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Articles
Rand
Miller Speaks About Myst V: End
of Ages
The
following is a transcript of a meeting at the 2005 E3 with
Rand Miller. Rand was genuinely excited speaking about what
is planned to be the concluding game in the Myst series
and his enthusiasm was contagious. The accompanying screenshots
in no way do justice to actually seeing the stunning graphics
in person. Be forewarned, there are some minor spoilers in
the transcript.
“It
won’t be everybody’s favorite Myst Game,
but it will be some people’s favorite Myst game.” – Rand
Miller
Myst V is
the final episode in the Myst series – the
grand finale. But, I have to say, just to set expectations, that
we’ve done the grand finale the way it should be done.
We
didn’t add explosions or furry, little singing creatures
in trees. Myst is
about quiet, subtle, interesting situations. But there are dramatic
consequences, its that same Myst feeling,
that subtle exploration that has some dire consequences in the
choices you make at the end and its very reminiscent of the first Myst on
a lot of levels which was wonderful for us.
The
first thing you notice is different is the real-time 3D. As far
as visual Myst games
go – not including RealMyst – this
is the first from the ground up that was built in real-time 3D
and that presents some interesting problems for us because the
toughest part of real-time 3D is its hard to move around in. The
interface is a problem and we wanted the interface to be as easy
to use as the original Myst. We wanted
to play the game with a mouse and one button to get through the
entire game. So we actually built, essentially the equivalent of
a classic interface were you can actually play the game by clicking
and moving point-to-point not knowing really anything about real-time
3D to get through the whole thing. What I’ve said basically
is that my mom can now play a real-time 3D game because there is
no way she would be able to manipulate controls. So we move you
from place to place. Anyone who is used to Myst and
wants to play it that way we take you to the areas that you can
focus on, we frame the shots - all those things that you would
miss if you didn’t have the benefit of flowing through the
landscape which is so cool. It’s my favorite part.
But
of course, for those gamers, now that we’re state-of-the-art
as far as our graphics and 3D goes, rather than reinvent that interface
we just used some standard gaming interfaces for the full mode
almost like a first-person shooter type of controls sort of like RealMyst.
RealMyst was
kind of an attempt to please everyone. We tried to build an interface
that novices could use easily and experts wouldn’t mind and
I’m not sure we pleased everyone. For this one we said, “You
know what, let’s keep them separate.” Classic mode
will be point-and-click and the people who play first-person-shooters,
they know what they want, let’s not rebuild that and so you
pick your mode and it’s actually been pretty satisfying
Myst V is
another one that is different for us in that there are no live-action
characters. Once you make the switch to real-time 3D, the live-action
characters seem disconnected. They don’t fit as well in the
environment, the continuity’s not quite there. But we did
decide that we would try to do the real-time 3D in ways that no
one has ever done and we’ve done them as well as we could.
That included full-motion capture – the studio did motion
capture. We put cloth simulation physics on the clothing so it
feels like they’re in the world. One unique thing we did
was that motion-capture captures the subtlety of human movement,
but rather than try and animate bones and a face by hand, we actually
mounted a camera on the actor and captured the face movements as
they’re acting and we take that video and project it onto
the model of the face so that we hopefully get some of the subtleties
that you might miss if they’re hand animated. A raised eyebrow
here, a scrunched-up face there – the little things that
mean so much. That’s stuff you can’t hand animate,
it’s not the same as hand-animated motions, there’s
something about actual human stuff that comes through. It’s
actually the performer, it’s his face, it’s what he
did with his eyes, it captured everything he moved and we built
it so he could turn his head and look at things and we would still
capture a solid facial expression.
The
game character, by the way, is also etched in our decision to make
this game more accessible as far as ease of play and getting to
the different places. Myst games have
progressively gotten – well, there are two types of people
who play Myst games – there are
the explorers, and frankly they’re the people who want a
vacation on their desktop and then there’s the puzzle solvers
and I think we’ve pleased the puzzle-solvers as we’ve
progressed. But we kept hearing, “I can’t even get
to the places without the books, I need the hints, I want to see
these beautiful places you’re creating.” So we pulled
back. For this game in particular we made accommodations that say
we’re going to let you go almost everywhere without solving
any problems and we’ll devise a character who’s actually
part of the storyline. Part of his job is to say, “I am here
to help you.” Now you have to decide whether or not you trust
him and how that plays out in the end, but it works really well
in allowing people to see the worlds that we’ve built.
Another aspect that goes
along with this character – we’ve added a lot of unique
things to this Myst. It’s the finale,
so we’ve tried some new things and its always risky, but
there’s these creatures, who are in some cases very bizarre,
that I’m sure people are not expecting. People may have seen
them in Uru or heard them talked about
in Uru, but in none of the Myst games
are they mentioned. We wanted a way to communicate with them and
no Myst game is going to have dialogue
boxes with ‘yes’ or ‘no’ options. What
better way to communicate in a Myst game
in particular than to write - to actually be able to write. You
can actually travel with slate, it plays a large part in the game
and you can write whatever you want on it. As you wander around
you’ll actually find symbols that look like they’re
appropriate to write on the slate. You don’t know what it
means, it’s the creature’s language. But you draw it
on the slate to try and instruct the creatures to do something
and they’ll try to understand what you wrote. They’ll
try to interpret it and if you can, you can tell them to do things.
