Feel free to post your own lists of ideas. This is the place for it.

For now, here is my 'official' list:
Interface:
1. Cursor should be fixed within the center of the screen. This is to allow instant/natural mobility. By right clicking, one can detach the cursor and scan without moving, much like in Myst V or in other series like the Elder Scrolls.
2. The circle cursor I vote to be reused. While I contemplated bringing back the grabby hand, I believe the circle is more effective in the real time environment (like when finding hotspots) and simply more subtle/less intrusive graphically.
3. I've posted some mockup designs of the basic look of a new player screen in the arts section. http://guildofwriters.com/phpbb/viewtop ... f=6&t=2591
KI
1. I vote that the old KI design be reinstated.
Various
1. Link sound effect should be the Riven one. It's just plain cooler. Even Robyn stated that that one was an improved evolution of the original.
2. Cloths upon press should go even further with the idea of the current effect and produce the original Myst blue static with static noise. This would tie in the charm of the original with the new.
Design elements
1. Bring back the old original Myst K'veer pillar design instead of the sunbeam one from Myst V. There should also be 5 red pillars in the each enclave.
2. Bring back the original Great Tree design. The old one resembled much more a mouth of a great beast - sort of like the Deku tree (from Zelda).
Ages and Expansions
1. I have an idea for an expanded Kadish, where the remnants of Kadish's mansion could be explored.
2. Expanded Teledahn (of course)
3. Descent. I have a couple ideas for this too.
Overall, for big Ages I suggest we open up threads for each, or even forum sections, where a general project can be undertaken.
Title
Ok, this is a biggie.
The logo I strongly favor over the latest two. It has a lot more character and is a lot more direct in its concept.
For the name itself, here's what I suggest:
UrU: The Sequel to Riven
I strongly advocate the subtitle, here's why:
1. The name "Myst" has always hindered the individuality of the name and product.
2. Using the Myst name in the title seems more of a leeching to the old fame of the original, like Uru can't survive alone.
3. "The Sequel to Riven" is a back to basics title. Uru really is the next logical step and story after Riven. Remember, just because Uru does not feature the Stranger does not make such a title invalid.
While Exile continued the Myst story, it was more of a diversion back onto more familiar ground. Myst, like the Hobbit, was an introduction to the Mythos. It was simple and begged for more. Riven opened up the Mythos substantially, but Uru is where the story really happens.
4. Uru is also the Cyan game after Riven. All these reasons make Uru the logical heir to the Myst/Riven saga, stranger or no stranger.
5. Commercially, I believe this to be more viable. We want people to remember the glory of the first games and attach Uru onto that path, not show that Myst is still (barely) alive.
Art and overall theme
What I want to recapture is the spirit, charm, and subtlety of the first two games.
During Mudpie, much of this spirit was thriving - a high point following the newly established ideals brought forth by people such as Rich Vander Wende during the production of Riven.
But following the Ubisoft takeover, high ideals were compromised and truncated. The overall "look" of Uru became much more commercial and flashy, and much less subtle and artistically loose. After the cancelation, Cyan suffered a serious financial blow and thus high artistic leisures fell out of favor when strapped for cash.
1. Firstly, I'm in favour of the atmosphere being a lot more dark and dry.
1.1. This means an overhauled, out of game interface.
1.2. A return to more realistic/Jules Vernian style content.
1.3. A warmer look overall.
1.4. Much more focus on D'ni culture and its presentation in the books.
1.5. Unlike in recent trends, I want the world first, then the puzzles. Give me a place that could be on Earth - meaning a place with stuff in it.
Then, integrate some gameplay mechanics into an already established story and location.
1.6. More stuff to examine, read, flip through - more objects of D'ni origin.
1.7. For the time being, a serious break from the Yeesha/Bahro side of things.
1.8. A reinvented commercial look - darker, more to the point, more artistic liberties.
1.9. Rooms, rooms, and more rooms. Visual storytelling at its finest. I want to simply immerse myself in junk, debris, drawers, papers, beds,
lamps - anything that belongs to a believable civilization where people lived.