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thatpinguino

Just posted the first entry in my look at the 33 dreams of Lost Odyssey's Thousand Years of Dreams here http://www.giantbomb.com/f...

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Lost in the Myst: Part 6- Finishing Riven

When I left off my last blog post I had every intention of continuing the blow by blow of my playthrough of Riven. I thought I would continue narrating my revelations and frustrations with the game; however, in the intervening days I beat the game. I really wanted to see the ending so I powered through and I’m afraid some of the intermediate steps were lost in the shuffle. Also some of the intermediate steps are super convoluted and boring so let’s skip to the good stuff: the takeaways.

1. Riven has a great story, but it can be really poorly paced if you get stuck on any puzzles. Riven tells its story through both journal entries and environmental cues; and, thanks to the obtuseness of its puzzles, each form of storytelling is undercut. Though things like the Moiety knives, the five pointed star, and the hangman toy, Riven’s environment conveys a lot of information about Gehn’s rule over the islands and the resistance that rose up against him. That environmental storytelling is oftentimes reinforced and expanded upon by journals that you find later in the game.

Finally using that telescope was awesome, even if I got the bad ending the first time.
Finally using that telescope was awesome, even if I got the bad ending the first time.

It’s unfortunate that the bulk of the locations in the game are hidden behind puzzles that can range from run-of-the-mill unintuitive to Rube Goldberg-ian unintuative. Even worse, the journals are all quite long. After beating any of the large puzzles that dot the story, you often have to spend 10-20 minutes reading and carefully scribbling notes about what you could possibly do next. If I had no other games to play or other commitments, I might feel differently about the pacing. I’m finding that I have less and less time to play games nowadays and spending days beating my head against puzzles, only to be rewarded with a text log, just does did not do it for me, so I used a guide for some puzzles.

Now once you get to the story, it touches on ideas and themes that games rarely cover. The story of Riven is largely about designing, creating, and writing; and as a writer I love a good story about the power/danger of the pen. I really enjoyed the game’s explanation for why the world of Riven is as flawed and obsessed with the number five as it is: it is an age that was written by Ghen, a man who is a flawed writer and is obsessed with the number five. Ghen essentially wrote an escapist fantasy where he ruled as a god over a disempowered populous using book-based technologies and giant fish monsters that they could not oppose. It is incredible that the game features a clear critique of power fantasies, couched in a story of an indigenous uprising overthrowing a narcissistic colonizer. Ghen’s lack of self-awareness and complete belief in his own intelligence is believable and terrifying. I enjoyed that he thought that he could convince the main character to trust him, despite the monstrous aloofness he displays in all of his journals and artifices. I also really enjoyed Catherine’s struggle with being the messiah in her own society’s religious dogma. Her journal, full of self-doubt mixed with belief in her ultimate goal, was quite a read. I love this story despite its somewhat clunky delivery and pacing problems.

I don't know how many times I saw those things, but if you played their call now I still wouldn't recognize it.
I don't know how many times I saw those things, but if you played their call now I still wouldn't recognize it.

2. This game goes through tremendous pains to set up two puzzles. The animal circle puzzle and the marble puzzle are the two most elaborate puzzles I’ve ever seen in an adventure game. They both require information that is stretched across the entire game world and each piece of information is behind multiple puzzles. The sheer scale of it is impressive. However, all of that work ultimately led to an intensely frustrating experience that made me want to quit the game.

The animal circle, or Satan’s Baby Choo-Choo as I like to call it, requires you to learn the Riven numerical system, recognize the sounds of multiple fictional animals (apparently there are silhouettes you can use as well, but I couldn’t see them for 3 of the 5 animals), and select the proper animal pictures, in order, from a circle of over 20 animals (most of which you’ve never seen before). Just based on which animals I actually saw on the island, I was able to guess 4 of the 5 pictures I would ultimately have to use; however, identifying which animal made which sound was daunting. As I played through the game I took notes on each of the sounds that came out of the wooden eyes; but, it never occurred to me that they corresponded to animal sounds. Since each of them sounded like the type of abstract noises that populate much of the game world, I had no idea how they lined up with the animals in that circle. I could imagine that those unfamiliar sounds could come from any of the animals in that circle. As a result, I looked up the answer for this puzzle because wandering the island clicking on every eye and trying to track down the relationships did not seem like a good time.

Seeing this awesome environment was great, but I wish it wasn't behind a fucking summoning circle of bullshit
Seeing this awesome environment was great, but I wish it wasn't behind a fucking summoning circle of bullshit

Now that I actually know the solution, the logic makes a lot more sense and it seems like a brilliant puzzle. Now I understand why the weird water-dinosaurs keep respawning in the cove, the frogs are infinitely catchable, the Wahrk always returns to the undersea throne, and scarab beetles always flys around the forest. All of those recurring animal sounds are clues and they reoccur so that you don’t miss them. Now I understand that the eye in Ghen’s lab is the one that corresponds to the fish (not an eye that used to be in the sunner lagoon as I originally thought). Now I understand that the eyes are making animal noises, not random clicking and boat rocking noises. However, in the moment those disparate threads of information did not connect at all.