If
you drop the slate and walk away from it, the creatures appear,
look at the slate, read it and will then do what is written on
the slate. They can even change the Ages. It’s part of the
mysterious storyline how that works. In an interesting way, through
the creatures, you get the feeling that you’re changing this
world. There’s deeper things going on than what anyone understood
at the beginning of this and what Atrus even understood about the
Art of Writing.
We’ve put a journal
in the game itself so you can take pictures or type in your text.
An interesting addition to the journal is that any picture you
take is actually a saved game. But you don’t ever have to
use them to restore your game, in fact you don’t have to
use the journal at all. You can play through the game without saving
and when you quit and start back up, it takes you back to where
you left off. But, as an aside, every picture you take, you can
return to that spot if you want to. Every speech that you hear,
every time that someone talks to you, rather than making you write
that down, we went ahead and just documented it like you would
if you were there so you can refer to it because there are some
very rich speeches and there’s pieces of things you might
want to go back and reference.
The slate itself is a
very useful tool, but it also can be a burden. You have this huge
piece of rock that you’re carrying with you. Well, guess
what, you come to a ladder you can’t climb the ladder if
you’re carrying the slate. So you have a dilemma because
part of your goal is to take that slate with you and in addition
to that its very useful because you can use it to command the creatures
to do things, but you can’t get to the top of the ladder
with the slate. And if you drop it, many times the creatures will
come and take it away and put it back on its pedestal. So the problem
is “How am I going to get this slate up there?” Anyway,
new kinds of puzzles that are a little different than “How
do I power this up and make this work” because you have to
think about them a different way.
The
dynamic aspect of real time – even though it was a risk for
us because it is not quite pre-rendered quality – the idea
that it is real and dynamic makes it feel real to me. It opens
up the ability to move the clouds more realistically and make the
grass wave and put birds that dive into the water and make the
water ripple in ways that we’ve attempted before but have
never been able to do so realistically. There’s also other
aspects of the dynamics like the windows, there’s an especially
interesting segment about the Gate Room and how if we had pre-rendered
the Gate Room then when doors or windows are opened or closed then
there have to be doors in the background - all of those things
had to be considered, but not so in a real-time 3D environment.
So we went crazy with this and put windows all the way around the
structure and I don’t have to worry about pre-rending all
of the objects. If I open a window, then I can see on the other
side if it is open or closed and we’ve actually incorporated
that into some of the puzzles as well. This is actually a good
example of where the nodes work just like Myst.
They take you to the point, take you to each window as you walk
around the structure. They take you to the things you need to manipulate.
For people who are used to Myst, they’ll
be able to get around just like they’re used to. For gamers
who want to try their hand and seeing more and going everywhere,
there’s an easy way to do it. We’ve even provided an
intermediate mode for people who don’t necessarily don’t
want to feel like they’re playing an FPS and maybe want a
little bit more of the classic feel. So a little bit different
idea where the screen moves much like it did in Myst 4 where
everywhere you point you move, but when you click you move there
relative to real-time 3D.
There are plenty of Ages
in the new game; some that will be very satisfying for Myst fans.
We’ve built it so that you need not have played any of the
earlier Myst games. We do notice a lot
of the history and story and for people who are interested they
can read about it and see more if they want to know or they can
play without knowing. There are six pretty large Ages and a few
minor ones.
The two main characters
in the game are meant to be both familiar and non-familiar. Yeesha
is grown-up and we get to see her in all of her eclectic glory.
This is where you have to make some choices with her; learn a little
bit more about her. You’ve seen her in the last few games
growing up and we know a little bit, but now she’s here
We
also meet a new character, Esher a D’ni, who has never been
in any of the Myst games. He’s
the guy who’s been around though, he knows things that he’s
done first to other characters, so he has an entirely different
perspective, one that may surprise people. There are many similarities
in this one to the original where there are two people telling
you things that are sometimes at odds and in some cases aren’t.
And they don’t seem extremely antagonistic against each other,
but in the end there’s a substantial choice you must make
with interesting repercussions some of which will be surprising.
We have a certain ability
to look at things in maybe a different light or to skew things
in a way that hopefully may be more enjoyable to people. It’s
one of those things that you never know. Myst was
successful out of the blue and we may never have anything like
that again and you know what, I’m satisfied with that, I’m
happy with that. But it’s also very satisfying for me to
look at things in a different light and try again with a unique
perspective.
The
main thing we’ve talked about in making this game though
- and I should touch on this – is the idea of story being
interactive and a lot of that has to do with adventure games not
being as popular and not selling as many units and what that means.
Adventure game is a broad category that is sometimes hard to peg
down; hard to nail exactly what that means. From our point-of-view
adventure games are about taking story and wrapping gameplay around
it. Which is not necessarily the way the rest of the industry works.
Most games you see take gameplay and they wrap story around that.
So those two perspectives are very dramatically different because
it means that one aspect is at the core. In adventure games, story
is the core, in other games the gameplay system is the core. I’m
not saying one is better or worse, people are entertained in a
number of different ways. The reason that story is important is
that’s the potential for this industry to mature a bit. The
story aspect is what touches people’s emotions. Stories are
what teach me something about myself and the world and that’s
the artistic side of this industry and that’s the part
that excites me.
Myst
V E3 Trailer
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