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Myst Creators Announce Obduction

Soulskill posted about 6 months ago | from the just-in-case-you-myst-that-style-of-game dept.

Classic Games (Games) 103

vivIsel writes "Cyan, the company behind Myst, is taking another shot at an game in that vein — this time in a new game universe, with the Unreal 4 engine. Perhaps unsurprisingly, they haven't gotten a lot of traction with traditional game publishers, so they are turning to Kickstarter with a $1.1M total ask. The Kickstarter video also has some neat shots of the Cyan headquarters — which looks a bit like one of the buildings on Myst island itself."

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103 comments

For PC? (2)

Yahooti (3401115) | about 6 months ago | (#45159905)

Are they supporting the old standard - the PC?

Re:For PC? (5, Interesting)

lgw (121541) | about 6 months ago | (#45159967)

Yep - it's the Unreal 4 engine.

I just finished playing through RealMyst (the version with a 3D engine and modern movement). Gaming has come such a long way, but as a small puzzle game it still stands up. Just a tiny amount of "hunt the pixel", mostly solvable without clicking everywhere to see what moves. These guys knew their stuff - here's hoping they still do.

Off to check out the kickstarter - I love that method of funding games.

Re:For PC? (4, Insightful)

Enderandrew (866215) | about 6 months ago | (#45160313)

Licensing the Unreal engine means Linux ports are less likely, and the game is much more expensive.

For what they're trying to do, why not go Unity like so many other Kickstarter games?

Re:For PC? (1)

rwven (663186) | about 6 months ago | (#45160471)

There's a UE4 game already being worked on that is coming to linux: http://linuxgamenews.biz/tag/unreal-engine-4/ [linuxgamenews.biz]

Also, with the announcement of Steam OS (linux based), it would be very surprising not to see an officially produced and supported version of UE4 for linux.

I think we have a lot of great stuff to look forward to on that front.

Re:For PC? (1)

Anonymous Coward | about 6 months ago | (#45162365)

What do you mean "much more expensive"?

Here's what wikipedia says about the Unreal Development Kit:

According to the current EULA, game developers can sell their games by paying Epic the cost of $99 USD, and 25% royalty on UDK related revenue from all UDK-based games or commercial applications above US$50,000.

Granted, this was for the Unreal Engine 3, not the Unreal Engine 4. Maybe the Unreal Engine 4 will be more expensive, I don't know.

Re:For PC? (1)

MBGMorden (803437) | about 6 months ago | (#45165455)

The $99 upfront isn't bad, but 25% royalty to the engine company is HUGE.

Compare to Unity which is $1500 upfront and done and it just doesn't compare.

Re:For PC? (1)

interkin3tic (1469267) | about 6 months ago | (#45165053)

I have absolutely no experience with either (beyond playing games as a consumer). I am skeptical on principle that if a much cheaper but just as good version of something existed, Cyan would choose to pay more, even if they do know they're going to raise as much money as they need through donations.

A big dumb company like EA, I could believe they would go with Unreal rather than a cheaper less known version simply because that's what everyone is doing, but the people who made Myst certainly aren't just following the crowd to follow the crowd.

Re:For PC? (0)

Anonymous Coward | about 6 months ago | (#45162369)

Maybe they should look into having it released on Steam, as steam has built it's Steam OS on Linux and supposedly making it's library of games playable on it.
This would imply that the Linux version of Steam should be able to play games that were originally only PC based (Direct X dependant).

Should read (-1, Troll)

olip85 (1770514) | about 6 months ago | (#45159915)

Cyan, the company behind Myst, is taking another shot at an game in vain

Re:Should read (2, Interesting)

Samantha Wright (1324923) | about 6 months ago | (#45160385)

Given that they've almost met 20% of their funding goal in the first of thirty days, I wouldn't give up on the ol' girl just yet. The core Myst franchise fanbase is exceptionally devoted—they've been keeping the Uru Live servers going for a few years now entirely through donations.

Re:Should read (-1)

Anonymous Coward | about 6 months ago | (#45162891)

They might get the funding eventually, but Cyan know fuck all about making a game. Myst was shit and so was every Myst sequel.

Correction - 30% in under 48 HOURS (1)

fallen1 (230220) | about 6 months ago | (#45165803)

Cyan has met almost 30% of their goal in under 48 HOURS. Not in the first 30 days. Their entire funding timeline is 30 days. I think the ol' girl has plenty of life left in her. One mention by, say, Penny Arcade plus the mention here on Slashdot and well.. :)

Re:Should read (0)

Anonymous Coward | about 6 months ago | (#45160915)

an game

FTFY: a game

It's called Solitaire (4, Funny)

Gothmolly (148874) | about 6 months ago | (#45159947)

and comes free with Windows. What other game has you endlessly clicking on things, hoping that something will do... anything.

