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    Cubed

    on 30.12.2007 at 23:10 User Icon Posted by Jorge Ba-oh (jb) Number of Comments Comments: 3 Number of Reads Reads: 3148
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    Hoplite Talks Myst (Nintendo DS), Wii Version Being Considered
    Interview by Adam Riley :: Sunday 30th December 2007


    When Myst first launched on PC back in the 1990s, gamers were left completely puzzled by its different take on the adventure genre. However, rather than being put off by the experience, the mystique meant it garnered a strong following of fans. Now Hoplite Research has brought Cyan World's classic back on the DS and Cubed3 got the chance to talk to the game's Executive Producer to discuss what is different this time around, why Myst became so popular, plus the chances of it coming to Wii...

    Cubed3's Adam Riley: What was the reason behind wanting to bring Myst to the Nintendo DS?

    Manny Granillo, Executive Producer at Hoplite Research: I determined that with the advent of faster technologies in the hands of consumers such as the Nintendo DS and other systems, fantastic games, such as MYST, can reach an even larger audience. Myst is one of the best known game franchises in the world and still remains a favorite among all ages.

    AR: Can you tell us how long the project took, and talk about some of the biggest hurdles faced when converting the old PC game to DS format?

    MG: The project received a complete top to bottom review. We wanted to bring the MYST adventure once again to long time faithful followers of the Myst Universe as well as the millions of new players discovering the game for the first time. We had to find a balance between conveying the experience within the DS framework that is both fun and functional. We decided early on to redesign the way in which the player interacted with the Myst experience. With the innovative Nintendo DS interface, we created a mechanism that integrated many of the tasks which players would normally do on a sheet a paper or with a hint book. Let's just say that it was not a simple "move."


    AR: Were you pleased with the PSP version's sales overall? Do you think it is more likely to appeal to the DS audience more, though, since adventure games are building up quite a reputation on the system in general?

    MG: The PSP sales have been solid especially since the MYST game has yet o be released in North America. Our publishing partners have all been pleased with the response and it continues to sell at a regular rate.

    The DS version of MYST is a natural extension of CYAN's original vision. The use of the stylus, the method of interaction, the level of mental acumen to challenge players and eventually master the game are all part and parcel on the DS version. If there ever was a game that was designed for the DS Mass Market Puzzle/Adventure crowd, it is MYST DS. The Magic of Myst is timeless because its design focused on the mind and the puzzles within.

    AR: Could you please describe the basics behind Myst for those thinking it is merely 'just another point-and-click adventure'?

    MG: Myst DS summons every ounce of brain power to master and eventually complete. Those looking for a quick fix need to look elsewhere. Myst derives its allure from the connection between the player, the story, he world and how the puzzles act as a character themselves. Always taunting and challenging the player to solve them if they can. Nothing is as it seems, yet all is what it seems. Myst will challenge even the
    best Brain Game or adventure player. Myst has NEVER been about any one part of a game, but simply the game itself. It will continue to be the game to master for years to come by the ever-growing amount of new gamers that see it for the first time.


    AR: How does Myst on DS take advantage of the system's special features, like the touch- and dual-screen set-up?

    MG: Myst uses the stylus as the key method of interaction, with the various tools to aide the player in the adventure. With the dual screen interface, we have been able to give additional information so as to make the game even more challenging.

    AR: Is the game basically like the PSP edition, or have any extra elements been included to make this edition better value for money?

    MG: The DS version is similar to the PSP; only the way the player will interact, how they will play the game, solve puzzles and use their tools is fundamentally different. The PSP version does not offer the dual screen advantage, and does not have the map system or the DS specific "Toolkit."

    AR: Can you tell us a little more about this new age that is included in the DS game?

    MG: The new Age was never included in the original version of MYST and so was never really appreciated as such.

    AR: Considering the original game came out way back in the early 1990s, what do you think it is that helps keep the experience so fresh?

    MG: As mentioned earlier, the Myst adventure is independent of technology. That is why it lives on in many forms. Myst is not tied to any one technology or experience. Its design "lives" apart from the way a gamer will experience it. It is very unique to Myst itself. Very few, if many others, have that ability. I was involved with another masterpiece with a similar dynamic called Sim City almost 18 years ago.

    AR: If Myst proves to be a success on DS, is it likely the PC game's sequels will be making their way to the handheld as well?

    MG: The direction that my group is heading is taking us to create new franchises as well as bringing other gamer favourites back into circulation that I feel are part of a gamer's legacy that must be passed on to the next generation such as Myst will be.

    AR: Now you have finished working with the Myst port to DS, would you ever consider working with other publishers to resurrect other classic PC games of a similar ilk (such as the Zork games)?

    MG: My impetus to bring the Myst legend to the DS was that it needed to be. I am sure there are many other developers now jumping on to bring other games to the DS. If I determine that a project is worth pursuing, we will look into it. But, that project must be something that will be a watershed and not simply another project on the wall.

    AR: The gameplay of Myst seems ideally suited for the Wii control system. Is such an edition being considered? And if not, is it likely to be something that will happen?

    MG: We cannot comment on this, but we are looking into it.

    * * *

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    Myst DS (Nintendo DS)

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    Page: 1
    About to board my plane. Merry Christmas everyone!
    Number of comments 3129
    tiamat1990

     L81 Chun-Li

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    They are so porting it to the Wii.
    on 01.01.2008 at 05:36
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    jb

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    Wishing for a new Rival Schools!
    Number of comments 15714
    jb

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    Nice, seems to be a worthy title to bring to the DS, and it does seem likely to be considered for the Wii, both consoles are much suitable for a bit of Myst.

    jb(at)cubed3.com
    on 01.01.2008 at 21:10
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    If there's a bustle in your hedgerow
    Number of comments 1621
    Kangaroo_Kid

     L64 Knuckles

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    You'd be forgiven for thinking that JB, but the truth of it is the DS port is just plain shite. Can't speak for any Wii version though, obviously.
    on 02.01.2008 at 14:07
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