The game doesn’t even meet you half way by using real animals and recognizable animal sounds. Like so much in Riven, the game believes that its fiction and its environment are more important than your ability to progress in the game. This might make sense if all there was to the game was puzzles, if the story of Riven wasn’t worth a damn or didn’t exist. But, I was drawn in by the story! After hours of tromping around that fucking island, I finally found the end of a story thread and it was behind a puzzle that would take hours of wandering to solve. That shows a fundamental misunderstanding on the part of the developers as to how people could enjoy their game. They put their puzzles and their environment on a pedestal and their core narrative paid the price since it seems like most people either dropped the game around this point or looked up a guide. I’m of the opinion that if a large portion of your audience has to look outside of your game for guidance just to finish the game, you’ve made a design mistake. Fuck Satan’s Baby Choo-Choo.

If you solve the marble puzzle by yourself, prepare to see this screen a lot.
If you solve the marble puzzle by yourself, prepare to see this screen a lot.

The Marble puzzle, or the devil’s tiddlywinks as I like to call it, is just as obtuse as the animal circle, but it also commits a different and more annoying sin. The devil’s tiddlywinks requires you to graph out all five of the islands of Riven and identify where the spinning domes are on each island. You also need to go to each island to figure out which colored marble corresponds to which dome (except the small island, you need to guess that one). But, the precision of the graphing machine on the weird island full of multicolored pools of water isn’t as granular as the precision of the marble graph, so you could easily have to rearrange the damn marbles multiple times. The only way to check if the machine worked is to run down to a dome and see if the book inside actually works. That is a few minutes’ worth of clicking and gifs each way. This could easily lead to backtracking and fiddling for hours. Oh, and once you “solve” the puzzle, you need to hit a white button on the marble machine that totally looks like an indicator and not a switch. So there’s one more bit of backtracking for you. I understood how to solve that puzzle, I just looked up the answer because fuck doing the tedious back and forth.

Seeing these two puzzles really made me think about why puzzles are fun and how to communicate information. These two puzzles are largely about recognizing and translating symbols back and forth between multiple “languages;” however, they both seem better designed after you know the answer than they do during the discovery. These puzzles are like solving a bizzaro world Where’s Waldo book where the book has no title or cover to help you find Waldo. Instead, the book is full of barely perceptible scratch and sniff areas that smell of candy-cane so you can figure out Waldo’s coloration, a pair of broken glasses to figure out his glasses, and a blank page that you have view in black-light to see what his face looks like. Sure you can find Waldo, and once you do it will seem clever, but damn does it seem infuriatingly opaque in the moment.

In short, I really enjoyed most of Riven. Those two puzzles now seem really cool since I’ll never have to solve them again. In the moment they were the worst fucking puzzles I’ve ever seen. Fuck Riven. I love Riven.

P.S. Since I can't continue the Myst series due to Myst 3 and 4 being unavailable on any download services, I'm going to be transitioning to a new adventure game series to keep pace with @zombiepie. I think you'll all really appreciate our choice.

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11 Comments

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SubliminalKitteh

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There is a box set of the games (10th anniversary collection) you could find on amazon for like 90 bucks. III and IV are really good compared to I and II. I never got around to V, and the Uru games are complete shit.

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MrSensible

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Edited By MrSensible

I rewatched Cyan's "Making of Myst" and "Making of Riven" development documentaries last night. In their interview segments, Rand and Robyn Miller more or less confirm that they were far more interested in drawing cool maps and building a believable, detail-oriented world than in writing a story that makes sense or presenting puzzles to the player in a convenient way. I have great admiration for the depth of their work, but you can really only appreciate it if you're willing to abandon all preconceived notions about how modern games ease the player into an experience and approach it like you're some kind of alien coming to grips with a new world (which is completely accurate in Riven's case). Needless to say, this concept doesn't mesh well with the huge amount of other games available today that actually respect a player's time.

P.S.: Your articles inspired me to overhaul and add new info to some of Myst's GBWiki pages over the last week, including the game pages for Myst and Riven, and Riven's location page. The most challenging part was piecing together the basic timeline for the events of Riven, since much of the game's backstory is scattered across four journals written by three different characters. I hope someone finds them interesting!

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Zirilius

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Edited By Zirilius

You can get Myst III: Exile for PS2 if you still have one of those. It's like 2 bucks at gamestop

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thatpinguino

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thatpinguino  Staff

@mrsensible: I would love to see those documentaries. These two games are really incredible and I would love to hear how they approached creating such unique worlds. I would also love to hear how they arrived at some of those puzzle designs since they are so well thought out, but so misguided.