Re:It's called Solitaire (2)

crakbone (860662) | about 6 months ago | (#45160021)

Yeah but they have a new two person version of Solitare. http://www.youtube.com/watch?v=5b6WT3lOQ68 [youtube.com]

Re:It's called Solitaire (2)

Kingazaz (1361759) | about 6 months ago | (#45165605)

Solitaire is always a two person game. If you're ever heading out into the woods, make sure you put a deck of cards in your survival kit. Then, if you get lost or hurt, just start playing solitaire and someone will pop up behind you to tell you where to put the next card.

Re:It's called Solitaire (1)

Anonymous Coward | about 6 months ago | (#45160031)

What other game has you endlessly clicking on things, hoping that something will do... anything.

cookie clicker?

Re:It's called Solitaire (1)

Jeremiah Cornelius (137) | about 6 months ago | (#45160101)

Defrag.

It's like "Centipede" on geological time.

I LOVE that game! Click once, and eventually, you always end up winning!

Re:It's called Solitaire (1)

Half-pint HAL (718102) | about 6 months ago | (#45163387)

Defrag.

It's like "Centipede" on geological time.

I LOVE that game! Click once, and eventually, you always end up winning!

Always end up winning? Not really. Sometimes I get the "bad ending" telling me I haven't got enough disk space to complete the game....

Re:It's called Solitaire (1)

Anonymous Coward | about 6 months ago | (#45160085)

Phantasmagoria. But if you click endlessly long enough, you get a nice consensual sex scene. [youtube.com]

" Hey, mom and dad in the '90's, could you buy me this computer game about a haunted house? Oh, you know, it's like Mario Brothers, with pixellated coins and mushrooms and shit, no adult-themed content that I would compulsively beat my dick to after school everyday while you two were still at work. Really? You will? Aww, thanks mom and dad, you're the greatest! "

And the best part is, when you resume control of the main character in the next chapter, it starts off with her on the bed sobbing. Ooh, need a little quick flip of the waistband, hehe.

-- Ethanol-fueled

Re:It's called Solitaire (3, Informative)

girlintraining (1395911) | about 6 months ago | (#45161185)

and comes free with Windows. What other game has you endlessly clicking on things, hoping that something will do... anything.

You must have been one of those people who were very bad at reasoning out word puzzles. Random clicking was reserved for when you got stuck because the puzzle made no sense... and back when Myst came out, googling "walk through" wasn't much help... possibly because neither Google nor walk-throughs existed back then. That is not how the game is supposed to be played. And considering that this new game would be using the Unreal 4 engine, one can assume that instead of loading up a pile of CDs worth of bitmaps (because 3D rendering was in it's utter infancy back then) with clickable regions to string together a narrative, we'll now have an interactive polygon-based world where the triggers are a bit more obvious and intuitive.

Don't crap on a game because it hasn't aged well... it was a marvel of narrative and immersive gaming when it debuted, and some would argue games today still lack the substance and storytelling that Myst enjoyed, preferring instead to focus on polygon count and realistic explosions over plot.

Re:It's called Solitaire (1)

TheTerseOne (2447418) | about 6 months ago | (#45161411)

possibly because neither Google nor walk-throughs existed back then.

Google I'll give you - but walkthroughs existed long before Myst. I remember trying to solve the Infocom "Hitchhikers Guide" game with a friend at work during a slow month (loved getting paid for that) and we got stuck. We tried kicking the door, picking the lock, opening the door using everything we could on the door, all to no avail. We went down to the "Computerland" store and asked them if they knew what to do. They pulled out a 5.25" floppy disk, put it in one of their IBM PCs and printed a complete walkthrough on an Epson MX-80 for us.

Who would have thought we should KNOCK on the door.

That was 1989 I think.

Re:It's called Solitaire (1)

TheTerseOne (2447418) | about 6 months ago | (#45161417)

Too late to fix it - but I just realized this was Bureaucracy and not Hitchhiker's guide.

Re:It's called Solitaire (1)

Grench (833454) | about 6 months ago | (#45162221)

Hitchhiker's had a bastard of a puzzle too, the infamous Babel Fish puzzle, where you literally could not complete the game without solving it. Had my brother and I stuck for many years. Tried many different combinations of where to put the satchel, where to put the dressing gown, where to put the junk mail, etc. Damn fish kept getting stolen by various types of cleaning robot (including an airborne one).

