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Interview with Dan Irish
By Orb
As
an avid gamer for most of his life, Dan Irish brings many years of project
management and gaming experience to Myst III: Exile. Dan's career began
at the age of 18 at Spectrum HoloByte, Inc. the makers of Falcon 3.0.
He first played Falcon on his parents' Compaq Computer, running on an
Intel 8088 chipset, when he was 13 years old. The love for the
Falcon product eventually inspired him to obtain his pilot's license
and kept him from pursuing a traditional collegiate educational background.
Instead, he focused on the intricacies of entertainment software development
and effective project management.
When the opportunity to join Mattel Interactive as the Producer
for the Myst and Riven product line presented itself, he jumped on it.
He is currently responsible for all aspects of the Myst product line
including Myst, Riven, realMyst, and Myst III: Exile. This includes
fiscal responsibility, the overall production schedule, video shoot
production, and acting as the primary contact for third-party developers
Presto Studios, Inc. and Cyan, Inc.
We are pleased to present Orb's interview with Mr. Irish, where
he gives us his take on Myst in general and Exile in particular.
With record sales of 9 million in the Myst franchise, does
taking on a project like Myst III: Exile feel like throwing yourself
into the center of the maelstrom?
To a certain degree, yes. When I first interviewed for this
job, I realized why Mindscape had invested so long in recruiting for
this position. This isn't a title that most gamers want to be associated
with. However, I looked at this as an opportunity to take the best
parts of Myst and Riven and find the right team to mold
them into an awesome gaming experience for the fans. The fans are
very passionate and, as a result, have extremely high expectations
for this product. We'll meet those expectations, but it took a lot
of hard work, commitment, and vision to get to that point. It is both
a blessing and a curse. Being responsible for one of the top-selling
product lines is a challenging role to fill, especially when the quality
of the first two titles was so extreme.
One of the other challenges was creating a product within certain
budget and time constraints that Riven didn't face. Since Cyan owned
that title, they could invest as much time and resources as they saw
fit. My challenge was to balance the development schedule time frame
with the amount of money we were able to invest in the product.
I hear that there will be more character interaction than in Myst
or Riven. Considering the degree of character interaction
in the Journeyman Project series, is this a Presto touch brought
to the Myst mythology?
Unlike Myst and Riven, I think players will feel the
presence of other characters more in Exile. Rand Miller, playing
Atrus, is featured prominently and did an excellent job bringing the
story to life. However, don't expect to see the amount of character
interaction seen in the Journeyman games. You are still the
main character driving the story and determining the action and events
that take place around you.
What is the design of the game puzzles like? Will they be as broad
as the ones in Riven?
The puzzles were designed to flow out from the story, rather than
be just a bunch of puzzles. Since each Age in Exile had its
own designer, it's safe to say that the puzzles fit in very well with
their surroundings and will present a significant number of challenges
that the player must overcome.
I understand that some of the worlds were brainstormed separately
from the story while it was also being developed, and as production
has continued, these began to merge. Can you tell us a little bit about
this process? Isn't this a little unusual in that stories are usually
created and the game drawn around them?
We purposely kept our visual concepts completely independent of the
story because we didn't want to limit our ideas by imposing story
constraints that hadn't been resolved yet. As our story solidified,
we were able to pick and choose elements form our best visuals and
weave them into the fabric of the story. At the same time, visual
concepts were spawned from story elements. The two became inseparable,
and all of the ideas merged together quite nicely.
What was involved in Cyan's passing of the production torch to Presto?
The process was long and complicated. First, we learned that Cyan
was interested in developing a different type of product than we anticipated.
This new venture meant that their resources were committed elsewhere.
But they were still interested in working with us on the development
of more chapters in the Myst saga. They were highly skeptical
that any other team could do the license justice, but they were open
to seeing ideas on how it could be accomplished. We approached several
different top-notch developers to pitch ideas to Cyan. In the end,
we chose Presto Studios and delivered a concept to them for approval.
Although Cyan did not approve the first concept that we presented,
it took several months of working with them to create a basic framework
for a product, or as we like to say, "a tapestry for us to paint
the masterpiece upon." Once that was approved, we had earned
their trust. When they reviewed the movie trailer before it was released
at E3, their entire staff cheered and clapped at what had been created.
Does the Presto team feel any pressure to live up to the Cyan legacy,
given public expectations and media hype?
Yes, the Presto team was under a lot of pressure at first. Fans of
the series have very high expectations, and because they are not Cyan,
we expect that Presto will be scrutinized. All of us involved in the
project are aware of the pressures in creating a game like Myst,
but we remain focused on creating the best product we can. Now
that the fans have seen the quality of graphics that Presto is capable
of producing, the pressure has shifted to their looming deadlines.
