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Interview with Kyle Choi
By Jen
Kyle Choi is the creator of Comer, an immersive adventure game
dealing with creation mythology, aliens, and trees. Read my review
and then order the game from Shine
Studio.
What
inspired you to create Comer (other than your admiration for
Myst)?
Myst is the direct inspiration to be sure. There is another
animation cartoon from Japan called Laputa, describing a city
floating in the air, which I regard as the best of animation cartoon
of all times, just as Myst is the best of its kind.
You seem to be a regular Renaissance man, what with being good at
music, art, and game design. What is your educational background?
Thanks for the big hat of Renaissance, which makes me feel that I
should have lived at that time. As for the background, may regard
it as multi-cultural and multi-fielded. I drew and painted a lot as
a boy, then played piano for a couple of years, then somehow entered
college with an Architecture major and graduated alternatively from
computer engineering (did spend my college years in the States, which
enabled such diversity). The reason I entered the computer field was
simply because I happened to see a stunning 3D computer graphics demo.
One thing that really struck me about Comer was the blend
of Eastern and Western design elements. Were you attempting to attract
two different types of audiences, or is that an aspect of your own personality?
It is both. I was trying to make something universal instead of culture-dependent,
while that something universal has to be cultural at the same time.
So I worked in an attempt to mingle the best of all cultures into
something everyone can enjoy.
Why did you decide to sell Comer online only? Was it due
to lack of interest from publishers, as so often seems to be the case
these days, or was it merely so you could keep a bigger slice of the
pie?
Comer is sold online because there seems to be no other way
out. I did contact many publishers and got an impression just like
you said.
If a publisher were to approach with an offer to distribute Comer,
would you accept the offer, or do you like the challenge of being
responsible for your own destiny?
I would rather like a publisher to handle the business aspects and
Shine Studio to be kept as a development entity in order to focus
on quality titles. Unfortunately the real world is not like this.
Do you have a "real" job, or do you work full-time on
game design?
I worked full time for the Comer development and believe that
a quality title does require the effort.
How has daily life for the average citizen in Hong Kong changed,
if at all, since China took it back from the British?
Nothing changed at all, from my point of view.
Do you have any plans to create another game(s)?
If Comer turns out to be selling well (still early to tell
at this time), more will be planned. If it is not, more will be planned
as well (I hope, at least I think this way right now).
Comer seems to have been indirectly inspired by Philip Jose
Farmer's series of Riverworld novels. Are you familiar with these
cult classics and, if so, were they an inspiration?
Not connected, and this is the first time I have heard about the
Riverworld novels.
Are there any of the so-called Myst-clones that you personally
feel are as good as Myst, or is there just Myst and then
everything else below it?
In my opinion Myst is still the best of its kind (maybe due
to it was the first adventure game I played). I may be wrong since
I did see other people's opinions. Myst is a perfect blend
of all elements contributing to an graphical adventure, such as story,
plots, puzzles, graphics, music, etc. Other games may exceed in some
elements but not in all. The most important thing is the quality.
Myst-clone is somewhat a negative term these days because of
the flood coming out after Myst. I just could not imagine a
game like Myst could be made in a year. Besides the efforts
in the making, the quality also includes, for lack of better words,
culture, taste, etc.
How do you react to critics who claim that the success of Myst
indirectly destroyed the adventure genre?
People can express opinions as long as they have a point. I do believe
Myst pioneered something new, and that something new was grouped
into the adventure genre, which I think is a correct grouping that
makes the adventure genre stronger.
What exactly was is about Myst that so deeply affected you?
I saw a future for adventure games. Can you imagine how closely it
resembles a movie? I always compared Myst with a good movie.
It has a story and good plots like a movie, it has realistic graphics
and astounding music and sound effects like a movie. It exceeds a
movie with its computer-generated beautiful environment only with
human imagination as the limit, it exceeds movie in that you, the
player, are the main character instead of just watching others. With
improving computer technology, this type of game will eventually get
rid of the slide-show type of limit, although there is still a long
way to go. After the marriage of computer and TV in the future (I
think they are engaged now), interactive entertainment of this kind
would probably thrive: A movie in which you make things happen.
If you could say one thing to the Miller brothers, what would it
be?
Hi, I just wish there are more people like you with great ideas and
making brilliant games like yours, which would keep me busy playing
them instead of making them myself with a hard time.
Can you tell us approximately how many copies of Comer you have
thus far sold on-line and how many you need to sell in order to break
even?
I think I should regard that as a commercial secret (if not embarrassed
when telling the figure). Comparing to other on-line business I know
of, it is a success. If Internet business is getting doubled or tripled
each year as people expected, we can merely survive. I am still optimistic
in that people will quickly and eventually feel safe and get used
to Internet shopping. People will realise that in the lack of a publisher,
this is the only way out for a small developer like us. If they do
need quality titles, I call out with this desperate voice: Please
buy online and support us.
What steps have you taken to publicize Comer and to garner
sales?
Currently we are depending on adventure sites like yours and adventure
lovers spreading words. Any recommendation is welcome to let every
one know about it.
Einstein, Leonardo da Vinci, and Sinbad all make an appearance in
Comer, but no Pamela Anderson Lee! Could she possibly be in the
sequel?
This is a good question concerning the design aspect of Comer.
In selecting the 'Comers' in the game, I had to judge who in history
are suitable for the characters. The persons must be universally,
trans-culturally known to everyone in order to get the thriving feel
when finding out who they are.
What's your stance on the timber industry?
Timber industry is not something in my mind when making Comer
actually. I am not in the position, or with good knowledge, to
judge whether there is a balance between the use of wood and preservation
of nature. I like the feeling of forest very much, as well as the
feeling of wooden chairs and desks. The point is, Myst is probably
the only game (before Comer) that gives people a feeling of
being immersed in many trees. However, trees, especially beautiful
ones, are a very difficult thing to be made with computer. Roughly
2/3 of the rendering time of Comer was devoted to trees. Without
them Comer would have been released years ago, and without
them Comer could not be of the same value as it is. I wish
people appreciate this feeling of nature and the effort behind it.
The immersion of many trees is certainly the distinctive element of
Comer. 
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