Eventually managed to solve it and complete the game, but when I went back to the game again recently, I couldn't for the life of me remember how I solved it the last time.

Apparently, Infocom eventually started selling t-shirts that said "I GOT THE BABEL FISH".

Re:It's called Solitaire (1)

clickclickdrone (964164) | about 6 months ago | (#45163617)

Yep. Only difference was back then a walkthrough was pure text or ascii graphics at best and got distributed via Usenet or FTP.

Re:It's called Solitaire (0)

Anonymous Coward | about 6 months ago | (#45163743)

I remember dialing up the Sierra On-line BBS to find hints for some of their games back in the late 80s. Many other BBSes also had walkthroughs. I'm pretty sure most of the text focused ones, like the Nirvananet boards like &TOTSE and My Dog Bit Jesus, had entire sections dedicated to them. GP must just be a little kid.

Re:It's called Solitaire (0)

Anonymous Coward | about 6 months ago | (#45170159)

Let's go farther back, Legend of Zelda (and a Link to the Past), had walkthroughs in Nintendo Power, when it was free.

Re:It's called Solitaire (0)

Anonymous Coward | about 6 months ago | (#45163157)

You must have been one of those people who were very bad at reasoning out word puzzles. Random clicking was reserved for when you got stuck because the puzzle made no sense... and back when Myst came out, googling "walk through" wasn't much help...

Well, just like Autoland, you don't know what you're talking about. Random clicking was necessary because in those "point n' click" adventure games you could never be sure which objects could be picked up or interacted with. Also, game walkthroughs were available on just about any BBS from Compuserve to locally run systems.

Re:It's called Solitaire (1)

jimbolauski (882977) | about 6 months ago | (#45163245)

You are spot on about everything except there being no walkthroughs, back in my day if you got stuck you had to ask you friends or wait a year for the walkthrough to be published, the Myst walkthrough took two years from the game release date, I can remember my friends complaining about having to wait longer when the release date kept getting pushed back. Partly because of the delays in the publishing and the dawn of the internet age people started looking to the internet for solutions to Myst puzzles, shortly after that full walkthroughs were available online. If memory serves me correctly there were more then a few walkthroughs available in Myst before Prima's strategy guide was published for Myst.

Re:It's called Solitaire (1)

VortexCortex (1117377) | about 6 months ago | (#45162559)

and comes free with Windows. What other game has you endlessly clicking on things, hoping that something will do... anything.

Muh- Minesweeper!

What a bunch of Ossholes (0)

Anonymous Coward | about 6 months ago | (#45159971)

Gee gosh, let's be clever and make up words. They should discirculate this metagenestic paramdilium.

Re:What a bunch of Ossholes (4, Informative)

Anaerin (905998) | about 6 months ago | (#45160297)

Sorry, but as Webster's dictionary [reference.com] notes:

Obduct
Ob*duct"\, v. t. [See Obduce.] To draw over; to cover. [Obs.]

So this isn't made up (At least, not by Cyan) at all. Perhaps you should endeavour to expand your vocabulary somewhat. Or, to put it in terms you might more easily understand: "Use dictionary, learn words, speak better."

As a Linux user I want to support them, but... (4, Insightful)

wjcofkc (964165) | about 6 months ago | (#45160049)

I use Linux exclusively. According to their kickstarter page, Linux support is currently up in the air with no promises. This makes me weary as in the end that usually equates to no. I suppose I could dust of my MacBook, but all the same, I would rather be able to play it on my main OS of choice. If they could commit 100% to Linux support, they would already have my money. As long as they are not sure, then neither I am I.

Re:As a Linux user I want to support them, but... (-1, Troll)

Anonymous Coward | about 6 months ago | (#45160117)

Pop quiz, hotshot:
a) run it under Wine
b) get the other two Linux users to sign a petition
c) start your own kickstarter campaign
d) moan on /.
e) decompile the game, and recompile it in Linux
f) play it on the library computer

Re:As a Linux user I want to support them, but... (1)

phantomfive (622387) | about 6 months ago | (#45160259)

e) decompile the game, and recompile it in Linux

I'm not sure you understand how difficult this would be. I'm not even sure anyone has ever done it with more than trivial projects.

