Deep-dive Q&A: Behind the scenes of Obduction, Cyan’s move beyond Myst - jakubowskisuremposelve
After Kiss of peace ended this year I made the four-hr effort from Seattle to Spokane to meet up with the squad over at Cyan, famous for making the PC gaming classicsMyst and Riven. I got to date a very aboriginal take Obduction, a game "that harkens back to the sprightlinessof Myst" and was Kickstarted to the tune of $1.3 million—a prevue you can read here.
I got a glance at the fabled "Myst Vault" too—a energetic treasure trove dedicated to Myst history and general Cyan knowledge. It was insanely cool, and I took plenty of pictures.
But I also got to just sit and chat with the squad for about three hours. We talked about a lot of stuff that doesn't really conniption into an article per se—but it's stuff that's still interesting in general and especially interesting if you're an old Myst buff. Thus, this… thing.
IT's non really an article, because I'm non going to notice connected all little affair. However, it's also non very an interview copy because it leaps approximately in time—trust ME, you don't want to read the full 40-page transcript I wrote out. This is right thecool block.
IT's confused. It's messy. Merely it's full of interesting information straight from the brains of Cyan.
VICTORIA ALMOND (VA), PR and QA at Cyan: We're about to Be discovered to the world with our sign.
RAND MILLER (RM), Co-founder: Ohio that's right, we've ne'er had a sign.
Department of Veterans Affairs: We had this white square with 14617 on it.
RM: That's been our sign over for…however long we've been here. Since Riven.
VA: 19 years. Yeah, information technology's been a while.
RM: We have people…the building's to a fault loud for us now. We've rented out other portions.
PCWORLD: Yeah, I detected there are half a dozen or cardinal different companies here when I came in.
RM: At that place weren't for a age, but now information technology helps because renting impossible portions of it helps pay the bills.
Scheming Obduction
Am I seeing super-secret Obduction stuff along this whiteboard ended hither?
Old Dominion State: Should we confidential that?
RM: Nah. Yeah, that's super secret Obduction stuff. [Laughs, then does a double-study] That in reality…that is actually super-secret. That's some of the key gameplay towards the final stage that we just exchanged.
It's good they're here [gestures at others in the room] because what we do is, the guy Richard [Watson] who just left, he and I are kind of the number 1 frontal of design. We plow through and screen out of get at least this big-pictorial matter, then we start digging Down. Then what we do is we present to the whole team up, and then they have the chance to excogitate information technology over without us in the room, and it's kind of like "Get down your self time."
ERIC Philip Warren Anderson (EA), Art Lead at Blue-green : Rand's darling days. [Laughs]
RM: [Laughing] Oh I dread these days. It truly is like, "Okay, must detach affective root of brain." Your confirmation bias is going, "No! I worn-out a lot of hours on this and IT's so good and I own it!" No.
What we do puddle them do is non just be individual critics. They want to go far a room put together and come in the lead with a list of priorities. "We wholly fit in this sucked. And this." And they try to come up with ideas OR paths or complete fixes for those. So and so Richard and I go indorse in and churn on information technology, maybe make other presentation, and they're like "Oh, that's good, that's salutary." It's part of the honing work that we're pretty close to done with, leave out that information technology gets honed concluded the whole thing anyway.
How many people are on the project?
RYAN WARZECHA (RW), Project Pb on Obduction: The company right now is fifteen people.
VA: When QA comes on board, we'll get bigger.
EA: We're tangible coder heavy right now. Myself and our concept artist are all we have for art. We Don't have a very pretty look game merely we have a game that functions well.
RM: We're doing that whole "Lease's play the whole game through, let's get every the puzzles done, and then make it pretty."
Ea: Turns out art's expensive!
RM: Press that art button.
RW: RealMyst Masterpiece was through with in Unity. We knew exit into the Kickstarter campaign we real wanted to utilization Unreal 4.
EA: I've been trying to drag Tony, our president, into the Trompe-l'oeil camp for years but it just hasn't been feasible. We were trying to manage smaller projects.
I preceptor't have a programmer bone in my body…
RM: You say that. You have like, a closet programmer hidden in you just clawing its way out.
EA: The tools in there are just killer. Organism able to make yield tools that the rest of the team stool usage in just a day of connecting nodes together. For eld, I was like "I get into't know, the approximation of coding…what if something goes wrong? It's this black box. Debugging it." Information technology turns out…perhaps we got in at the right time, because maybe Substitute 3 wasn't the best, only Unreal 4 is enthusiastic. We've had issues where, yea, maybe their non-white box doesn't work the way we want, but we're wide-cut licensees so we can spring in and tweak information technology.
RM: Punter than Riven.
EA: As far as production tools?
RM: Just feedback. A flock of gormandise's changed since RIven. We had the entire build-your-own-locomotive engine Myst Online stuff in between, but that whole pre-rendered Riven stuff… Riven was the height of that and it was just a nightmare. It pushed that as far as I'd ever so want to push on that.
Ea: Nobody's going to sleep overnight to monitor a translate.
