/smileys-gun2.gif<HR></BLOCKQUOTE>
*Sneaks up to desk, grabs Pat's leg, shoves him in the fridge and eats some Krispy Kremes*

http://ubbxforums.ubi.com/images/smiley/blink.gif Did I do that right?? *squints*

And I love this forum too.. http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif I love how you guys also take the time out to answer our questions with such good spirits! I think this enthusiasm will show in the game.. http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif

http://jerle.bahro.com/avatars/signature01.jpg (http://linguists.bahro.com/)
Co-Administrator/Webmaster ~ D'ni Linguistic Fellowship
MYSTcommunity Administrator ~ Community Manager (http://myst.chucker.rasdi.net/board/index.php)
MYSTerium.ch is back! (http://www.mysterium.ch)

Maxine MagicFox
05-04-2004, 10:19 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Pat_09:
Don't worry, she will, she's very thorough, she's just working her way up to it! BTW, the answer is no, you don't need to be able to draw in order to be a writer in the videogame medium (and thank goodness for that! http://ubbxforums.ubi.com/images/smiley/35.gif).<HR></BLOCKQUOTE>

^_^ I appreciate it for answering my question, Pat.

http://ubbxforums.ubi.com/images/smiley/blink.gif Really, though? That's rather surprising. I would think that even as being a writer, especially for a game like Myst, it would be a little necessary to draw out your plans/ideas. Even with my limited drawing talent, when I'm writing my books sometimes (landscape especially) it's necessary to draw - and what I'm doing won't even appear on a computer screen or have any further basis.

^_^ Extremely interesting. Thank you, Pat (and Mary).

http://mcloz.zeldalegends.net/images/sig3.jpg
WebMistress of Midnight Castle's Legends of Zelda (http://mcloz.zeldalegends.net)

Coronagold
05-05-2004, 05:36 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Pat_09:
Good questions! http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif OK:

1- Sneak from behind, grab & bark? No... But I will now! http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif <HR></BLOCKQUOTE>
Oooo, I can't wait to hear the results! http://ubbxforums.ubi.com/images/smiley/16x16_smiley-very-happy.gif
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>I usually run around with a yellow plastic baseball bat<HR></BLOCKQUOTE>
I knew a director that walked around with a real baseball bat, and this was before The Untouchables came out in theaters.
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>What do you mean by "off model"? Not true to reality?<HR></BLOCKQUOTE>
I mean like a producer says put some mountains over here & some trees here & here, & you do, & they say "No, that's not quite right" as if they're disappointed that you didn't see the exact mental image they had in their producer brain. http://ubbxforums.ubi.com/images/smiley/35.gif http://ubbxforums.ubi.com/images/smiley/16x16_smiley-very-happy.gif

http://img36.photobucket.com/albums/v108/sargem/BadBoy_sig.jpg

Pat_09
05-05-2004, 08:09 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>I mean like a producer says put some mountains over here & some trees here & here, & you do, & they say "No, that's not quite right" as if they're disappointed that you didn't see the exact mental image they had in their producer brain.
<HR></BLOCKQUOTE>

Producers have no business asking for things like that, they should stick with plannings, marketing and budget. That's why I carry around the yellow baseball bat... http://ubbxforums.ubi.com/images/smiley/59.gif

http://ubbxforums.ubi.com/images/smiley/88.gif

Mary_94
05-05-2004, 08:11 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> Mary, how does having worked on Exile affect your work on the current game? Do you see this as completely a new project and new start, or has the experience been interconnected with your previous work on the Myst series? Did you learn any lessons from working on Exile that you will incorporate in Revelation?
-Anna-Catherine<HR></BLOCKQUOTE>
Wow! Tough questions‚... http://ubbxforums.ubi.com/images/smiley/blink.gif

When Exile was in its last few weeks of production, I remember sitting with the game‚'s Associate Producer and writing up a list entitled, "Things to do better in Myst 4." At the time, Presto had not been asked to work on Myst 4, so making this list was extremely premature. But Exile had been my first foray into writing for games, and I wanted to see what I had learned and how I could improve on it next time.