Re:As a Linux user I want to support them, but... (1)

gl4ss (559668) | about 6 months ago | (#45163147)

wine does it on the fly sort of(except not really, but achieving the same thing).

but crazy stuff like that has been done. http://tom.noflag.org.uk/glfrontier.html [noflag.org.uk]

dunno if you count frontier as a non trivial project of course...

Re:As a Linux user I want to support them, but... (1)

Half-pint HAL (718102) | about 6 months ago | (#45163531)

wine does it on the fly sort of...

...then crashes complaining of an unimplemented library and a segmentation fault.

Re:As a Linux user I want to support them, but... (0)

Anonymous Coward | about 6 months ago | (#45160475)

is pop quiz above as clueless as he sounds?
what chance unreal 4 stuff is well behaved enough to run under wine?
how well do earlier cyan products run under wine?
unfortunately i cannot test either of these myself, as i prefer not to pirate good software, out of professional courtesy.
if it runs under wine it's good enough for me, and i'm always prepared to pay, for that sort of quality.

Re:As a Linux user I want to support them, but... (1)

LordLucless (582312) | about 6 months ago | (#45160149)

AFAIK, Unreal4 doesn't support Linux, so the chances of a port are slim. Unity supports Linux though, which is why there are so many Kickstarters offering Linux support - Unity makes it easy to just slap it on.

Re:As a Linux user I want to support them, but... (1)

iplayfast (166447) | about 6 months ago | (#45162195)

Why would they choose unreal. they could use many other engines that do support Linux. Opengl.....

Re:As a Linux user I want to support them, but... (1)

91degrees (207121) | about 6 months ago | (#45162373)

OpenGL is just a graphics SDK. Only draws polygons and pixels. You need something with scenegraph support at least. Plenty of options there.

Although Unreal is well supported, and it's pretty easy to find experienced develpers so it's a sensible choice.

Re:As a Linux user I want to support them, but... (2)

k8to (9046) | about 6 months ago | (#45160211)

This is quite typical for kickstarter. "Maybe we'll do Linux, you know, if the Windows users give us a lot of money." It's awkward.

Re:As a Linux user I want to support them, but... (3, Insightful)

westlake (615356) | about 6 months ago | (#45160941)

This is quite typical for kickstarter. "Maybe we'll do Linux, you know, if the Windows users give us a lot of money." It's awkward.

But honest.

You only have to glance at the pie sales charts posted with every Humble Bundle to see that much.

Re:As a Linux user I want to support them, but... (1)

blackraven14250 (902843) | about 6 months ago | (#45161617)

You can go even further with that trend, considering the contributions from Linux users tend to be substantially higher from Linux users, and the pie chart isn't of total users, but of contributions.

Re:As a Linux user I want to support them, but... (1)

VortexCortex (1117377) | about 6 months ago | (#45162715)

This is quite typical for kickstarter. "Maybe we'll do Linux, you know, if the Windows users give us a lot of money." It's awkward.

But honest.

You only have to glance at the pie sales charts posted with every Humble Bundle to see that much.

Yep. Sadly the HiB folks are largely outsourcing wine wrappers or making rookie mistakes (like linking to specific versions of a shared lib instead of the symlink), but it won't be that way forever. I develop on Linux primarily in my work, and so I do the same for the game projects I do for fun. I do the Linux implementation first, then port the changes to the windows version... It's sort of falling behind the Linux version of the game engine since my other fellow devs use Linux now too.

The other day we were talking about whether to push the Linux version out ahead of the Windows version, since it'll be done first, or wait to get native windows support in and tested before release. We didn't come to a consensus, the basic opinion was that since few indie games actually make it we should probably not worry about it, this is just one in a series, and by the next game the engine will be up on the major OSs... Except OSX, since Apple's EULA makes it illegal to install that OS on my hardware. I had a choice when buying hardware, and my setup is both cheaper and more powerful than Apple's highest end hardware, so no OSX (dumb on their part since OSs are irrelevant, it's the software that matters). If we make any money on the games, and there is demand, then I'll use it to buy hardware for an OSX build environment.

Do a Kickstarter to buy more development hardware? What, you mean BEFORE there's even a solid playable demo of the first few levels? No, you've got to at least show you can execute on an idea and have a playable demo before I'd donate. Got to prove the concept is actually fun, eh? Reputation is nothing, ideas are a dime a dozen. Experienced folks make flops all the damn time. "Test it and see" is our motto. You can't playtest an idea. You can't tell if a video game design that sounds fun on paper will actually be fun without at least a prototype... Kickstarter funders are slowly learning this too.

