![]() ![]() How do you deal with that? Does it affect the basic design of the puzzles in some way, or is the difference more down to the way specific details are authored? When building things to be explored in full 3D, it’s a much less-concrete discipline because you don’t exactly know where the player is coming from. The advantage of something like Myst is that you can curate each individual image very closely - you know exactly where the player is standing and what she’s looking at, and if you want to make some important clue more obvious, it’s clear how to do that. I’m interested in how this affected puzzle design. There are some obvious benefits, like the fact that you can walk around the world of Obduction in full realtime 3D, whereas the original Myst was a series of 2D images. Today’s consoles are insane supercomputers compared to the machines people played Myst on, back in the day. Jonathan Blow: One very obvious trend, looking at the series of games from Myst through Obduction, has been the advancement of technology.
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