If there was a next time‚... http://ubbxforums.ubi.com/images/smiley/53.gif

When Ubisoft Montreal contacted me to work on Myst 4, I still had some of those ideas floating around in my head. So in a sense, it did not seem like a completely new project for me‚... And yet, given that I was going to be working with an entirely new set of game designers, most of whom held very different opinions about the Myst universe and game design theory than Presto had, it definitely was a new start!

(As Pat said earlier, different does not mean better or worse, just NOT THE SAME.) http://ubbxforums.ubi.com/images/smiley/11.gif

So yes, I did bring to Revelation (and tried to incorporate into it) many of the lessons learned from working on Exile. Given the experience and perspectives of Revelation‚'s design team, some of the lessons learned were relevant, others weren‚'t.

I guess we‚'ll see how well we achieved our goals when the game finally comes out‚... http://ubbxforums.ubi.com/infopop/emoticons/icon_confused.gif http://ubbxforums.ubi.com/images/smiley/16x16_smiley-surprised.gif

Mary_94
05-05-2004, 08:23 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> Any suggestions for me (college, courses...) if I want to make incredible games like the Myst series? <HR></BLOCKQUOTE>
and
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> as to the question that mattiadavis posted i would like to know more details like what did you specialize in and which college would you recommendĖVallinn <HR></BLOCKQUOTE>
Believe it or not, my degree is a Bachelor of Science in Television, Radio, and Film Production! I guess making games is kind of like making a film‚... except for that whole nonlinear, "the player chooses what to see and do" thing‚...

I think David said something earlier about game designers needing to be well-rounded in their knowledge. After all, how could a game like Civilization have been made if the designers didn‚'t know something about early cultures?

So, in addition to knowing a little bit about programming (so you can understand the programmers when they talk to you)‚... http://ubbxforums.ubi.com/images/smiley/10.gif

a little bit about art (ditto with the artists)‚... http://ubbxforums.ubi.com/infopop/emoticons/icon_cool.gif

and a little bit about writing and story-telling (so that the writer doesn‚'t smash you in the face when you tell her, "So, you'll have this written in a couple hours, right?")‚... http://ubbxforums.ubi.com/images/smiley/smileys-gun2.gif

knowing some psychology is a huge plus. As is knowing about architecture, anthropology, science, sports‚... etc, etc. (Of course, some of the knowledge you need can be acquired during the research and development phase of a game. We can‚'t know everything when we first start!) http://ubbxforums.ubi.com/infopop/emoticons/icon_rolleyes.gif

<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> If you want a crash college course in 3D gaming, I'd suggest Full Sail in Florida. Other than that, you could try Rhode Island School of Design, or Cal Arts, or UCLA. ĖCoronaGold <HR></BLOCKQUOTE>

Champlain College in Burlington, Vermont is another option. I think it‚'s the first college in the States to offer a four-year undergraduate degree in game development starting in the fall. You can read more about it here:

Hope This Link Works! (http://www.boston.com/news/education/higher/articles/2004/05/02/plugging_into_the_field_of_fantasy/)

I also believe that the Rochester Institute of Technology (RIT) in Rochester, New York is developing a game design curriculum, but I‚'m not sure of the details.

Pat_09
05-05-2004, 08:26 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>"Things to do better in Myst 4." <HR></BLOCKQUOTE>

Did you make a list like that after Myst4? http://ubbxforums.ubi.com/infopop/emoticons/icon_confused.gif And if so, what does it contain??? http://ubbxforums.ubi.com/images/smiley/blink.gif



http://ubbxforums.ubi.com/images/smiley/59.gif

Mary_94
05-05-2004, 08:33 AM
Come ON! Pat! Don't you know Myst 4 is PERFECT????!!!

