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Latest Uru interview

Warcry.com has interviewed Uru Community Manager Katie Postma, known within the Myst community as Kha'tie. In this detailed Q&A she discusses the ideas and philosophy shared between Cyan's previous games Riven and Myst III and connects them to the conception and eventual design of Uru itself. The singleplayer and multiplayer aspects of Uru are also discussed in detail. Read the interview here.

 

Warcry: First Mudpie, then Myst Online, then Uru Live: Can you relate to us a little of the back-story on the progression of the design document for Uru, and how it's come to be in the state that it's in today?

 

Kha'tie: Although I'm a latecomer to the "inside" of the production of Uru, I closely followed it whenever I could, through interviews and chats with Cyantists. I know that Rand and Cyan wanted to tell more about the story of the D'ni, and that the potential for exploration was infinite. Instead of continuing to package up a finite number of ages into one box and let you explore in little chunks, they wanted us to feel we were at our leisure to continue discovering ages as the DRC unearthed them and ensured they were safe for us all. What we have now is a real-time expedition. URU - you are you - you pack your things and head off to the desert, where you'll find the entrance to D'ni - and from there, you can travel any number of branches. No one will have the exact same experience. There's nothing linear about Uru. What becomes of the D'ni legacy and their ages is, ultimately, up to us all.

 

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