Myst Online man on why his game failed
He's fed up with "hamster wheel" MMOs.
Creator Rand Miller has blamed the repeated commercial failure of Myst Online on cheap, stereotypical MMOs, which he believes are "setting people in a hamster wheel and saying, 'Run run run run run.'"
"It's frankly cheaper to build a treadmill than a national park," said Miller, as reported by GamesIndustry.biz. "We were building a national park."
Myst Online developer Cyan had lofty ambitions, and approached the online world in a non-traditional way. The aim was to create something that "had the potential to compete with television".
Ubisoft launched Myst Online in 2003, only to pull out a year later. Fans kept the game alive on unofficial servers for three years before digital distributor GameTap waded in. GameTap support also only lasted for a year, after concluding that the small userbase couldn't support the operating costs.
GameTap reached an agreement with Cyan Worlds back in April to hand the Myst Online rights back to the developer. Cyan plans to reopen servers and supply fans with the tools to create content on them.
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Comments (20) Latest comment 3 years ago
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I didn't even know this game existed until now.
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Edit:
"It's a real shame that Rand doesn't accept that the failiure was his responsibility as the designer"
Nail. Head. Hit.
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/coat
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You can't make an MMO out of a point-and-click series and expect it to be a success.
You can't think "the vast majority of MMO consumers are ignorant, I will make something they don't want" and expect it to be a success either.
And yeah, not advertising it doesn't help much.
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Why is this even news?
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Spoken like a true back seat driver.
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"Because Myst, despite some less intelligent people claiming it as a bag of "arse"
It was only that (if at all) because it was released on the back of CD-ROM, multimedia, FMV hysteria. As an actual gameplay experience is was complete and utter wank.
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And also, dismissing something by saying "yeah, but that was only because" is just subterfuge. Myst was what it was, because of all of the parts that made up the whole. You can't dismiss it by referring to what would happen if you hyperthetically started selectively removing parts of the whole. Almost all games of note start to suffer and appear less appealing if you do that.
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In exactly the same reason why the Mega-CD game 'Night Trap' was so successful. Not because the game was any good but because it utilized FMV to bring a cinematic quality to the experience. I mean, it was 'like being there!'. Right? Multimedia FTW!
There's a reason why this particular MMO game failed and its not because 'the public just didn't get it' or 'the public don't know whats good for them'. Its because it was based on a series that was successful off the back of the medium it was first released on. Not because it was a good game in its own right.
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But the Myst game world died for me. The first one which was great for its time, then set the rest of the series in stone. Myst then seemed to be stuck back in the early 90s when CDs where a new fangled way to store games, and full motion video was amazing. Well no one impressed anymore. If they'd kept at the cutting edge and kept providing engaging story and puzzles then maybe I'd still be interested, but they didn't. They stayed with the pre-rendered CD load screenshotathon. So any interest in Myst was lost a long long time ago.
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It was a cool idea, had a lot of potential and was completely different from every other MMO... but there wasn't enough funding and it had some problems when launching internationally (even worse when it arrived on Gametap). And, of course, it never got enough subscribers.
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It had Kim from "Diff'rent Strokes" in it and some well-wicked tennis racquet air-guitar jamming.
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that same as RL. that why success.