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Deep-dive Q&A: Behind the scenes of Obduction, Cyan's move beyond Myst

Hayden Dingman | Oct. 7, 2014
We visited Cyan's offices in Washington and picked their brains about Obduction, a crowdfunded spiritual success to Myst.

EA: Nobody's going to sleep overnight to monitor a render.

RM: The crazy thing is...it's hard. We keep fighting with this ending thing that doesn't make sense to us. "Why is that guy not...Why does this happen?" We keep fighting it and fighting it. We're in this habit of "Once it's down, it's canon." Well, no. This is the first project of non-canon, so toss it out. This morning even, it was like "Why don't we just make this thing a completely different thing?" Okay. There aren't any constraints, it's so freeing, and now the story will make so much more sense because we don't have to shoehorn it in.

I mean, it's not to say even redoing the Myst games didn't serve their purpose. We bootstrapped our company again by doing those which is awesome. We get to be indie still because we got the rights back and put it on those platforms. But it's nice to have no constraints.

RW: It was a little surprising to us because before we did the Kickstarter campaign we went back and forth. Do we do another Myst property or do we do something new? The whole sequel idea...If you do another Myst property it comes out to be more of a sequel.

RM: No matter how hard you try.

RW: Even though this is brand new. Eventually Rand came about and said "Why don't we do Obduction." We had this idea, but it's changed a lot since that idea. It was nice to see the fan community, even though it wasn't a Myst game, they still wanted that kind of game. They understand that we're not going to be constrained.

RM: I'm still going to be really curious once it's done...I'm just going to be curious to see how many people beyond the Kickstarter people are interested in buying it. I just don't know. It's like an experiment. In some regards I keep seeing a bit of backlash 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 curious if there's room and people go "This is cool. We should do more like this."

RW: Next year, we want to show it at PAX Prime. The funny thing is we're so small, our marketing team is this right here.

RM: Is anybody who can market.

RW: We're not going to have a huge marketing presence unless we can get some marketing funding somewhere at this point.

When are you hoping to release?
RW: For the project, I think we decided Fall 2015. It'll probably go longer but we definitely want to try and hit that.

 

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