Results tagged “myst”

Making navigation work

I've been playing a bunch of mobile games this spring (for no reason except that I played a lot of PC games over the winter) and I keep thinking about navigation.

Here's a navigation scheme which is common in casual first-person adventures: you always face forward. In every room, there's some number of exits, plus one invisible exit behind you. So you can go forward in various directions (unless you're at a dead end), and you can go back (unless you're at the start). If you bang the "back" button enough times you'll always return to the start room.

I don't know if this scheme has a common name; I'll call it forward-and-back. Examples that I've played recently: The Frostrune, Agent A, Facility 47.

(I'm distinguishing forward-and-back from the common scheme of third-person adventures, where the room contains several exits but they're all visible and the character avatar walks from one to another. That's different; it has no sense of "forward" or "back", although it may have a sense of "left and right".)

When the Obduction kickstarter fired up in 2013, it seemed like a good moment for adventure games in general. With Unity3D well-established and the Unreal 4 engine coming up, small teams were in a good position to produce really stellar visual environments. Then Cyan got a million dollars out of nostalgic Myst fans. Good sign, right?

Sure enough, a couple of years later, I saw several Myst-inspired projects on Kickstarter and Steam Greenlight.

Of those, I have now played Haven Moon (my notes in this post) and Neptune Flux (didn't have much to say). We're still waiting on Zed and Xing. (To be sure, Xing's Kickstarter predated Obduction's -- plus one point for foresight, minus one point for taking longer. Give the point back for making progress on a KS payout way less than a million dollars.)

And I have played Obduction, and now I have played Quern: Undying Thoughts. Spoiler: those are the two good ones, so far. In fact, the great ones.

(Note: I was a Kickstarter backer on Quern. Also on Obduction and Neptune Flux.)

Just as it was impossible to talk about Obduction without comparing it to Myst, I cannot talk about Quern without comparing it to Obduction. They're both aiming at the same target: a first-person adventure in which the puzzles span every aspect of the environment. They are graphical IF in the sense that I used to talk about: you must engage with them immersively, placing yourself in the world, imagining those objects around you (and in your hands), considering what makes sense to do in that physical reality.

(Note that that "Characterizing IF" post is harsh on CYOA games. That was me writing in 2002. The field has advanced.)

Quern and Obduction are both top-notch adventure games. Both have really great, creatively constructed puzzles. They both take advantage of the 3D world engine, both visually and in their puzzle design. Both are lonely worlds; they avoid human interaction (and thus the high costs of character modeling and animation). And I finished both in roughly 15 hours of play time. So those are obvious similarities.

My Obduction nonreview

Obduction is a really good adventure game. You should play it.

I finished the game a week ago and I've had a heck of a time thinking of anything to say. To be sure, my Myst review was written in 2002 and my Myst 5 review in 2010, so the sensible course is just to wait five or ten years and see where Cyan's gotten to. An Obduction review will make an excellent retrospective.

But I do want you to buy the game. (To help make sure Cyan makes it another five or ten years.) So, yeah, it's a really good game and you should play it.

Mysterium news roundup

The Mysterium fan convention is going on this weekend in Salt Lake City. I'm not there, but the events have been streamed on Twitch so I've been able to follow along.

The Starry Expanse team gave their annual report. This is a fan group that has been reconstructing Riven in a modern 3D engine. In fact they're on their third engine! They starting out with Plasma (Cyan's homebrew engine, which was used for Uru and Myst 5). Then they moved to Unity; now they're on Unreal Engine 4.

As a result, Starry Expanse has regressed somewhat, at least to the eye. In previous years the team had fully-textured playable demos of a couple of areas, built in Unity. Now, with UE4, they have larger areas, but untextured (except for some metallic-surface effects and ripply water). On the plus side: one of the tram rides is animated and ready to go! Watch the video to see it.

The other great Mysterium tradition is the videochat with Rand Miller. Cyan is of course head-down on finishing Obduction, but Rand took time out to chat with the fans.