I'm not alone in my choice of dev platforms. Linux 1st devs are a growing minority. I know one thing: Windows8 "Metro" UI (proprietary managed code C# vendor lock-in) can go screw itself. MS wants a cut of all software profits -- I'm not eating their cut of sales. You are. That $10 game will be $14 instead to pay the MS app-store tax. That goes against my core values, so you'll not get any metro ports from folks like me. 30% cut for what? Even Google and Apple make me sick in this regard with their app stores. At least you can side-load on Android.

Really, I can't see how any legitimate company can rationalize not starting off a new project with a cross platform toolchain. I'm crazy for creating a new engine, but there's a method to my madness, games are an excuse to make a 3D OS -- I can afford to experiment because I have a day-job, and I don't actually care about money -- I make games for the love of it. However, for a business? Imagine that board meeting: "We've decided to let Microsoft's uncertain future in the Operating System market dictate our success... Instead of targeting all the OSs at once, despite cross platform solutions existing that are the same cost or cheaper to develop with...."

Dum de dum dumb dum dumb.

Re:As a Linux user I want to support them, but... (1)

Half-pint HAL (718102) | about 6 months ago | (#45164027)

This is quite typical for kickstarter. "Maybe we'll do Linux, you know, if the Windows users give us a lot of money." It's awkward.

But honest.

But is it honest really? Personally, I wouldn't want to put any "maybes" in a call for funding. Offer what you can and will do, not what you could or might.

Contributing to reach the main project goal is fine -- if it doesn't get reached, I get my money back. But there's something fundamentally dishonest about the stretch goals, because you're then trying to get people to put more money in with no opportunity to get the money back if the goal's not reached.

Linux support is included in many projects as a stretch goal. They expect the Linux users to pony up for the Windows version even if the Linux version isn't funded. That's wrong, in my book.

I would love to see secondary conditions in Kickstarter projects. Stretch goals that I'd like to see implemented as secondary conditions are things like:

  • Support for whichever specific OS (as an Android user, I thought that putting Android support as a stretch goal on an iOS KS project was just stupid)
  • Translations (what's the point of contributing to a dialogue-heavy adventure game if it's never going to be available in your language?)
  • Hardware sizes (I've seen things like "big screen version" as a stretchgoal. If I only want the big-screen version, I'm not contributing to the small-screen base goal.)

Re:As a Linux user I want to support them, but... (1)

Eleri Hamilton (3402205) | about 6 months ago | (#45170217)

I see a bunch of people saying "I'll only pledge $1, until they say they'll have Linux support", which kinda misses that if they don't reach their goal, there's *no* chance for Linux support. Does it come down to asking Linux people to support the Windows version, on a maybe? Yeah, it does, and no it isn't really 'fair'. They could always say "no" outright. Stating the maybe, and the limitations, because *people asked for that information* seems better than a no, to me. It boils down to a question of 'Do you think it is a game that should be made, even if it might not happen on your favorite platform?'. If yes, then pledge, if not, don't.

Re:As a Linux user I want to support them, but... (1)

Half-pint HAL (718102) | about 5 months ago | (#45173955)

Still, technologically, there's no reason the Kickstarter platform couldn't have additional conditions as described.

Re:As a Linux user I want to support them, but... (0)

Anonymous Coward | about 6 months ago | (#45160275)

If it makes you weary, lie down and take a nap. If it makes you wary, best stay alert.

Re: As a Linux user I want to support them, but... (0)

Anonymous Coward | about 6 months ago | (#45160319)

I believe the word you intended to use was 'wary'. Your post and "an game" in the announcement are what make people 'weary'. ;) /troll

Re:As a Linux user I want to support them, but... (2)

Durdias (2702733) | about 6 months ago | (#45160369)

I sent them an email earlier, and they basically said it depends on the Unreal engine. Below is their direct reply. "we're supporting MacOS and Windows. But our Linux support currently depends on Unreal Engine 4 support. It's possible, but we can't promise it, yet."

Re:As a Linux user I want to support them, but... (0)

Anonymous Coward | about 6 months ago | (#45162745)

I use Linux exclusively. According to their kickstarter page, Linux support is currently up in the air with no promises. This makes me weary as in the end that usually equates to no. I suppose I could dust of my MacBook, but all the same, I would rather be able to play it on my main OS of choice. If they could commit 100% to Linux support, they would already have my money. As long as they are not sure, then neither I am I.

Maybe if linux users bought games that have actually been ported to linux, then companies would consider it more seriously. Until then, linux is a minority market where only a minority of the minority will end up actually buying the game.

