The Demise Of Myst Online
6:00 AM | Cord Kruse | 3 comments
Ten Ton Hammer recently posted a new interview with GameTap's Ricardo Sanchez about the demise of Myst Online: Uru Live. In the Q&A Sanchez discusses the decision to cancel the game and responds to questions about GameTap's viability as a platform for MMOGs.
Ten Ton Hammer: What are the successes and disappoints from Myst that will you learn from and build upon? The full interview is available at the website below.
Ten Ton Hammer: The Death Of Myst Online
Ricardo : On the success side, I think we launched some really interesting content with Myst Online . I also think we found a pretty good formula for delivering MMO content episodically. One thing we will certainly want to look at if we do another MMO is a way to meld the community of an MMO with the addictive quality of television like delivery schedules of content.
On the disappointment side, well, that there weren't as many people attracted to the game as we'd initially thought. We're very happy with the content produced by Cyan. We think the product was pretty good. But either we were the wrong delivery vehicle for it or we didn't hit on the exact formula for delivering this kind of content.
Ten Ton Hammer: Do you think "alternative" massively multiplayer games can compete with the more contemporary style of massive games? What would an alternative game need to do to actually succeed in this marketplace?
Ricardo : Short answer, yes. But to succeed the costs have to be in line with the potential audience. Think TV and movies. People can make really good independent films and low budget TV shows that are profitable on smaller audiences because the costs were in line with how many people might consume it.
We're sort of seeing this now with some of the flash based MMOs that are cropping up. Hardware and software development costs are lower than for full 3D games like WoW or Everquest , and the game experiences are very different, and very interesting.
Myst Online: Uru Live
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