Myst Online: Uru Live
Interview: Die Spieler sind ein Teil der Geschichte
In einem Interview auf RPGVault könnt Ihr mehr zum Basiskonzept, zum Setting, zur Hintergrundgeschichte und mehr erfahren. Hier ein Auszug:
[...] Myst Online doesn't necessarily fit into any orthodox MMOG category, if there is such a thing. There is no leveling, no killing, no dying, no inventory, no health meter. But bear with me - the idea behind Myst Online is that we think people are curious about what's around the next corner. And rather than limit their ability to get around that corner with combat and dying, we will just keep adding new corners to explore. Repeat after me - content, content, content.
[...] Of course there is a core of Myst-like gameplay. But people may be surprised to learn that there is potential for elements of cooperative and competitive gameplay as well. At its core, Myst - like most games - was a treasure-hunt game, but the friction was puzzle solving instead of combat. Myst Online, because of the nature of its online play, opens the door for much more varied forms of friction.
Weitere News zu Myst Online: Uru Live 
- 09.02.2010 Wieder auferstanden - Open-Source-Projekt
- 05.02.2008 Spielbetrieb wird eingestellt
- 21.03.2007 Mac-Client nun verfügbar





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