These chats are generally not full of exciting news. (Because if you have a big announcement, you blast it to journalists, not little fan conventions.) Nonetheless, there were a few tidbits.

Mysterium news roundup

The Mysterium fan convention is going on this weekend in Salt Lake City. I'm not there, but the events have been streamed on Twitch so I've been able to follow along.

The Starry Expanse team gave their annual report. This is a fan group that has been reconstructing Riven in a modern 3D engine. In fact they're on their third engine! They starting out with Plasma (Cyan's homebrew engine, which was used for Uru and Myst 5). Then they moved to Unity; now they're on Unreal Engine 4.

As a result, Starry Expanse has regressed somewhat, at least to the eye. In previous years the team had fully-textured playable demos of a couple of areas, built in Unity. Now, with UE4, they have larger areas, but untextured (except for some metallic-surface effects and ripply water). On the plus side: one of the tram rides is animated and ready to go! Watch the video to see it.

The other great Mysterium tradition is the videochat with Rand Miller. Cyan is of course head-down on finishing Obduction, but Rand took time out to chat with the fans.

These chats are generally not full of exciting news. (Because if you have a big announcement, you blast it to journalists, not little fan conventions.) Nonetheless, there were a few tidbits.

I played The Witness to an ending, and then I went back and played until I had finished it to my satisfaction. (504 +82. I looked at just two hints, and no thanks, I am not going to beat the Hall of the Mountain King. Two of my friends did; I am happy to bask in their reflected glory.)

The Witness must be the most painfully-analyzed game release of the past few years. Painstakingly-analyzed? Both. I haven't even gone looking for the discussion threads. They're out there, because we all love to talk.

So I doubt I can say much. But (I love to talk) I will take a shot at the aspect I find most interesting, which is the game's presentation of its point of view. Your point of view? Both.

(This post will contain very general spoilers about the kinds of puzzles in The Witness.)

You can't talk about The Witness without mentioning Myst, but The Witness has curiously little to say about Myst. "Curiously" because Braid, the designer's previous game, was an extended and careful riff on Super Mario Brothers. Oh, it was plenty of things beyond that. But the design of Braid reflected SMB in its art, its enemy design, its jumping mechanics, and its frame story of a lost princess. And this was not unreasonable, because SMB has (perhaps retroactively) assumed the mantle of a videogame archetype.

So when I heard that Jon Blow's next game would be puzzles on a mysterious island, I said "Oh, he's doing Myst now." Myst is as much a videogame archetype as Adventure and Tetris. Taking apart Myst's conventions and assumptions won't necessarily make a great game (it might get you no farther than Pyst did) but it could be an excellent launching point.

Well, as everyone informed me the minute The Witness launched, it's not Jon Blow doing Myst. He went off in other directions -- fine. (One could make the argument that it's more of a riff on Portal.) But we can still pick up the thread, because it is a first-person graphical environment, and the conventions of Myst's design loom over all such games.

You are you; the game is your view of the world; you act by manipulating the world directly. These ideas were never perfectly implemented -- the original mouse cursor and 544-pixel-wide window strained to hold the illusion of being your hand and your eye. But the ideal seemed so obvious as to require no argument.

The Witness, with due consideration and no explanation(*) at all, rejects each of these conventions. Not blatantly; you won't even notice at first. But they all fall apart upon inspection. A disagreement so understated and distinct must be deliberate, I think.

(* Until near the end. We'll get there.)

Mysterium news roundup, 2015

Been a while since I cranked this machinery, hasn't it?

Mysterium was in Boston this year. It was fun! There isn't a whole lot of news out of Myst fandom, but I can point at a few things.

Obduction development continues. Cyan had a special preview trailer for fans attending the convention. Looked great, albeit very still-in-production. Yes, they want to release a trailer for everybody to watch, once they've got things more polished. ("Later this summer".) The game itself is running "a little late" and doesn't have a ship date yet.

There is no news on the Myst TV show front. (We recall that back in May, Hulu expressed interest pending script approval. Nothing has been announced since.) Rand Miller offered a lot of optimism but no details.