Pat_09
05-05-2004, 08:38 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> Come ON! Pat! Don't you know Myst 4 is PERFECT????!!! <HR></BLOCKQUOTE>

Well, ya, of course, I do, but I was just making sure YOU do to... http://ubbxforums.ubi.com/images/smiley/59.gif



hmm...wait...did you say PERFECT?...when you say PERFECT...how...you know...how do you define PERFECT... exactly?... http://ubbxforums.ubi.com/images/smiley/blink.gif


http://ubbxforums.ubi.com/images/smiley/88.gif

Mary_94
05-05-2004, 09:15 AM
Still working my way through questions here...
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> This one is probably for the lovely Mary The makers of Exile were very up for "rewards" after obvious "stages of gameplay", whereas in Riven for 90% of the game you had no idea how much you had accomplished at all until suddenly the game was over. If Revelation isn't going to follow the MYST-style "collect something from four ages", then how is it possible to keep the player from feeling a lack of accomplishment so far with no obvious goals to head towards? <HR></BLOCKQUOTE>
That‚'s actually a Patrick question, but since he's decided to wuss out and let me answer it http://ubbxforums.ubi.com/images/smiley/mockface.gif here goes...

It‚'s all about game design! If you want players to feel a sense of accomplishment in a game, you must first find a way to tell them their objectives. As clearly and as simply as possible.

But you can‚'t stop there. Once players have their objective, they need to receive additional clues and feedback throughout the game so that they can figure out how close or far off they are to achieving it.

You can use story methods to do this (maybe the player runs into a new character who provides an additional clue)...

But you can also use visuals, sound effects, and programming tricks as well (maybe the camera swings around automatically to direct attention to something important as soon as the player steps into a specific node)...

The key is to make sure you‚'ve placed enough clues and feedback indicators throughout the game, and then to build on top of them as the game progresses Ė because you have to make sure that players (who can go anywhere and do almost anything they want in a game) will encounter at least some of the hints and feedback clues.

Of course, that‚'s also the trick: determining how often the player will need assistance, and making sure that the information you provide is clear enough so that it doesn‚'t confuse (or worse, annoy) them!
http://ubbxforums.ubi.com/infopop/emoticons/icon_razz.gif

Mary_94
05-05-2004, 09:32 AM
Okay, last one!
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> &lt;_&lt; Here's a small question... though I doubt I would really "seriously" consider it. Not much about Myst, though. For a person like me with absolutely not drawing abilities (I mean NONE, LOL, even after staring at my fave anime character on the screen and trying to draw him he still comes out looking like he was run over by a truck) ... would it even be possible to get into story writing for video games? I'm going to think "no" and as I said, I don't have any full interest in it, but just an interesting question that comes to mind.<HR></BLOCKQUOTE>
and from Pat:
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> BTW, the answer is no, you don't need to be able to draw in order to be a writer in the videogame medium (and thank goodness for that! ). <HR></BLOCKQUOTE>
Stole the words right out of my mouth, Pat! (And I hope, by the way, that last bit wasn‚'t a reference to MY artistic skills! Which admittedly rely completely upon stick figures to get my ideas across‚...) http://ubbxforums.ubi.com/images/smiley/35.gif

But no, Max. You don‚'t need to be able to draw in order to write for games. You do have to know how to work well and communicate with artists though! http://ubbxforums.ubi.com/images/smiley/10.gif Since they'll be the ones translating your out-of-this-world ideas into stunning, visual life‚...

http://ubbxforums.ubi.com/images/smiley/11.gif

Pat_09
05-05-2004, 09:40 AM
Hey, of course it was a design question, but it said "to the lovely Mary", so who am I to get in the way of that, right? http://ubbxforums.ubi.com/infopop/emoticons/icon_razz.gif http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