Re:As a Linux user I want to support them, but... (1)

interkin3tic (1469267) | about 6 months ago | (#45165081)

Maybe nitpicky, but isn't 100% unlikely for kickstarter? I mean, it's less than 100% certain that they'll put out ANY game, right?

Myst? (0)

Anonymous Coward | about 6 months ago | (#45160111)

I thought that company was Anshant Hystery.

If it's as good (for today) as Myst was (for then) (2)

garyebickford (222422) | about 6 months ago | (#45160115)

Back when Myst came out on the Mac, my then-wife got sucked in. She was glued to the computer for a couple of weeks. She would say, "I'll be right down" at 10 PM and finally come to bed at 3AM or 4AM. I don't know if she ever got through the whole thing. I helped/watched for a while here and there, and it was pretty interesting. Afterwards, she told me she finally understood how I could get so focused on the computer and lose track of time. So that was a win.

So, I'm not a gamer (outside of a bit of Solitaire, but if they can make it as interesting and engaging as they did before, more power to them.

Re:If it's as good (for today) as Myst was (for th (1)

jerk (38494) | about 6 months ago | (#45160587)

I remember spending a solid 24 hours playing Myst for the Mac when I was in high school and it remains my absolute favorite game of all time. I opted for the $75 level on Kickstarter. The enjoyment I got out of Myst is worth it even if this game is somehow horrible.

Re:If it's as good (for today) as Myst was (for th (2)

pseudofrog (570061) | about 6 months ago | (#45160931)

You left off a closing parenthesis. You inconsiderate bastard. )

Re:If it's as good (for today) as Myst was (for th (1)

Half-pint HAL (718102) | about 6 months ago | (#45163791)

...and you've got and not only changed topic but also changed speaker within a parenthetical. Everyone's even now.

Re:If it's as good (for today) as Myst was (for th (1)

pr0t0 (216378) | about 6 months ago | (#45161225)

A couple of weeks? Wow...I burned through it in 9 hours. Even so, it was an incredible game and an amazing gaming experience that I won't ever forget. Solving that game for me was like Parzival winning the Halliday Prize in Ready Player One.

Re:If it's as good (for today) as Myst was (for th (1)

clickclickdrone (964164) | about 6 months ago | (#45163587)

A friend who works in the game industry reckons that the fact it was on the Mac at all was a big part of its success. There were almost no mainstream/known games with semi-decent graphics on the Mac back then so on that platform at least, Myst sold a shedload.

1.1 Mil? (1)

stungod (137601) | about 6 months ago | (#45160351)

Honestly, that's not a lot of money to spend developing a game. I've run software projects on that much that were nowhere close to as involved as game development. So I'm a little suspicious about their projections there.

The other thing is this: these guys don't have a million dollars to drop on this? And no publisher was willing to give the guys who did Myst $1M to build this? Hoe about half? Something just doesn't sound right here.

But I'm in for $45. I'm loyal that way...they have definitely given me a bar tab's worth of fun over the years. I just hope they don't do another Uru.

Re:1.1 Mil? (2)

wisnoskij (1206448) | about 6 months ago | (#45160511)

First off, most actual studios who ask for KS funds are only asking for a kick-start in the finances, and will be looking for more cash (as 1 million is nothing when it come sot game design my actually full studios).

Secondly, no they do not. You try running a studio full of people for ten years without producing anything even slightly viable. They were the most successful studio coming up on twenty years ago, and they had 2 successful projects, many ports, and a few licencing deals. Then the AG industry went to shit and they could not produce anything that even got close to breaking even. They spent like 6 years creating the abysmal failure that was their MMO adventure game, that never even really got a proper launch, and really was never that good of an idea, or well executed to begin with. I have no idea how they did not declare bankruptcy 5 years ago, but they have dragged themselves along with remakes and ports to tablets in recent years, but the audience is small and those games are always super cheap. I doubt they have two cents to rub together.

Re:1.1 Mil? (1)

stungod (137601) | about 6 months ago | (#45160885)

Good points. The thing is that the KS isn't asking for seed money, although that's another part that's kind of shady-looking. What they're saying is that they'll build the game for $1.1M, but if they get more then they'll make more content. But realistically, I'd expect them to need to add a digit before they had something they could ship. I know there's some economy by using UE4, but they still need to license it and pay for development, QA, etc.