(For a liveblog of the Q&A session with Rand and the Cyan staff, see this Tumblr post.)

Starry Expanse development also continues. (This is the fan-made Riven-in-3D project.) You can watch the team's presentation and demo of Age 233 (Gehn's office). Or look at screenshots.

The convention built a "room escape" game in one of the hotel rooms! This was a fantastic construction, with journals and audio recordings and motion detectors and Arduino-controlled consoles. Cyan even contributed some audio of Atrus (Rand Miller) speaking. And... the game didn't really work. This is a darn shame. There were hardware bugs, software bugs, puzzle solvability issues. Several teams attempted the game; none solved it.

For a detailed post-mortem, see this Tumblr post. (With video tour!)

Disclosure: I was invited to help out with the puzzle design. Further disclosure: I got too busy and flaked out. Sorry! I contributed some ideas to the original brainstorming session, and I commented a bit during the design process, but that's all. Major props to Tonbury for the puzzle design, Taniith for heroic construction work, and Riv for a light-up linking book (the way out, which nobody reached). I wish we had had four more weeks for playtesting and polish.

And finally... well, not finally but pretty late on Saturday... I was on a panel about narrative games. I was joined by Ichiro Lambe (Dejobaan Games) and Dean O'Donnell (professor at WPI). This was a hoot, although somewhat unstructured; we bounced around topics and generally attempted to sound smart. Do we have video? Er... not yet. (Everything went out over Twitch but it hasn't all been wrapped up for Youtube yet.) I will update this post when that's available.

That is the news. (Or lack thereof.) Next year, hopefully, much more concrete information on Obduction and the TV show.

We noted last fall that Cyan had started developing a Myst TV series with Legendary Television. Yesterday this jumped forwards a notch:

The show is not yet greenlit. The deal seems to be that Hulu looks over the script, and if they like it, they'll start production on a season of TV (not just a pilot episode). The script is by Evan Daugherty, who is best known for the screenplays of Divergent and Snow White and the Huntsman.

(I've said snarky things about SWatH, but it was memorable and visually striking, at least...)

The producer will be Matt Tolmach; executive producers will include Larry Shapiro as well as Cyan's Rand Miller and Blake Lewin.

We still don't know anything about the script itself. The Deadline article says "It will explore the origins of the island of Myst from the game where a man wakes up on a mystery island..." But it's not clear if that represents any sourced information or if the journalist is just googling.

As a footnote: don't read the comments. I was half-amused, half-disgusted to find that there's a television equivalent of the "what about Android?" guy. It's the "what about Netflix?" guy. Since these articles are about games and TV, both species show up.

Wow. I didn't see this coming, although in retrospect there were a couple of clues we might have picked up on.

Historically-minded fans will recall an abortive attempt at a Myst miniseries on the Sci-Fi Channel, back in 2002. The project wiped out due to creative differences between the producers and Cyan. (Fannish shorthand for the event is "The studio wanted to show Atrus and Catherine having sex on the beach." I don't know how accurate that is, but the Sci-Fi Channel did not have a great reputation for its mini-series and TV-movie events, even before the advent of the Sharknado/Mansquito era.)

And then there was the Myst movie drama.

So now there's this new thing. What do we know about it? Not a release date, sadly; it's too early in the process for that.

Legendary Pictures has a long slate of fan-favorite movies, including Pacific Rim, The Dark Knight Rises, and Inception. But this deal is apparently with "Legendary Television & Digital Media", a division of which I know less. It seems to mostly be a wrapper around recently-acquired Asylum Entertainment, which is known for... a bunch of things I don't know. (The Kennedys, etc.)

The Variety article also says:

The Millers see the Legendary deal as a way to not only create a compelling TV drama but to develop a true transmedia franchise that includes a companion video game and other platforms, particularly tablets, to expand plot points.

Could be good, could be bad, depending on how much attention it gets from Cyan. Hopefully the deal comes with enough money for Cyan to develop first-class new Myst content while still keeping Obduction on track.