Just goes to show "scriptwriting" is more respected than game designing?! http://ubbxforums.ubi.com/images/smiley/52.gif http://ubbxforums.ubi.com/images/smiley/88.gif http://ubbxforums.ubi.com/images/smiley/88.gif http://ubbxforums.ubi.com/images/smiley/88.gif
But we conditionned you pretty well I guess, great answer. http://ubbxforums.ubi.com/images/smiley/11.gif http://ubbxforums.ubi.com/images/smiley/59.gif

Maxine MagicFox
05-05-2004, 10:46 AM
LOL, Mary. ^_^ Ok, I feel far more confident now if I ever wanted to pursue this idea. XD Stick figures... I can do those... sort of... (last time I tried my 11 year old sister burst out laughing at it and promised me that she would illustrate my stories. And to prove herself, she commensed to drawing her favorite anime character from Princess Mononoke. &gt;_&gt; Why didn't I get some of her talent.)

http://mcloz.zeldalegends.net/images/sig3.jpg
WebMistress of Midnight Castle's Legends of Zelda (http://mcloz.zeldalegends.net)

Jerle
05-05-2004, 08:48 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Pat_09:
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>I mean like a producer says put some mountains over here & some trees here & here, & you do, & they say "No, that's not quite right" as if they're disappointed that you didn't see the exact mental image they had in their producer brain.
<HR></BLOCKQUOTE>

Producers have no business asking for things like that, they should stick with plannings, marketing and budget. That's why I carry around the yellow baseball bat... http://ubbxforums.ubi.com/images/smiley/59.gif

http://ubbxforums.ubi.com/images/smiley/88.gif<HR></BLOCKQUOTE>
http://ubbxforums.ubi.com/images/smiley/16x16_smiley-very-happy.gif *Wonders if Corona had a bat when he worked on The Simpsons* http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif

http://jerle.bahro.com/avatars/signature01.jpg (http://linguists.bahro.com/)
Co-Administrator/Webmaster ~ D'ni Linguistic Fellowship
MYSTcommunity Administrator ~ Community Manager (http://myst.chucker.rasdi.net/board/index.php)
MYSTerium.ch is back! (http://www.mysterium.ch)

fiasco_joe
05-06-2004, 12:23 PM
Mary: Aside from the dialogue scripting, how much of the ending to Exile was you? What I mean is, the sequence where you're stuck on Narayan and have to second-guess Saavedro into giving up the book and, well, not killing you. I ask because I really loved that whole sequence. Super clever.

Dark Sky
05-06-2004, 01:39 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Pat_09:
Hey, of course it was a design question, but it said "to the lovely Mary", so who am I to get in the way of that, right? http://ubbxforums.ubi.com/infopop/emoticons/icon_razz.gif http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

Just goes to show "scriptwriting" is more respected than game designing?! http://ubbxforums.ubi.com/images/smiley/52.gif http://ubbxforums.ubi.com/images/smiley/88.gif http://ubbxforums.ubi.com/images/smiley/88.gif http://ubbxforums.ubi.com/images/smiley/88.gif <HR></BLOCKQUOTE>

Ooops, yes, sorry... I had originally written a story relevant question addressed to the lovely Mary (that is her title, right?!), and then decided to change it and didn't bother thinking about it so forgot that it wasn't technically a story question, but you know, I don't understand the difference between story and game design, I mean, surely there comes a point where the two are inseperable?

Okay, now I've married off Pat and Mary.

Dark Sky http://ubbxforums.ubi.com/images/smiley/16x16_smiley-surprised.gif

Coronagold
05-06-2004, 06:41 PM
Jerle, Swinton Scott carried the bat. He'd do the most perfect deadpan stare. I knew he was joking, but he'd barely let on to others. I admire him greatly.