I'm glad this stupid series brought about some nice changes to the site! Hopefully my next group of games will be similarly inspiring.

@zirilius: @subliminalkitteh: No. No mas. I need a change of pace and I don't want to hunt those games down. I promise the next game will be... fun.

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Edited By MrSensible

@thatpinguino: Both documentaries are available on YouTube. Here are the links:

Making of Myst | Making of Riven

The one for Myst is hell-of low-res; it was an Apple QuickTime movie they stuck on the original Myst CD. Still, fascinating stuff for any fan of the series, or just anyone interested in game development.

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thatpinguino

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thatpinguino  Staff

@mrsensible: I watched both documentaries. Their both pretty incredible. Its amazing how much they got right considering how many of the base essentials of game development weren't codified yet. Talk about having to invent a camera before they could even film.

The Riven documentary really shows that they didn't expect someone to fly through the game. They really thought that someone would want to keep exploring that world ad infinitum and as such they could make these puzzles with ambient hints. They made a point of mentioning focus testing in the first documentary, but they didn't mention it in the second. I wonder if that indicates that they didn't test Riven with a target audience quite as much or if they just had limited documentary time. In either case, both works are real triumphs. I may not like some of the puzzles, but that is not a comment on the effort and care of their design.

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Silver-Streak

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Edited By Silver-Streak

@thatpinguino I'm really glad you were able to appreciate the story of Riven, it really is quite good. Also, I will gladly find you a physical copy of Myst 3 Exile, if only for you to experience it and move on to Myst 4. Because they're both great.

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kitcatham

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Edited By kitcatham

As always, great read here. Your point about the clash between getting crumbs of an interesting narrative and very intricate, complicated and sometimes unintuitive puzzle designs is a great one. Having such an interesting world to explore would have been complimented by a more even pace between solved puzzles.

I loved hearing what were your thoughts on the myst games, but I am also looking forward to your forthcoming pieces on something completely different. You don't want to get burnt out on these games and I'm sure you can guess what do Myst III, IV and V feel like. You can always come back to them when you are no longer marathoning, if you are still intrigued by them... Cheers! (Is zombiepie anywhere near done yet? =P)

Finally. I might look nitpicky here but I want to correct you on the marbles puzzles: the level of detail on the graphing machine is exactly the same as the device in the golden dome. Once you've mapped everything out, you should take no more than 2 tries to power up the books (you have to guess prison island's colour from the 2 remaining marbles). And once you do, the dome machine animation is different, as you can hear an explosion.

No Caption Provided

As you can see, the dome is in position 1*2, in the bottom right square of the L-shaped island, which is itself the larger square located in position 2*5 in the dome grid.

No Caption Provided

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Slag

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@thatpinguino:

Hey man, I'm sorry I'm sure I commented on this a couple days ago. I think the site ate my reply, I looked through my history and noticed some other missing comments from the same day as well :(.

Anyway I don't remember exactly what I said, but I'm glad you enjoyed the Myst Games. I really liked the worlds they created and do miss a time where a game like that could consume my gaming time without distractions from a digital backlog.

Your point about the lack of piggybacking making puzzle solving inordinately difficult is a very salient one, but I think for me was also a core aspect of the appeal of these games to me. I just really enjoyed trying to figure these unique worlds out, I figure it would be kind of akin to being a First Contact Space Explorer.

I think these games have what I guess you could call good aftertaste, they are almost more fun after you've played them to think back on reflect on later than to actually play them

Especially Riven, as you saw how frustrating that can be (and can imagine how much it was in the era before gamefaqs etc)

Fantastic Blog man!

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thatpinguino

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thatpinguino  Staff

@slag: There is certainly a tension between building a unique world and using the one we know as a communication tool. I think the world they created is remarkable, but if they were going to leverage it to the extent they do, they might have been better served through some more explicit hints. Or maybe they could have centralized more of that information like they did with the eye colors.

I think aftertaste is a great way to describe what I like about the puzzles in these games. They are the kinds of challenges that seem so intuitive and clever looking back, but they are huge barriers to moving forward.

@kitcatham: ZP is almost through disc 2, but his party is beyond stacked so the rest of the game is just mop up duty.

Maybe my issue with the 3d map graph was a result of the game being stretched to fit my screen? It really looked like a mess when I was looking at it. Maybe it wasn't as trial and error-y as I thought.

@silver-streak:My machine doesn't have a disc drive so I wouldn't be able to play it either way. Thanks for the offer though!

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Slag

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@slag: ... I think the world they created is remarkable, but if they were going to leverage it to the extent they do, they might have been better served through some more explicit hints. Or maybe they could have centralized more of that information like they did with the eye colors.

Yeah I think you are right and I think that's something Myst did better than Riven. Maybe it was just the smaller world or the less detailed nature of it, but I felt it was much easier to pick up on the clues in Myst.