Oh, and when I said "clues"? Robyn Miller had referred a few weeks ago to a possible TV show:

A friend and I wrote a very cool treatment for a #myst TV show. Alas, it's not to be. (tweet Sept 24)

We don't know whether any of that relates to the current announcement. It might have been a version that didn't get carried through, or it might have been completely unrelated. Or somebody just changed their mind.

Miller also recently tweeted about a couple of treasures coming up from storage:

Just found ALL the original hand drawn Riven maps! Thank you storage unit. I'll post them soon. (tweet Oct 5)

Wow! Just unrolled them and they're in perfect condition. Haven't seen these maps in at least a decade! (tweet Oct 5; photo)

Could be research materials being dug up! Or he just likes rooting around in old storage units full of treasure. Like the rest of us.

Mysterium news roundup

I didn't go to Mysterium this year. I wanted to; it was held in Spokane, so the attendees got to visit Cyan's offices and chat with Rand and Robyn Miller and basically geek out all over the place. It didn't fit in with my summer plans, though. Fortunately the fans took copious notes. Here's the current Myst news:

Obduction development continues. Unreal 4 engine.

Cyan has posted a gigantic folder of Myst Online concept art (dropbox link). This is early material -- I'm guessing 2000 to 2002. A little bit of this wound up in Myst Online, and a bit more has leaked out online, but most of it is new to me.

A group of fans have gotten permission to work on Myst Online content -- updating areas from Myst 5, building areas from the concept art above, and importing original fan Ages. These may wind up in the official Myst Online server, although the final decision is up to Cyan, obviously. They say they're aiming to have something playable by the end of this year. I hope that works out. (More discussion in character.)

The Starry Expanse project (a fan remake of Riven) has made excellent progress building Riven's Jungle Island. Here's a video tour (youtube) of what they've done. You'll see that some textures are missing, and the water effects need work, but what they've got is fantastic.

Unwritten, the Myst-setting RPG, has been somewhat delayed but is making progress. They've shipped their Kickstarter tchotchkes; I have a nice D'ni-style notebook and some wooden tokens. (This is a Fate-based RPG, so there are Fate tokens.) The game manuscript itself has gone through a couple of rewrites, with input from Leonard Balsera. Last I heard they were aiming at shipping this month, but I get the impression it'll be another couple more.

There was a pancake printer. I don't know either.

Further notes from the convention:

Mysterium is back in Boston next year, and I hope to be there.

RealMyst Masterpiece Edition

The updated RealMyst is now up on Steam (for Mac/Win). It also appeared on the Mac App Store briefly yesterday, but Cyan pulled it back out citing "a small issue". (It's not clear what the issue is, or if the Steam release has the fix already.)

(Screenshots from an iMac, 2.7GHz, lots-o-RAM, AMD Radeon HD 6770M 512 MB. I don't know a damn thing about video cards but maybe that means something to you.)

The first Seltani Age jam!

Seltani has more or less graduated to beta status. (Fanfare, applause...) Note that I've dropped the "dev"; you can now reach the server at its permanent home,

To celebrate this, I am declaring an Age Jam! Stop by, build an Age, show it off. It doesn't have to be a prize-winner. In fact there will be no prizes. This is an opportunity to try the tools and get some feedback.

I'm not going to get formal about the rules, but I do want to have some fun with it. Therefore, a schedule!

  • Sunday, Nov 10, 1 pm Eastern time: Opening ceremony in the Seltani district plaza. I announce the theme: "Remaining Light".

(The plaza is in the Seltani district. Sign in, link into the Cavern, follow the path along the shoreline and then head right at the fork. Can't miss it.)

(The theme is just for inspiration. Interpret it however you want.)

  • Nov 10-23: Work on your Age! (Or Ages; multiple entries is cool.) When it's ready, add it to the bookshelf in the Seltani plaza. Or if you want to go for the dramatic reveal, wait and add it on...