I remember he & I were talking in his office and another artist came in & handed him a finished scene & Swinton leafed through it & then placed it in his garbage pail. I died laughing. Swinton kept his deadpan face for a while, then pulled the scene back out of the garbage & told the artist it was good. http://ubbxforums.ubi.com/images/smiley/16x16_smiley-very-happy.gif

http://img36.photobucket.com/albums/v108/sargem/BadBoy_sig.jpg

Mary_94
05-11-2004, 11:43 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> Mary: Aside from the dialogue scripting, how much of the ending to Exile was you? What I mean is, the sequence where you're stuck on Narayan and have to second-guess Saavedro into giving up the book and, well, not killing you. I ask because I really loved that whole sequence. Super clever. <HR></BLOCKQUOTE>
Glad you liked it! I did have a major role in crafting that puzzle, but I cannot take all the credit. The ending sequence was a result of many long, late night brainstorming meetings between myself, Presto's producer Greg Uhler, the creative director Phil Saunders, and Narayan's artistic director Seth Fisher. It was a good mix of people, because we each were concerned with completely different aspects of the puzzle. (Consequently, I might be arguing for or against a proposal because "Saavedro would never act that way!" while someone else might be arguing from the standpoint of visual integrity or player agency.)

I think it's safe to say that devising the end puzzle was the hardest part of Exile's development for all of us. But boy, were we excited when we finally got something that everyone liked!

(Though I've always wondered is ANYONE would succeed in discovering the best-case solution straight off the bat. I know I wouldn't have!)

Coronagold
05-11-2004, 06:12 PM
It was fun to save near the end & try every possible ending. Bang bang, Maxwells' Silver Hammer! http://ubbxforums.ubi.com/images/smiley/35.gif

http://img36.photobucket.com/albums/v108/sargem/POTS_copy.jpg

JustBrett
05-11-2004, 06:34 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Mary_94:
I think it's safe to say that devising the end puzzle was the hardest part of Exile's development for all of us. But boy, were we excited when we finally got something that everyone liked!

(Though I've always wondered is ANYONE would succeed in discovering the best-case solution straight off the bat. I know I wouldn't have!)<HR></BLOCKQUOTE>
My problem with that puzzle is that I don't think the best-case solution SHOULD have been the best-case solution. I think the best-case solution should have been the one where Saavedro is left trapped on the platform. Bear with me while I explain.

At the end it is pretty clear that Saavedro is a homicidal nutcase, sympathetic or not. Even though letting him go home might mellow him out, it's still a BIG responsibility for the player to take. We have no way of knowing what bad news he might discover when he gets home, or what he might choose to do about it. Do we have the right to set a lunatic loose on innocent people with no warning?

Since the linking book to Narayan from J'nanin is still working, we know that the descriptive book is still intact, and presumably in Atrus's possession. Also, the linking books to J'nanin from the other ages still work, so the J'nanin descriptive book is intact, and we know Atrus has a link of some sort to J'nanin, and thence to Narayan. Given these facts, there is no reason to think that, once the player leaves Narayan, the Age is forever more unreachable, so the player does not need to make an immediate decision about releasing Saavedro. He's safe enough where he is for a little while.

Therefore, the proper thing to do is to leave Saavedro trapped, link back to Tomahna and tell Atrus what you've done. Then I, personally, would say to Atrus, "My friend, you OWN this decision. I'm not going to make it for you. You can leave Saavy there to starve, or you can release him, or you can shoot him with a tranquilizer gun and take him to a therapist. But you were the one who let this situation fester for far longer than it should have, because you didn't want to face everything your sons might have done. I rescued your Releeshan book because I was in the right place at the right time, and the D'ni people are innocent of any involvement, but I refuse to shoulder THIS burden on your behalf." That's what I would have said. Yep.

*SLMW 1.0* No animals were harmed in the production of this message.

Naquiel
05-11-2004, 08:40 PM
Justbrett, did you forget that to get to the link book to link to where Atrus is, you would have to lower the sheild that Saavedro was behind, and if you opened it he would of hit you. Also if you didnt open the outer sheild he would of dropped the book(or even not look at you).

