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May 18, 2006

Comments

1.

...if this is not true, I will have to find the original reporter and eat his face. That is all.

2.

Not to put pressure on you, but what is so interesting about this game? I don't want to overly reduce it, but it sounds like it will be multiplayer myst with chat-environment There-style thrown in. Is there something I'm missing from the website?

I ask with the upfront admission that I didn't care for Myst and found it's extreme popularity a bit baffling. =) But I'm asking seriously what you think will make this game compelling, since you do seem genuinely excited about it.

(By the way, I think World Open PvP would completely blow the mind of every single person I know who liked Myst, and they would never log in again after getting ganked once.)

3.

How will player demographics attracted to Uru be different from those attracted to WoW?

4.

Uru Live is going to be part of Gametap, beta sign-ups have begun. I've been a small part of the community that has kept Until Uru going on personal shards. I've actually been suprised at how little attention has been paid to the project on Terra Nova. Hundreds of dedicated fans have been willing to keep logging into a game that hasn't been updated in any significant way for years. They've spent their time creating new, unintended ways to play in-game, they have developed their own storylines...it's been quite an experiment.

As to demographics, I met many over 40 players and very few teens. The percentage of roleplayers is high. Of course, we're talking about hardcore Myst lovers here, the additional players on Gametap will probably change this around. Still, these are puzzle solvers, people that don't want to have an axe swung at them and don't need to watch their avatar function in bullet-time.

Uru is one of the few games out there that is significantly different. It draws in a whole new set of players. I doubt that there is a lot of call for what Uru provides, obviously its original incarnation failed to draw a huge crowd. It does show what sort of aspects could be built into the larger games to attract even more players. I'm not talking about adding puzzles, that's been done. But why not build entirely distinct ways of playing a game directly into the world? Anyway... I'm glad Uru is back too.

5.

PT Barnum comes to mind. Uru was a terrible idea from the start and the only wise decision on the project was cancelling it. The existance of a fanatical tiny fanboy community is not going to change that.

6.

I think the original Myst concept is the original User Created Content. Atrus and his wife and sons and father (or father-in-law?) created worlds by writing linking books. When I first got into the original Uru beta I actually thought, for the merest moment and I now don't know why, that players would be able to add to the world by engaging in this "craft" of turning written words into written worlds. It's a crazy idea, I know, but ... man! ... was I ever looking forward to that!

7.

Sorry for the double-post, I clicked submit by mistake.

Anyway, the point I was heading for is that the fiction of Myst almost demand that Uru be a world in which users can create almost anything their imaginations can conjur. And that should including anything from a humble home to a lengthy adventure -- the tools need to be there to allow the users to build these things into the world. Otherwise, you go stale and fast. There's little replayability with the single-player Myst games. If content in Uru is not regularly refreshed it will die the same way it did before.

8.

I don't want to come across all F13, and I've never been a PKer in my life, but I have to say I'd long on for a few trial-period ganking sessions just to see how the average Myst player took to PvP. I can't think of a bigger mismatch.

9.

URU has maintained a good number of their core community who've recreated the world and culture in alternate online worlds such as THERE.com. Celia Pearce has been doing some stellar research on this group and on the topic of game refugeeism.

10.

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11.

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