What tools are the designers using to create Myst III: Exile?
The vast majority of the 3D world is being constructed using 3D Studio
Max by Discreet. The availability of talented artists who know the
package, affordable software, and an integrated package where you
can make changes to models, textures, and lighting at any step in
the process were a must-have for the creation of worlds as large as
these. The new renderer in version 3.1 was also an important factor
in our decision to use 3D Studio Max.
The word is that Presto has developed its own proprietary engine
to give the game Riven-style scenery with a greater freedom of movement.
How will the navigation differ from previous games?
We've stayed consistent with Myst and Riven regarding
the use of fade transitions. Animated transitions were implemented
in Journeyman 3, but Presto noticed that players had a slightly
negative reaction because the speed in which the animations were played
determined how fast or slow they could move in the game. With Myst
and Riven, the players determined their own speed by clicking
faster or slower through several locations. We wanted to keep this
method of navigation and let the players decide their own pace. Worlds
in the game are prerendered, ensuring the highest quality graphics
possible. But to immerse players more deeply into the experience,
we're using real-time 3D technology to display those graphics. With
the added feature of being able to look around a node in full, 360-degree
pans, even with animations and movies playing in the background, the
navigational freedom of Exile is unmatched.
Is there a firmed-up date yet for the upcoming theatrical movie
trailer? Is it on schedule?
Myst III: Exile is scheduled for release on May 7, 2001. As
with any production, the first trailer shown is meant to be a teaser.
Our second theatrical trailer will reveal much more about the story
and debut the characters integrated into the environments. Due to
the amount of material going into this trailer, it is safe to say
that the theatrical trailer release will coincide closely with the
release of the product.

How is Brad Dourif doing regarding having taken on the role of Exile
villain? It seems as though it would be as daunting a task for an
actor as taking on the job of becoming the next Star Trek ship captain.
Over dinner the first night, we found out that Brad is very much
an adventure gamer. He had played Myst and Riven even
before we thought of him for the role. The blue screen experience
for him at first seemed very surreal because there were no sets, no
backgrounds, and often no other actors. But at the same time, it was
rewarding for him to see results very quickly and adjust his performance
as necessary. We spent five days with Brad while shooting his role
as "the villain" of Exile. Even before he made it
to the set, I found him to be very intense. Once he got into character,
it seemed that Brad no longer existed. Only the villain remained.
Watching him perform, we all witnessed the story of Exile coming
to life. His work is exceptional.
I'm particularly interested in finding out if some or any of the
project is being created on Macs, and if so what? Also, can you address
the Mac versus PC release dates? Are versions for both platforms to
be released at the same time? If not, what is the anticipated release
date for each version?
Both Mac and PC versions will launch simultaneously on May 7, 2001.
It will be a hybrid product. Plans are underway to release Myst
III: Exile on one DVD disc. The DVD Collectors Edition will be
available Q3 of 2001.
All of Exile's video compositing work is being done on Macintosh
computers. The program scripting is being done exclusively on the
Mac platform, as well as most of the game's programming, which is
being handled on a PowerBook G3 (except the PC-specific stuff). Both
of our audio designers rely heavily on their Macintosh computers for
sound and soundtrack design. And finally, also on the Mac, we used
Electric Image Animation system and FormZ's modeling package to create
the look and feel we knew we needed for one specific Age. You'll have
to guess which one.
How did Presto and Mattel become involved in creating the next in
a series that many consider the seminal first-person adventures?
In early 1999, we phoned Presto Studios and informed them that we
were searching for top developers to create games within the Myst
universe. Cyan was embarking on another large project and wasn't
going to continue Atrus's story in an interactive form. Presto quickly
agreed to create a preliminary design document and technology prototype.
We gave them five weeks to come with a pitch and told them they would
be competing with other developers. Five weeks later, representatives
from Presto delivered their presentation to a room full of people
in our Novato, California, offices. Since then, our publisher-developer
relationship has grown into one that should be envied by the world
of game development.
Last but not least, is there anything else you'd like our readers
to know about Exile?
Exile will appeal to gamers of all ages. A story-driven, nonviolent
adventure is hard to come by these days. Children will be able to
play with their parents, and both will enjoy the experience. Grandmothers
can play with their grandchildren and not be pressured by timed puzzles
or too many movements to remember. Students can present the game to
their classes and not worry about the content being to harsh or inappropriate.
We think we have a big hit on our hands. Only time will tell. 
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