und ated . ▁▁ ▁Development ▁▁ ▁Marc ▁Miller ▁was ▁approached ▁by ▁Par agon ▁Software ▁to ▁develop ▁a ▁game ▁scenario ▁set ▁within ▁the ▁Official ▁Tra v eller ▁Un iverse . ▁ ▁In ▁response , ▁he ▁composed ▁a ▁brief ▁plot ▁sketch ▁describing ▁an ▁An cient ▁ru in ▁running ▁am uck ▁and ▁threaten ing ▁to ▁destroy ▁a ▁planet . ▁ ▁He ▁en vision ed ▁that ▁the ▁player ▁will ▁have ▁to ▁seek ▁cl ues ▁in ▁other ▁sites ▁constructed ▁by ▁the ▁An ci ents ▁and ▁ultimately ▁learn ▁their ▁secret ▁to ▁resolve ▁the ▁crisis ▁and ▁win ▁the ▁game . ▁ ▁As ▁Par agon ▁developed ▁a ▁game ▁around ▁this ▁scenario , ▁Miller ▁continued ▁to ▁offer ▁his ▁co - operation ▁and ▁provided ▁Par agon ' s ▁staff ▁with ▁numerous ▁design ▁gu idel ines ▁which ▁were ▁incorpor ated ▁into ▁the ▁finished ▁product . ▁▁ ▁Re ception ▁Computer ▁G aming ▁World s ▁Sc orp ia ▁in ▁ 1 9 9 2 ▁comm ended ▁M ega Tra v eller ▁ 2 s ▁intuit ive ▁user ▁interface , ▁the ▁non linear ▁plot ▁structure , ▁and ▁general ▁improvements ▁in ▁the ▁game ▁over ▁its ▁prede cess or . ▁However , ▁she ▁added ▁that ▁the ▁" game ▁is ▁a ▁b oring ▁implementation ▁of ▁an ▁interesting ▁story , ▁complicated ▁by ▁too ▁many ▁side ▁threads ▁that ▁have ▁nothing ▁to ▁do ▁with ▁the ▁main ▁plot " ▁and ▁that ▁" the ▁long ▁list ▁of ▁character ▁skills ▁is ▁mainly ▁useless , ▁except ▁for ▁creating ▁characters ▁for ▁the ▁p enc il - and - paper ▁version ▁of ▁M ega Tra v eller ." ▁In