As for how much money they have, you're right - I don't know how much they've spent on keeping the lights on while they do....well, what have they been doing for the past 10 years? There's probably something more to this than what we see here, considering they still ought to have a little bit of cred with the industry. It makes me go hmmm.

Re:1.1 Mil? (1)

Anonymous Coward | about 6 months ago | (#45160977)

As the video said: publishing companies don't think that the kind of games they make will sell. Having 50k-some people put up money for a game that isn't even finished is evidence they can use to convince a publisher to fund them or a bank to give them a loan.

Re:1.1 Mil? (2)

blackraven14250 (902843) | about 6 months ago | (#45161673)

I don't think it's shady at all that they're asking for 1.1m. Consider Mighty No. 9 [kickstarter.com], where they asked for 900k, developed by veterans of both the industry and the genre (who have insanely strong credentials, like Keiji Inafune, who was Capcom's Head of Production until 2010 and co-created Megaman).

You do have to consider that studios that go with Kickstarter tend not to be massive development studios like you see with EA-style development. Bioware, for example, has about 800 people spread across 5 studios, so in the ballpark of 160 people per studio. A budget of $1m doesn't go very far in that environment, but Cyan only has 40 employees.

Excellent I'm in (1)

Anonymous Coward | about 6 months ago | (#45160485)

You won't appeal to shooty crowd, but I want something different, I loved Myst and I loved Riven.

But, I don't want any more of the 'book' plot. It got milked to death, it became a 'jump through books' soap-opera. Worse later on it became a lame Lara Croft run-jump balance and go find books thing.

Give me a puzzle game, an explory game, a consistent plot that tells an unfolding story. The story should fascinate, the scenery should become ever more interesting and varied as reward for progressing through the game.

I'm in, (only for $100, I'm not made of money )

Re:Excellent I'm in (1)

TheTerseOne (2447418) | about 6 months ago | (#45161465)

I loved Myst and I loved Riven.

I'm in, too. I loved Myst. But I never could love Riven. IIRC it was 5 CDs. The first time I tried to play it I kept clicking something wrong and then riding the stupid rail from one CD to another and then back over and over. I felt more like a DJ than a gamer and finally gave up.

Re:Excellent I'm in (1)

Arancaytar (966377) | about 6 months ago | (#45162415)

Yeah, that sucked. It's available on DVD now, though.

(For my part, I was disappointed by End of Ages. After years of live actors in rendered environments, the animated 3D models just looked fake. I hope technology has caught up sufficiently for this game to look better.)

Why not an actual Sequel (1)

wisnoskij (1206448) | about 6 months ago | (#45160625)

Screw this spiritual crap, we want an actual sequel/prequel.

Re:Why not an actual Sequel (3, Insightful)

Zobeid (314469) | about 6 months ago | (#45163463)

I feel just the opposite. I loved Myst but never really got into the sequels, and all their accumulated lore is just confusing to me. I'm sure it would be confusing and daunting to new players too, who haven't done any of the old games -- and many, many of today's gamers weren't even born back in the Myst days. It's sort of like going into the comic shop and seeing Fooble's Adventures #50 and thinking, "Neat cover... But do I even have a hope in Hell of understanding what's going on, if I haven't read the first 49 of them?"

A new world means no baggage, no preconceptions, a fresh start. Anybody can dive into it without misgivings.

Re:Why not an actual Sequel (1)

Eleri Hamilton (3402205) | about 6 months ago | (#45170237)

And it means they get to clear their heads of cobwebbs and limitations too :) Besides, if people are jonsing for D'ni, they can always go visit mystonline.com, or go check out the other Kickstarter that's up- http://kck.st/GHSfJO [kck.st]

Oculus Rift support?? (1)

cplusplus (782679) | about 6 months ago | (#45160719)

The Unreal Engine SDK now has Oculus Rift support. An adventure game similar to Myst that took full advantage of Oculus would be so awesome. If Cyan has plans to support it for this game, they can SHUT UP AND TAKE MY MONEY!

Re:Oculus Rift support?? (4, Informative)

cplusplus (782679) | about 6 months ago | (#45160751)

Buried deep in the Kickstarter info: "We are excited about Oculus Rift (we have a dev kit) and VR in general, and we'd love to have a stretch goal that heads that direction." Woot!

If this had Oculus Rift support... (1)

marciot (598356) | about 6 months ago | (#45161247)

If they add support for the Oculus Rift, I'll totally be in line to buy this and a Rift!

Abduction (0)

Anonymous Coward | about 6 months ago | (#45161291)

What the hell is an "obduction"?

