Chuyển đến nội dung chính

Obduction - From the Perspective of an Adventure Game Developer

Early last week the independent game developer Cyan released a virtual reality version of their latest creation, Obduction, into the wild. This marks Cyan’s first foray into VR and a departure from working on sequels to their acclaimed Myst series. Obduction’s game design and atmosphere feel deeply rooted in the company's previous work, yet remain feeling fresh and wholly original. Instead of writing about our game XING’s development directly, this week I will be doing so through the lens of the release of Obduction.


Gamers have seen the release of many great puzzle and adventure games in recent years, including The Witness, Firewatch, The Talos Principle, and Monument Valley to name a few. Despite the emergence of so many titles which credit Myst as an influence for their game, there is actually a significant lack of a pure Myst-style game design actually deployed in these games. That is to say, there are few puzzle games released which stick to the original formula of Myst, which features what I’ll call world-scale puzzle solving, as opposed to room-scale puzzle solving. I’m not talking about room-scale VR here, I’m talking about the scope of puzzles and how they are presented to the player.

Standing Apart from Modern Formulas


Among the modern puzzlers I mentioned, possibly the most unlike Obduction is The Talos Principle. In Talos, the player is presented with multitudes of puzzles at a time, and the player can solve them in any order. In Obduction, the player seemingly has only one objective to do at a time, or perhaps the player is still trying to figure out what that singular objective even is. At a macro level, the player is rarely wondering what they should be doing in games like Portal or The Talos Principle. The finite puzzle solution may not be ascertained, but the player at least knows which door they are trying to get through. The player is confined to a “room” and must unlock that room. This starkly contrasts the core world-scale theme of Cyan’s design vocabulary, which the company has fine tuned in their latest release.
Screenshot from Portal

Screenshot from The Talos Principle
In Obduction, the metaphor for room-sized puzzles doesn’t exist, and instead the entire game world is the puzzle. Pulling a lever or uncovering a secret code may unlock a door for you on the other side of the game’s universe. This not only contrasts The Talos Principle but also other modern puzzle games like The Witness and even Monument Valley, which each confine puzzle-solving to specific zones. While The Witness also has some larger world-scale puzzle solving that, along with an island setting that really harken it back to Myst, Obduction relies on world-scale puzzle solving exclusively. By doing so, Obduction easily distances itself from these modern formulas, yet remains deeply compelling.


The narrative-adventure game Firewatch tells its story across an expansive game world like Obduction, but without traditional puzzle solving, and instead, allowing the player to explore and observe the story in their own way. Both games use visual spectacle as a way to reward the player for making progress, and utilize the environment as a storytelling device. A desire to see the next vista also becomes a driving force for the player in our own game, XING: The Land Beyond.

Screenshot from Firewatch

Differences with XING


While the formula for XING has evolved over the course of development, we can still look back to our Kickstarter days and see how the initial seeds of design naturally grew into what the game is today. You can absolutely point out aspects of XING that are reminiscent of Portal, The Legend of Zelda series, Golden Sun, and yes, Myst. XING features a hub world and a collection of lush and diverse outdoor environments, but perhaps the similarities with Myst end there. More akin to Portal, we linearly introduce game mechanics and puzzles, which are typically confined to specific zones. Influence from The Legend of Zelda franchise, especially the dungeon design of Ocarina of Time or Majora’s Mask, can be seen in the effort we have put into creating novel puzzle moments crafted for unique environments. This idea of uncovering novelty became important for XING, and seems universal to all adventure games.


I have been playing through Obduction on the Oculus Rift without looking at guides or hints, and the experience remind me of the magic of earning discoveries. Our development team is careful about releasing screenshots of new content or talking about puzzles, as we know those moments of surprise are special for gamers. We are continuing to polish up those special moments in preparation for what we hope will be a novel and memorable experience for gamers. Stay tuned!

Nhận xét

Bài đăng phổ biến từ blog này

Platinum #315+316: The Long Reach (PS4 NA & EU)

Hey there! A short and easy pixel-art game with a few survival elements. Very enjoyable! What is the game all about? The Long Reach is a 2D side-scrolling adventure / point and click game mixed with a few survival horror elements. The pixel-art is very appealing and retro-fans will love this game. Most of the time you’re in control of Stuart, who acts as a guinea pig for a company called General Education. After a very confusing beginning, you’re trapped inside this company and you must find a way out. For this, must collect items and solve puzzles. Furthermore, you will learn more about the backstory and the main story will become clearer. Until drugs become involved – from then on, it’s hard to determine what’s real and what’s just an imagination. The game is very dark and the flashlight will become your best friend. Although it takes a while until you find it. As mentioned, this game also contains survival horror elements. Later in the game you encounter some enemies and you must f...

Platinum #249+250: Suicide Guy (NA & EU)

Hey there! Another easy double platinum. :-) What is the game all about? Suicide Guy is an adventure game. You take control of a character who fell asleep on his couch while watching TV. In his dreams, he realizes that the bottle of beer he was holding in his hands is falling to the floor. Now he needs to wake up quickly to save his beloved beer. To do this, you must solve some puzzles to end the dream by committing suicide. Unfortunately, you don’t wake up. Instead, you end up in another weirder dream. There are 24 different levels (dreams). Every dream takes place in another location and has his own unique puzzle to solve. Some of them are quite challenging and it might take a while to figure out the correct solution. What about trophies? To unlock the Platinum Trophy, you must complete all levels and find every collectible in the game (1 per level). Don’t worry if you miss a collectible, there’s chapter select and you can replay each level as soon as you’ve beaten it. As mentioned ...

Injustice 2: Legendary Edition

Injustice 2 is a fighting video game based upon the DC Universe. It was developed by NetherRealm Studios and published by Warner Bros. Interactive Entertainment. It is the sequel to 2013's Injustice: Gods Among Us. The game was initially released in May 2017 for the PlayStation 4 and Xbox One; a Microsoft Windows version was released later in November 2017. An expanded version of the game, titled Injustice 2: Legendary Edition, was released in March 2018 for the PlayStation 4, Xbox One, and Microsoft Windows. Similar to the previous installment, a companion mobile app was released for Android and iOS devices. A prequel comic book series of the same name, written by Tom Taylor, was also released beginning in April 2017. The core gameplay remains similar to its predecessor, albeit with minor adjustments to returning game mechanics. Injustice 2 introduces a new feature called the Gear System, a loot-dropping system that rewards players with costume pieces a...