So ether way you both were at an impass. You could not get to the linking book to tell atrus and saavedro could not go home. So you had to make an ultimate choice, let him go, try for the linking book and get whacked, or both of you could have a big stare off and see who will crack first. But in the end we know that you will do the right choice(pretty much the only choice).

Some times you have to make a desision, even though you would of liked Atrus to deal with the situation(but it would of ruined part of the game play)or that you would of liked to be cruel(again this would take alittle way from the message from the game). Who says that when the game ended, that your character didnt tell the story of what happened to Atrus. Ether way you where in controll and did what you had to do even if it was a win win situation.

Excile is very fun, and i hope Revelation will keep me hanging on the edge of my seat.

________________________________________________
Known as Abble on the Atrus server, KI# 00061794
________________________________________________
Support Bacteria-Its the only culture some ppl have.

Anna_Catherine
05-11-2004, 08:52 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>(Though I've always wondered is ANYONE would succeed in discovering the best-case solution straight off the bat. I know I wouldn't have!)<HR></BLOCKQUOTE>

Personally, I thought the ending was good and I didn't have any trouble getting it on the first try. I like to think it's because I understand Saavedro somewhat, but maybe I'm just manipulative, take your pick. http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif It made sense that after twenty years of isolation he'd be sure to take care of himself and not trust anyone, especially Atrus' friend, but I also couldn't bear to leave him there. When I released him I actually assumed I'd be getting a bad ending, because to me the Myst "formula" seemed to be find bad guy-&gt; trap bad guy -&gt;go home. I couldn't do that to Saavedro, but I thought I was going to get a bad ending for making that choice. I was glad it didn't turn out that way. Compassion does pay off http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

I also wouldn't leave the decision (to be honest, I don't think I would have trusted Atrus with any major decision at that point, although I have recovered my trust somewhat now http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif) I see no reason to cause Saavedro further suffering just to defer to Atrus, and, regardless of what happened to Saavedro's family, whatever was out there has to be better than being exiled and alone for any more time than necessary. *shrug* But that's just an opinion thing, I guess.

Since this is a thread for the Rev Team members, not to discuss Saavedro's mental state (sorry for pulling us further off topic,) I'm going to ask the fabulous Mary yet another question which she probably won't be willing to answer:

In your opinion...NOT in game canon, but in your opinion did Saavedro find his family when he got home? Was he happy? Is that how you see the story going? I know you probably won't want to answer this, but I figure it's worth a try since you can't exactly spoil something for us in a game we've already played, eh? http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

Annacat (Perpetually Obsessed with All Things Narayani http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif)

Visit the Narayani Collective Discussion Board
http://narayanforum.cjb.net

JustBrett
05-11-2004, 09:31 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Naquiel:
Justbrett, did you forget that to get to the link book to link to where Atrus is, you would have to lower the sheild that Saavedro was behind, and if you opened it he would of hit you. Also if you didnt open the outer sheild he would of dropped the book(or even not look at you).

So ether way you both were at an impass. You could not get to the linking book to tell atrus and saavedro could not go home. So you had to make an ultimate choice, let him go, try for the linking book and get whacked, or both of you could have a big stare off and see who will crack first.<HR></BLOCKQUOTE>

Nope, I didn't forget. It IS possible to get the Releeshan book from Saavedro, and then link back to Tomahna while leaving him trapped on the gondola platform. Remember, when you first find the Tomahna linking book, you can add it to your inventory, so you can use it to link back at any time without going back down to the lower chamber. Which means you can link out as soon as Saavy gives you the book, without lowering either of the force fields.

*SLMW 1.0* No animals were harmed in the production of this message.

Naquiel
05-12-2004, 03:04 AM
Ok, i almost forgot that you can get the link book befor trapping him. But still, would you really leave him there. I dont know about you, but i would not want to keep him from knowing what might have happened to his family. So that would make me more of a softy and careing person even if he wanted to do me or others harm. Its all because of the evil brothers that drove him to what he became.