  • Sunday, Nov 24, 1 pm Eastern time: Wrap-up. Meet back in the plaza, start visiting Ages. We can have group tours over the course of the afternoon, and then hang out and discuss what we've seen.

(I know that the meeting time is not ideal for everybody in every time zone. I have schedule restrictions too, so I just picked a time. If you can't be at either ceremony or both, I apologize -- follow along on the blog or the forums.)

I will be around these on-line areas (including Seltani itself) to answer questions during the two-week period. Hope to see you there.

RealMyst update news

Twenty years ago yesterday, Myst showed up on store shelves for the first time. Not a bad start to an era.

Myst-related news has been thin recently, but Cyan took the anniversary opportunity to announce that they're working on a new update of the classic game: RealMyst Masterpiece Edition. Their news post includes three preview screenshots.

Seltani: an introduction

Last month I mentioned Seltani, my multiplayer hypertext Myst fan project.

Here's a detailed introduction to Seltani, with lots of screenshots.

(This is a version of a talk I gave a few weeks ago at Mysterium, the Myst fan convention. The original talk is available on youtube.)

Riven news post

The Mystery Hunt is over, after a record-breaking 73 hours. I was pretty much out of solving juice by Saturday afternoon. Sunday night, I tried to help out with an invisible-ink puzzle, and wound up setting the puzzle on fire.

Okay, not on fire as such. It was lightly browned, but the invisible ink wasn't any browner. So much for that. Anyhow, that was my Hunt weekend. Congratulations to the winners, Team [text not available due to copyright restrictions]! Let's talk about something else. Myst news!

First: release of a new Riven for iPad app. You could already play the iPhone Riven port, but this has higher-quality graphics. (Also, as you might guess, a larger download size and another couple of dollars on the price tag.) I took screenshots, in case you feel like comparing:

(Original Riven for iOS on the left, displayed 2x to fill the iPad screen. New Riven for iPad on the right.)

If you want a more modern Riven experience, check out the new tech demo of Starry Expanse. (Mac/Win builds available.) Starry Expanse is a fan-built reimplementation of Riven using Unity. It's still very much in process -- this demo covers just a small segment of one island -- but it gives you the sense of what a true 3D RealRiven could be like. It's got a day-night cycle (highly accelerated for effect), cloud and water effects, and a circling bird. You can ride the elevator up, and even open the spinning dome (vs lbh trg gur gvzvat evtug; pyvpx gur ivrjre ohggba jura gur tbyq flzoby fcvaf cnfg).

Finally, Cyan has posted their Making of Riven video (Facebook video link, GameTrailers video link). This was included on the fancy-extra DVD release of Riven -- I don't think I ever saw it. (Still haven't, actually, as I write this.)

Myst movie drama

The Myst movie project has been silent for several months. We just got an update, which describes a bunch of turmoil and sadness within the project team:

In our initial informal meetings with every major studio in town and their top brass, it became clear that the BoT [Book of Ti'ana] was going to be VERY hard if not impossible to sell as a starting point for the movie franchise. There is a litany of reasons for this, which have been discussed in detail in previous posts so I won't bore you with them.

As the necessity for a new creative direction became clear, it was harder for some to accept then others. Of course Adrian and Patrick spent years developing and working towards a very specific vision for the BoT, including writing a full length spec script based on the book. As the changes were discussed among our LA partners, Cyan, and MFG, it became clear that Adrian and Patrick's plan to move forward was not aligning with everyone else. I don't think this is the time or place to get into the details, but Cyan ultimately came to the decision that the best thing for the property was to have Adrian step down as MFG's lead producer, and have me step into those shoes. (If you remember Patrick stepped down as producer for personal reasons a couple years ago.) This was of course, very difficult for everyone involved, but most of all for Adrian. I want to make it clear here that Cyan made a very difficult but well-informed decision, based on what was best for the property. Everyone involved sans Adrian and Patrick were in full agreement with their decision.

