Oh yes. Ooooohhh yes.
We knew that we were going to throw the MOTD engine overboard and rewrite it from scratch.
But there was a lot a player and reviewer feedback that we always kept in mind when developing MOS. Integration of puzzles into the story was one major aspect. Puzzle fairness. Narrative pace. Difficulty level. Character depth. Dialogue trees (!). A lot of things.
The bad thing about MOTD was that it was criticised in almost all areas. The good thing about it was that much of the critcism was true, insightful and motivating.
MOTD was a debut game, and that meant much of it had to be created in a sort of dada-collage way. We would run into fundamental problems all the time, and we'd constantly find ourselves trying to work around them or fix things, which made the overall game feel incoherent and patchy.
Parts of MOTD's dialogue would try to force link problematic parts of the game design together rather than drive a story forward.
I recently replayed MOTD and found myself smiling about many things we did. In a way, it's like watching Plan 9 from Outer Space or something like that.
But I'm proud of MOTD.
It has a some weird kind of charme. It was the start to something, and we knew we could do a lot better.