________________________________________________
Known as Abble on the Atrus server, KI# 00061794
________________________________________________
Support Bacteria-Its the only culture some ppl have.

Dalboz of Gurth
05-16-2004, 06:48 PM
Hi, again. I think this has been discussed elsewhere, but I'm not sure anybody got to any conlusion... Anyway I'd like some official information http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif:

What will the system requirements be?

The reason I ask is that I'd like Revelation to work "perfectly" on my computer, and I wanted to know if I should start saving some money...
I'm already saving for a DVD drive.

StarScrap
05-16-2004, 11:45 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Mary_94:
It‚'s all about game design! If you want players to feel a sense of accomplishment in a game, you must first find a way to tell them their objectives. As clearly and as simply as possible.
<HR></BLOCKQUOTE>

I'd just like to put in my 2 cents here Mary, even though this might not be the place. Clearly and simply stated objectives are all well and good, but not TOO clearly and simply. That's for FPS. Riven was clear enough, Exile, in my opinion, may have been a bit too clear.

On another note, for the various authors of the phrase "Different does not mean better or worse, just NOT THE SAME.", mind if that becomes my sig?

Mary_94
05-17-2004, 04:33 PM
Well... at the risk of having Patrick kill me for continuing to drag this discussion off topic... http://ubbxforums.ubi.com/images/smiley/59.gif

<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>posted by JustBrett:
My problem with that puzzle is that I don't think the best-case solution SHOULD have been the best-case solution. I think the best-case solution should have been the one where Saavedro is left trapped on the platform. <HR></BLOCKQUOTE>

You raise some very valid points, and a part of me even agrees with you. But at the same time... given that I was cursed at birth to be a constant fence-straddler who can always see both sides of an issue... I also doubt that I could've walked away from a trapped Saavedro so easily. Even if I planned to come back with Atrus as quickly as possible -- I would have feared that my abandoning Saavedro would have been misinterpreted by him. And that seeing his dreams destroyed yet again would thrust him over the edge of despair and into possible suicide BEFORE I was able to return. And could I have lived with that?

Not sure. But decisions are supposed to be hard...

<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Posted by Anna-Cat:
In your opinion...NOT in game canon, but in your opinion did Saavedro find his family when he got home? Was he happy? Is that how you see the story going? I know you probably won't want to answer this, but I figure it's worth a try since you can't exactly spoil something for us in a game we've already played, eh? Smile <HR></BLOCKQUOTE>

I hope he did. And I hope he was... but then, I'm a sucker for happy endings! http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

And now, to make sure we get back ON TOPIC before Pat comes after me with that bat of his...

<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>posted by mattiasdavis:
What will the system requirements be? <HR></BLOCKQUOTE>

I know you can find the specs on other forum threads... sorry I'm not all that up on them. But they are lower than URU and the game will be playable on laptops...

dr.sputnik
05-17-2004, 04:54 PM
To me, the Saavedro fate is not even an issue. He was wronged, as were his fellow people by the sons of Atrus. There is only one right course of action on the part of the stranger, and that is the ending that is portrayed as "right" in the game of Exile.

It's Karma. The wheel turns.


_____________________________
Things are more like they were than they are now.

Please visit www.meeting-place.org (http://www.meeting-place.org) and www.webpanda.com/yabbse/index.php (http://www.webpanda.com/yabbse/index.php)

Pat_09
05-17-2004, 06:10 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>On another note, for the various authors of the phrase "Different does not mean better or worse, just NOT THE SAME.", mind if that becomes my sig? <HR></BLOCKQUOTE>

Sure, go ahead! http://ubbxforums.ubi.com/infopop/emoticons/icon_razz.gif

Naquiel
05-17-2004, 09:31 PM
Cool, I like that I can play M4 on my alienware area 51 labtop, but i think i will play it on my desktop instead just for the pure graphic and sound. Plus i have a bigger screen for my desktop to catch every little detail. Muahahahahahaha.