(-- Isaac Testerman, July 20, forum post) (cached on my web site)

To be clear, this isn't a case of Cyan hiring their own people and throwing out the original producers the next day. Adrian Vanderbosch and Patrick McIntire started this ball rolling; they pitched it to Cyan; Cyan gave them the movie rights. Over the course of the next few years, they worked with various people, including Isaac Testerman. I don't know the exact organization, but from the outside, it was a team. (Collaborating closely with Rand Miller and the Cyan people.)

It appears that the team ran into a classic case of Irreconcilable Creative Differences. The simplistic explanation seems to be "Do we adapt the Book of Ti'ana into a movie, or do something else?" but I'm sure there was a lot more detail than that. At any rate, it was ultimately Cyan's decision, and Cyan made it:

After a couple months both parties were not able to reach agreeable terms and as Cyan's option (the legal document that allows you to control the rights) with MFG was expiring, they chose not to renew it with them. Delve Films then entered into negotiations with Cyan and purchased the option, obtaining the audio/visual rights to the Myst property going forward.

(-- same post)

("MFG", Mysteria Film Group, is the group that Patrick and Adrian started. Delve Films is Isaac's baby. So this translates to "Patrick and Adrian got cut out", if you want to put it crudely; but more in the sense of "that company has become paralyzed, so we'll drop it and start over with as many of the same people as we can.")

The old project web site at remains un-updated and may be moribund at this point. Followers and fans are blogging at

So, at this point, we have some sort of Myst movie project, but not the one we thought we had. I have no more details than anybody else, so I won't try to predict what will happen next. The post alludes teasingly to "[bringing] in millions of new fans through multiple audio/visual and interactive platforms". Could be anything, then.

Update, July 24th:

Adrian Vanderbosch has updated the blog with his side of the story.

It is, I think it is fair to say, an angry denial and denunciation of Isaac Testerman's story:

To put it bluntly, my departure from the "Myst" movie project was due to nothing short of a coup, orchestrated and executed by Isaac, with the support of the company heads of Cyan Worlds.

(-- Adrian Vanderbosch, July 23, blog post) (cached on my web site)

I will not try to summarize the post, nor would there be any point in me taking sides. It was already clear that the breakup of this effort was acrimonious. Isaac's post was short, politic, and general; Adrian's is long, emotional, and specific -- so there's no point-by-point disagreement. It's all a question of who did what in good or bad faith.

I will note the timeline, though: the "coup" (Adrian's term) or "[decision] to have Adrian step down" (Isaac's) occurred more than a year ago, in April 2011. Everything since then has been (failed) legal negotiation and people waiting for the clock to run out on MFG's film option.

My original comments stand: this is a bunch of turmoil and sadness. And whatever film project is in progress, it doesn't bear any resemblance to one we started hearing about several years ago. ("...we've had to go back to the drawing board", in Isaac's words.) We just don't have any meaningful details.

Update, July 25th: As was fairly predictable, the posts and threads I have linked to have been pulled down. I believe it is better to have a historic record, so I have cached these documents on my web site.

RealMyst for iPad

As promised, Cyan's port of RealMyst for iPad has just hit the iOS App Store.

It requires an iPad 2 or the new (third-gen) iPad. Cyan's original promos also promised support for the newest iPhone, but apparently they couldn't make that work, because it ain't there. The planned price is ten bucks, but they're doing a launch sale at seven. So snag it now, if you're into buying Myst a lot. (We recall that the original flat-image Myst appeared for iPhone/iPad in 2009.)

It's very pretty -- of course; albeit with the slightly simplified RealMyst world. (The original Myst allowed arbitrarily detailed images, but a 3D engine has to count polygons.) This is probably at the limit of what the newest iPad can handle. Load times between Ages are pretty awful, and even moving between rooms induces a second or two of delay to load new textures. However, that aside, walking and looking around are quite smooth. The skies and ripple-animated water look fantastic. The only missing graphical element (so I am told) is the day-night lighting cycle in some of the Ages.