Re:Abduction (1)

jerk (38494) | about 6 months ago | (#45165007)

Since your dictionary is broken and mine is not:

obduction |bdkt()n| noun [ mass noun ] Geology
the sideways and upwards movement of the edge of a crustal plate over the margin of an adjacent plate. the granitic magmas formed when the ophiolite complex was obducted onto the continental margin.

Loved Myst... (1)

Anonymous Coward | about 6 months ago | (#45161393)

... me and the wife played it through to the end. I eagerly awaited the sequel, Riven, and bought it right off but honestly didn't make it very far. As beautiful and well-done as it was, I was just finished with the concept of endless puzzle games.

Myst found a proper niche where it was genuinely novel for its time and was able to be addictive because of its novelty as well as the amazing visuals and atmospheric qualities. In a way it was a victim of its own success, addicting people then turning people away because it was redundant by the time Riven came out.

looks like one of the buildings on Myst island (1)

Arancaytar (966377) | about 6 months ago | (#45162391)

I suspect that you have that backwards.

Re:looks like one of the buildings on Myst island (1)

mgiuca (1040724) | about 5 months ago | (#45173163)

Nope. After Myst was a huge success, Cyan put some of the money into building their own dream office from the ground up. The Cyan office is vaguely reminiscent of Myst, and not the other way around.

Reality check, please, people (2)

Doghouse13 (2909489) | about 6 months ago | (#45162709)

Myst was released 20 years ago, and the fact that Cyan feel the need to trade on the reputation of a property that old ought to be at least as much a warning sign as it is a cause for excitement. Yes, Cyan may technically be the company that produced it - but, whilst companies can theoretically live for ever, people move on. It's an absolute certainty that any new property would be produced by different people, under different management, with potentially different attitudes and values (and I've seen at first hand just HOW much of a difference 20 years of change in a company can make), using a different engine, to vastly different market expectations (Myst was good in its day - but if it launched today, I suspect it would barely make the discount shelves).

Good luck to them, by all means - new, quality products in the market are always welcome. And if they get to market, and it's any good, I may buy it. But this is no different to any other company coming along and saying "We plan to develop a new game, and it's going to be great, so give us the money to let us do it".

Re:Reality check, please, people (1)

intermodal (534361) | about 6 months ago | (#45165335)

I worked on two of the numerous releases of Myst, and the biggest thing we all noticed was that the magic just wasn't the same when the graphics were no longer shockingly superior to the rest of what is available. Myst was once an amazingly beautiful place to explore, with promise of more beautiful places to explore if you punished yourself by going through their rudimentary puzzles. I'm not sure you can create a new product based on that principle when you're using a recycled engine that is already in use for fast-paced FPS.

Re:Reality check, please, people (1)

benro03 (153441) | about 6 months ago | (#45166379)

Well, the narrator of the video is Rand Miller, who was one of the creators of Myst and played Atrius, so I would say that a good portion of the management team is still there.

Re:Reality check, please, people (0)

Anonymous Coward | about 6 months ago | (#45166877)

This isn't true - they have Rand Miller leading development, who is one of the two original co-developers (and the actor for the Myst series' main NPC).

Also, Cyan has always been a small independent studio, and even the employees who did not work on the original game have likely been with them for a long time.

Ah, that explains something... (2)

Shrike82 (1471633) | about 6 months ago | (#45163511)

I did wonder why Myst was getting attention in various places like Slashdot [slashdot.org] after all this time. Stir a memory in the thirty-somethings and then announce your "new, fresh game that isn't at all trading on a name from decades past".

A $1.1m what? (0)

Anonymous Coward | about 6 months ago | (#45166125)

They'll get nothing from me if they make an "ask". Okay, I'm assuming that "ask" is the article writer's word, and not Cyan's, but since when have SlashDot threads not become jumping off points for tangents?

I refuse to use "ask" as a noun. There are so many good verbs that better indicate the nature of the question, and they developed for a reason.

If I receive an "ask" at work, that tells me nothing. I need to know if this is a request from a co-worker, or a demand from my boss. Or maybe just a request from my boss, which gets less priority than a demand. My coworker might plea for something, which may have more impact than the last time they entreated me to do something. Also, an "ask" doesn't tell me whether they have a question and they need an answer, or whether there is a requirement incumbent upon me to complete a larger task.

I don't take an "ask" as an action item until the person asking can clarify priority and severity of the issue. We have plenty of good nouns that already convey that. So I implore you to stop using "ask" as a noun, and if you're dealing with me I'll demand clarification.

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