June 21, 2000 |
Moving from one fantasy realm to another, the producer of Disneyland's lavish Indiana Jones Adventure ride has left Walt Disney Co. to oversee an online "world" being developed by the creator of computer games Myst and Riven. Former aerospace engineer Susan Bonds, who recently produced another "E-ticket" Disney ride simulating a space voyage, will Susan Bonds work on a Cyan Inc. project code-named Mud Pie, a multiplayer game set in an ever-evolving Internet world.
May 17, 2001 |
In 1993, "Myst" entranced a worldwide audience with its lush graphics, intriguing story line and accessibility for people who had never played computer games. Created by brothers Robyn and Rand Miller, "Myst" was followed four years later by "Riven," a game in the same mystery and puzzle-solving genre as "Myst," but with even more eye candy. "Myst" sold 5.5 million copies, but "Riven" sold only 4.5 million--mostly because many players found the puzzles too difficult.
September 4, 1997 |
With movies, sequels usually are less engaging than the original. But with CD-ROMs, sequels can often best the originals, because technology improves over time and gamers provide useful feedback. Doom II, Red Alert and Rebel Assault II all were improvements on a successful formula. The fall slate of titles has even more outstanding sequels to tide you over till the holidays. The most anticipated follow-up is Riven (Cyan/Red Orb), the sequel to 1993's best-selling Myst.
June 23, 1997 |
Two years ago, visitors to the giant Electronic Entertainment Expo could hardly escape the constant boasts that this game or that game was destined to be "the next Myst," the subdued, surrealistic adventure that became the first true mega-hit of computer gaming. This year, though, no one made that claim. Not even the folks actually producing the next Myst, a sequel called Riven. In fact, they take minor offense at the label, preferring to call their endeavor "the first Riven." Whatever.
December 22, 1997 |
It's Christmas 1996. Dozens of U.S. computer game makers, bogged down by soaring production costs, failed to finish their hottest titles before the holidays. A few products sold big. Yet most of retail's precious shelf space was crowded with hundreds of ho-hum products that generated a lukewarm buzz among shoppers. A year later, things look great. Fans are overwhelmed by a bounty of selections. Game makers excitedly release a stream of eagerly anticipated sequels.
November 9, 2003 |
Brian Fargo is a grown-up kids might envy. His ride to work is a black 450-horsepower Cadillac Escalade with seven video screens. His office two blocks from the surf in Newport Beach is stocked with video game consoles, classic arcade machines, free snacks and a shower so he can wash up after boogie boarding. At 40, Fargo himself would be considered a kid by most business executives. In the youth-crazed video game industry, though, he's a geezer.