(And, may I say, the new iPad has a fantastic display. Go ahead, click through to the full-sized screenshot. 2048x1536, baby, and you can just spin around like an acrobat.)

A couple of Myst links

Heather Larkin has started adapting The Book of Atrus as a web comic. (This is the first of the three Myst novels, written by David Wingrove from Robin and Rand Miller's storylines.)

The comic starts with Atrus as a child, living in the desert with his grandmother. It's kind of adorable. I wasn't a huge fan of The Book of Atrus as a novel, but this presentation is simpler, more direct, and touching. (Only three chapters are posted, covering roughly the first two chapters of the book; we'll see if it stays on track.)

(Also: Russian translation!)

Cyan has already released Myst and Riven as iOS apps, but now they're working on porting RealMyst to iPad. (Currently labelled as iPad 2 and 3 only.)

Yes, it's yet another release of the same damn game, but it will include the Rime Age. Rime was added for the original RealMyst release and is not available in the current iOS Myst (nor other ports of the 2D Myst engine).

Also, the technology is more up-to-date. As I understand it, this uses the Unity engine. The 3D navigation looks pretty smooth -- it avoids the trauma of the virtual d-pad, at least. (Don't ask.) Unity is well-supported these days, so it would be an easy port to other platforms, or as a starting point for a new original game.

Well, we can hope.

A couple of preview videos: Myst Island and Channelwood. The release date is given as "Spring 2012", which at this point means "when it's done", I suppose.

Myst for the classroom?

With little fanfare, this press release appeared yesterday:

idoodlesoftware inc., an education software company offering innovative solutions to bridge the gap between traditional and digital learning, announced that it has signed an exclusive, global licensing agreement with Cyan Worlds, Inc. to bring the award winning MYST franchise, and other titles, to the classroom.


"Since the founding of Cyan Worlds over 24 years ago, we have always believed that the use of digital games in the classroom was a way to connect to students who are digital natives", said Rand Miller, Chief Executive Officer of Cyan Worlds Inc. "We are excited to see our portfolio being utilized in an innovative and rewarding way and believe that the products that are under development by idoodlesoftware will revolutionize the way students learn."

idoodlesoftware is currently developing several new products based on the Cyan portfolio, which will be released in the near future.

(-- idoodlesoftware press release, July 12, 2011)

There's no detail on the company's web site -- just a splash image saying "My MYST for the classroom".

Hard to say what this will look like, but it's probably good news for Cyan.

(Thanks to Eleri for the pointer.)

Myst Online source release

More than two years ago, Cyan announced that they would be releasing the server and client source code for Myst Online: Uru Live.

It hasn't happened quickly. Any release takes time and effort, I know very well, and Cyan has been focussing on the projects it needed to survive.

But today the announcement came through:

Today we are announcing that the sources for the MOULA client engine and development tools ( Engine) will be made available as open source. At the same time, MOSS which is a MOULA server replacement (written by a'moaca' and cjkelly) will also be released. Both open source projects will be hosted on

The goal of the open source Engine and the MOSS server is to provide a "playground" where new writers can learn their craft, and new maintainers can inspect it, and new cartographers can map it. The Cyan Worlds MOULA servers will continue to provide a (relatively) safe environment for the D'ni faithful to mingle and share.

(-- from a letter from Rand Miller, posted April 6 on the Myst web forums)

As you see, this is a joint effort: Cyan's client code, Cyan's modelling tools (3DSMax plugins), and a compatible server implemented (from scratch) by members of the fan community. All are available now, although you currently have to register for the download. I expect mirror repositories will pop up by tomorrow. (The server is GPL3; I haven't seen a citation on Cyan's license yet.)

If you can't tell by my hasty typing, I'm utterly jazzed about this. I wish I could spend a month or six learning the modelling I'd need to start firing up my own pieces of the Myst multiverse. But I have my own projects spread out before me, as you know.

Nonetheless, I am about to jump into the game -- which I now have to specify as Cyan's game, which will remain as the core of the Ages of Myst. I'll be in the pub, toasting with the gang.



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