So Pat, now that your back from E3. Are we going to get Quicktime VR pics to drool over to help pass the time? Or are we going to get some scrambled ones that will drive us bonkers?

I know we got alot of good pics from various sites and from E3, but do you think we could get something special to give us that next wow effect.

________________________________________________
Known as Abble on the Atrus server, KI# 00061794
________________________________________________
Support Bacteria-Its the only culture some ppl have.

Pat_09
05-17-2004, 10:07 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> So Pat, now that your back from E3. Are we going to get Quicktime VR pics to drool over to help pass the time? Or are we going to get some scrambled ones that will drive us bonkers? <HR></BLOCKQUOTE>

Hmm, not impressed yet he? http://ubbxforums.ubi.com/infopop/emoticons/icon_razz.gif

I don't know at this point. PERSONALLY, I feel there were too many screenshots divulged at E3, but then again, that's just me. Instead of more shots, we might focus on making a demo, so maybe you'll see THAT showing up in the next few months. Otherwise, I don't know, we'll let Marketing do their thing from this point on...http://ubbxforums.ubi.com/infopop/emoticons/icon_rolleyes.gif

[This message was edited by Pat_09 on Tue May 18 2004 at 10:43 AM.]

Nebodin
05-17-2004, 10:29 PM
If only you could have seen my face when i saw the words "we might focus on making a demo".

Oooh, I know this game is months away but I'm already brimming with excitement. I so can't wait!!!

Ze Pedro
05-18-2004, 05:45 AM
Yes, no more screenshots please. No more spoilers. http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

http://ubbxforums.ubi.com/infopop/emoticons/icon_eek.gif *runs away from the crowd chasing him*


Yes, a demo for those who want to install it and be spoiled.

http://ubbxforums.ubi.com/infopop/emoticons/icon_razz.gif Happy now?

Patchallel
05-18-2004, 08:17 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Pat_09:
PERSONALLY, I feel there were to many screenshots divulged at E3, but then again, that's just me. Instead of more shots, we might focus on making a demo, so maybe you'll see THAT showing up in the next few months.<HR></BLOCKQUOTE>

Yes, a deom would be great! The likelihood of someone getting "spoiled" by a demo (after donwloading, installing and launching) are less than a screenshot thrown up on a website. Thta way, those who wish to be spoiled (me!me!me!) can be and those who don't, won't.

Patchallel (Tom O'Leary)
http://members.cox.net/mystfan/myst_fan/main.html

Naquiel
05-18-2004, 10:09 AM
Let me clerify. How about QuickTime VR pics of what we have already seen, just for that really cool old time look we got back from Excile.

I to think that there might have been to much shown, but there is some pics that have been put out that i wouldnt mind a QT VR pic to drool over.

________________________________________________
Known as Abble on the Atrus server, KI# 00061794
________________________________________________
Support Bacteria-Its the only culture some ppl have.

StarScrap
05-18-2004, 06:40 PM
In terms of a demo, PLEASE make it the FIRST thing in the game. That way it doesn't necesarily need to be spoiler per se, just being able to read chapter 1 early.

Different does not mean better or worse. It just means NOT THE SAME.

Srikandi
05-19-2004, 02:16 AM
They could just release the E3 demo... with (ahem) a few barriers and cones put up to keep us from going where we shouldn't (you listening, Katie? http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif )... that was great, already had placeholder puzzles to save the real ones!

Never DID get a chance to really play it at E3, since paying customers kept coming by and interrupting me!

Sri's Relto (http://members.cox.net/srikandi/Uru/)

Coronagold
05-19-2004, 04:47 AM
Sri, you and Wolfie should've brought cones & put them around you while playing the demo. If the crowd kept bothering you, you could've just pointed to the cones and said you're too busy. http://ubbxforums.ubi.com/images/smiley/16x16_smiley-happy.gif

http://img36.photobucket.com/albums/v108/sargem/POTS_copy.jpg