
As I discovered in my interview with Rand Miller at PSX last year, he values a balance of environment, narrative, and game design.

Balancing DesignĪs a game developer, there is such thing as gamification, that is to say, compromising the story or world for the sake of game design. It was, in fact, walking down one of the narrow metal bridges in the foggy granite canyon in Kaptar (the second area) that really hammered the Myst/Riven connection home to me, making me pine for the more innocent days of my youth. Each new area is unique, going from the brightly lit desert town to a mist filled haven built from stone and steel, and more later in the story. That isolated expanse persists through Obduction.


Cyan is great at creating mysterious civilizations that were once thriving and are now desolate. The first time you teleport to another world in Obduction feels just like unlocking those books to other ages in Myst.
