Talking Obduction and Myst With Rand Miller
Photo of Rand Miller courtesy of Cyan Inc. / Cyan Worlds Inc.
It’s taken a while for Rand Miller, the lead mind behind ‘90s superhit Myst, to come around again. It’s not that he disappeared, per se, but once the blazing fire of popularity that Myst stoked calmed down, he sort of moved into the background, quietly working on other things. After a successful Kickstarter campaign, however, Miller and his company, Cyan Worlds, are finally back with Obduction—a game very true to the form and spirit of his original classic.
If you weren’t there, you might have no idea just how big a deal Myst was. It essentially created a whole new subgenre of adventure game—contemplative, lonely puzzle and exploration games with beautiful pre-rendered scenery became the rage for a long time afterward. Myst also helped usher in the CD-ROM era and Miller is remarkably low key about the whole thing now.
“Well, I think in my younger days, I’d have said, ‘Yea, we had something to do with that!’,” Miller speculated. “In my older days, I think, ‘Boy, you were lucky, Rand.’ I feel very fortunate.”
Miller attributes a lot of this success to mere timing and knowing what the constraints of the then brand new CD-ROM format would be. They worked out a game that would fit the new media in a unique way. It was a gamble that paid off, eventually becoming one of the greatest selling games of all time.
I spent a fair amount of time talking to Miller about Obduction, his thoughts on the industry, and his past work. As it turns out, the road from Myst to Obduction was a winding one. “Myst Online is essentially what [his time between Myst and now] is best summarized as. We did an amazing project that for the sake of my fragile ego and sanity, I choose to believe was ahead of its time,” he told me. “I’m really, really proud of what we pulled off. We signed up 40,000 beta testers and then the publisher pulled the plug. They got cold feet on the whole online market. So, we picked ourselves up and did what we had to stay alive.”
When Ubisoft unceremoniously pulled the plug on Myst Online one week before launch (they also did something similar to The Matrix Online), it hit Miller and his company hard. They had invested a lot of their time and money in the project. “We were truly building online as if it were a regular content delivery system. Where you would come back to it every day or week or month and there would be substantial content changes,” He explained. “So, we had set up a studio just to build content a year in advance—lots of content that would be rolled into [the game]—and that just shut down as well.
“We had to scramble and figure out what to do with that content and we shrunk in size, and the mobile market kind of kept us alive because we’re ‘scrappy’.”
Myst Online did make it out as a largely single-player boxed copy called Uru and Ubisoft ended up using a lot of that extra content for expansion packs and even the work-for-hire Myst 5. “The publisher kind of had us by the scruff of the neck, so we did (Myst 5) and it was work for hire,” Miller furthered. “It had some aspects that I actually liked, but I would have liked it better if the content had been part of Myst Online and a part of that larger story.”
Still, the closing of Miller’s dream Myst game—an ever expanding and changing online Myst universe—was a deep blow, both financially and morale-wise. So, he went back to the start, doing something that he’d done a lot of in the ‘90s—retooling Myst and his other earlier work for newer platforms.
“The mobile market came at a good time for us. We’re a small developer in the middle of nowhere,” he said. “But it just so happened that about the time we were really hurting, the mobile market was picking up and could support our earlier works.
“So, we converted our earlier children’s software like The Manhole and we did Myst for the mobile market and even our real-time 3D version of Myst, and then Riven.” This move managed to keep the company afloat and let them ramp up enough to consider the Kickstarter for Obduction.