Content Update 3
Hi all - Eric again. Last time, we chatted a little bit about some of the inhabitants of these worlds. Now let’s talk about how those inhabitants arrived there. As usual, spoiler-alert fully engaged. Seriously... just stop reading right now. Maybe play some sudoku instead? You have been warned.
(SPOILER ALERT: We’re going to reveal some things. If you don’t want to know anything - STOP HERE!)
So we’ve already mentioned that at the beginning of Obduction you (the player) find yourself whisked away from your cozy Earth, far off into the starry night sky. It’s time to dive into that a little deeper. First off, what’s up with that thing in the teaser trailer? Some kinda space-pinecone with a basketball inside? That space-pinecone, my friends, is the exterior shell of one variety of Seed. And Seeds, as you will come to discover, are an important part of Obduction. There’s a reason that the Seed is the emblem for the entire project.
These particular Seeds have a very special purpose. One might say it is their only purpose. They are designed to scatter. They emerge, they travel, they blossom, and then they scatter. Now you’re bound to have questions: Where are they from? How do they travel? If these are the Seeds, then are there gardeners? How do they do what they do? Those are all good questions, but the important part is that the seeds sole purpose is to… say it with me… scatter.
At the beginning of Obduction you just happen to be the victim (or beneficiary?) of one such scattering. Unlike the “Cyberdyne Systems' Model 101” in The Terminator, you at least seem to arrive with the clothes on your back... but beyond that, we’d prefer to hold back the details of what else comes with you (your dental fillings? your glasses? the bag lunch you had in your backpack?) But we will mention that this unique mode of transportation will have some rather interesting effects on the world around you. Let’s just say Linking Books ain’t got nothing on this.
Now, rather revealing too much about this transportation technology, it seems like a good idea to pull back and examine Obduction from a macro level instead. What can you expect regarding the scope of the game?
Whenever we describe Myst, we use the idea of “Ages” to describe the scope - it was four Ages plus the Myst Island “Hub Age”. (We could add in the D’ni prison as an Age, but it’s small enough that we’ll just leave it out for this exercise.) We can use this description of Myst as a loose frame of reference for Obduction. Of course, we don’t call them Ages in Obduction - they’re “Worlds”, and the size of Worlds can certainly vary dramatically (Compare, for instance, the size of Myst Ages to the size of Uru Ages). But as a general reference Obduction, at its base level of funding, will consist of three (3) Worlds and a Hub. Precisely how those Worlds and Hub are connected, we’ll leave for you to discover when you arrive.
For now, here’s some very early environment development studies (by Derrick Robinson):
Until next time,
“‘The Silver Shoes,’ said the Good Witch, ‘have wonderful powers. And one of the most curious things about them is that they can carry you to any place in the world in three steps, and each step will be made in the wink of an eye. All you have to do is to knock the heels together three times and command the shoes to carry you wherever you wish to go.’”
L. Frank Baum, The Wonderful Wizard of Oz