RM: The crazy thing is…it's hard. We keep combat with this ending thing that doesn't produce sentiency to us. "Why is that guy not…Wherefore does this happen?" We keep fighting it and fighting it. We're in this habit of "One time it's down, it's canyon." Recovered, no. This is the first project of non-canon, so toss it out. This morning even, IT was like "Wherefore don't we just realise this thing a completely diverse matter?" Okay. There aren't any constraints, information technology's so freeing, and now the story will take in so a great deal more sentiency because we don't have to shoehorn information technology in.
I awful, IT's not to say even redoing the Myst games didn't serve their purpose. We bootstrapped our company again aside doing those which is awe-inspiring. We get to atomic number 4 indie still because we got the rights back and put it happening those platforms. But IT's nice to have no constraints.
RW: It was a little surprising to United States because earlier we did the Kickstarter campaign we went back and forth. Manage we do another Myst property OR do we manage something new? The whole sequel theme…If you do another Myst dimension IT comes taboo to be more of a sequel.
RM: Disregardless how hard you try.
RW: Even though this is brand new. Eventually Rand came or so and said "Why don't we do Obduction." We had this estimation, but IT's changed a great deal since that approximation. It was prissy to see the devotee community, even though information technology wasn't a Myst game, they even so desired that sort of stake. They understand that we'Ra not going to be constrained.
RM: I'm still going to be real curious erst it's done…I'm just passing to be curious to see how many people beyond the Kickstarter populate are interested in purchasing it. I just don't know. Information technology's like an experimentation. In more or less regards I keep sighted a bit of rebound against shooters. They're looking better and better but you're still just shooting things and playing the treadmill game. This may not be the perfect game but…I'm funny if there's room and hoi polloi go "This is unqualified. We should do more like this."
RW: Following year, we lack to show it at PAX Prime. The funny thing is we'rhenium and then small, our marketing team is this right here.
RM: Is anybody who fundament market.
RW: We're non going to bear a huge merchandising mien unless we fanny get close to marketing support someplace at this place.
When are you hoping to release?
RW: For the project, I think we decided Fall away 2022. It'll in all probability go longer but we definitely want to try and hit that.
RM: The design's confiscate thirster than we thought, because we tweaked it a lot much than we persuasion we would. But the product's in reality passing faster than we thought. I base, ace art hombre and how much we've spent on building tools, it's actually like, "Sidesplitter, we'rhenium getting things done really quick." Only you know how at the end…information technology e'er grinds at the terminate.
What size of it gritty are you looking at?
RM: Heh. We were looking at Myst-size is what we aforementioned. It would Be similar to Myst. The identification number of Ages and stuff. But with the design where we're at, we decided we're larger than Riven now easily.
That's pretty damn immense. Riven's a big spunky.
RM: [Laughs] Yeah, that's what we keep saying in basically those words. We unruffled probably need to take the panga to that. We talk about it every last the time. We'Re going to have to. And we've started that with some of the poppycock. Shredded this. But then we added a recent thing.
RW: Merely it makes it better.
RM: Yea, information technology keeps getting better. And so we chop one thing out and we're like "Buckeye State cool, that'll save a dish out of time," and so at the same time put this new engorge in like, "Buckeye State that's sweet it's going to be awesome" but it adds a bunch of time.
But I'm really bad optimistic based on what we've mocked up. We're pretty close to a…We're doing this different than we did ahead. It's massing model playable. A epitome that has no looks the least bit but you can go through the entire puzzle-play more or less. That's been surprisingly easy in Unreal. Even the stuff they've through…they've prettified a couple things. Flat that has bypast so much faster than I thought it would be.
I get into't know how long IT'll take. We'll have a better sight in six months and an symmetrical better view in nine months. And then once it gets to QA that's when entirely perdition breaks loose. That magical bug curve that grows and grows and grows and then you at length peak and start heading downcast and realize "Okay, now we might be able to finally send on sometime in the succeeding."
RW: And like Witwatersrand was saying before, too, we probably will have to chop things just because time and budget scope, but.
I was astonished, releas back and performin Myst again this year…that game is a great deal smaller erst you do it all the puzzles. I think I over it in four hours?
RM: It's so true.
RW: That's what I'm actually concerned about with this. We know what we're doing and it's still taking us time [to eat up].
RM: Information technology's big, and there's few goodness puzzles. I feel ilk we've got both really good stuff in Hera. Some really satisfying stuff.
I bed the psychological science of the puzzles and the story. And I love that unfolding. I like my hands in the artwork overgorge too, but let's face it, Eric and Derrick wish do a so much better job setting that style. Some of it is definite away story and the account of how these people worked and all that, but I just love that…I call it psychological science because I don't know what else to call it. Information technology's that "A-ha!" experience you get when you either gain a portion of the story or realize a portion of the puzzles. Information technology's really…I think I take as much pleasure out of doing that sort out of stuff As anything.
So Richard and I, we come in every morning and intention puzzles for the entire morning. For Myst Online we would do that all day, our creative team up would do IT all sidereal day, and what we realized is it's not useful. We'd represent jolly fresh in the morning and do roughly really advantageous clobber, and in the afternoon we'd be same "Ugh, my head hurts."
Now we work in the morning. Richard then documents stuff in the afternoon. Helium'll go and text file all the overeat and work along other things, on mocking up things or figuring out if we have inconsistencies, and I'll go work on other stuff. And then we repay in the morning and discourse. It works like a charm.
And so going finished the puzzle squeeze, we have multiple prongs so when we complete get together Eric is ilk, "I need it to look suchlike this," and I'm babysitting the story puzzle and Richard is a consistency guy—No, you can't leave behind the puzzles in that state because how'd the last guy get out? He wants information technology to exist extremely realistic so he's managing that. Everyone has that aspect they're watching over.
Are you departure truly deep again? Are you fleshing out traditional knowledge and devising fake languages and all sorts of crazy stuff?
RM: Yeah. We said we weren't, but we are. Yeah, we're insane. We're actually trying to manage it a puny bit, but one of the changes we fair-and-square made was this entire arrangement…it's so cool. Information technology's this enumeration system. It's hard not to get there because we love it. It gives it depth and makes it seem historical. People have systems, so you consume to get along there.
RW: They really tested to hold back along that at the start. They didn't wishing to do a number system or alien languages or anything like that but…it came thereto.
RM: It's acquiring deeper and deeper and it's really satisfying. It's big, but I think we can pull it unsatisfactory. We're pretty good at this after the years. We kind of know what things bequeath take long and where we should cut. The years of experience hopefully are going to pay polish off.
We are so lucky. I father't know if we'd be alive if Myst hadn't built this house. Not paying charter…having IT postpaid for and having a space to play, it means your expenses are much take down. The shrimpy indie guys that have to rent space, that's a huge chunk of change. I entail, you're here when we've rather fixed up the grounds again and cleaned the place up, but for years it was pretty slim pickings.
I recall seeing pictures a few years hind where somebody said the studio apartment was "abandoned," basically. I didn't even recall Cyan was still here until we talked last twelvemonth.
RM: I base, we didn't even run the sprinklers for a couple years and stuff just collected. We still had people doing stuff because I think we were, at that point…One of the smartest things we ever did was puzzle out the rights to the software to return back to U.S., to fix the IP to revert back to us. Any indie that rear pull back that off is smart. You crapper't always do it, but. The publisher's always starboard in perpetuity.
With Broderbund we said "Well, how about a years but not in perpetuity. I get into't straight-grained remember how durable IT was, simply IT was probably ten years or fifteen years. And they were thinking "Ah, we'll have milked it aside then." But it was great for us because 10 Beaver State 15 years later the mobile market was coming upbound, and we were like "Oh man, if we could just convert roughly of these we could at to the lowest degree get bootstrap money to fund a little here, build up a couple people." It's worked, which is nice. We came back from the brink. It feels good. The place is in a little bit better repair, and we're just doing what we can.
And you know what? The small team…we've said this a hardly a times. We got really big on Riven and even bigger happening Myst Online. The pocketable team is just…there's so much less licking. It's so much more efficient. There's a interrogation, we answer the question. In Myst Online information technology was some guy in a building over in that respect had a problem that helium would ask his lead-in of his squad, and that squad would require a producer person WHO would decide whether information technology was worth going to a design lead, and it was a month before a question would get answered. Information technology's just silly. I love this. It feels nifty and we're slow to ramp up for that ground. We lack to wee-wee sure we're kick on every cylinders before we bring in anybody to twiddle.
What'ray you superficial to scale to? Twenty, tops?
RM: Tops. Add a few more artists as we need them, and a lot of it we can work smartly by sightedness how fast Eric can do stuff and see how many we demand in front we pull the trigger. It's nice. Feels right. Feels well-behaved. Feels a lot like the early Myst days where you plate raised slowly and have a core team doing material.
That's the opposite thing. We do multiple roles. I'm the Kickstarter database make fun, so all the Kickstarter information I am personally in charge of doing the FileMaker database.
We have a great community. They are so forgiving and helpful. They give us pizza parties! Even during the hard times, a box of donuts would show rising from fans. It's just awesome.
On production food for thought
[Tongued of which]
RM: We did…was that during…I don't call back it was during Riven. We did Triple Thursdays.
RW: That was during Uru.
RM: We'd go to Wendy's and bring triple patties.
RW: It was a whole Thursday thing. We'd go to Krispy Kreme and you'd eat three donuts. Then we'd go to Wendy's and eat the triple patties. Some of the guys afterwards that would attend Cold Stone Creamery and exhaust three scoops.
RM: What were we reasoning? [Laughs]
For more Obduction, feel free to read my eyes-along with cardinal of the game's three better worlds, and for more Myst history and general Bluish green knowledge, verification out the photos I took in the Myst Vault.
Source: https://www.pcworld.com/article/435591/deep-dive-qa-behind-the-scenes-of-obduction-cyans-move-beyond-myst.html
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