@slag: The art, sound design, and even the acting hold up remarkably well. Like Myst, it is kind of amazing how dense this game is.
That's not a terrible idea. It is my turn to pick a game in a few weeks. I was thinking of picking Kingdom Hearts, but I think Riven has a lot of very cool things to examine. I think @zombiepie and I might do a thing after we each finish our parts of the bargain so that might be my avenue for venting.
@humanity said:
After having played several of these games myself I can tell you that those doors are actually quite a typical puzzle in these games. You said it yourself actually: the developer is using perspective to it's full advantage. Once again we delve into the whole "well this was made with a different time in mind" sort of argument. In 1996 players were very much used to clicking on everything and pixel hunting because thats just how everything worked. Today we are conditioned to receive clues from the game about the interactivity of the environment. Is it a bad puzzle? I'm tempted to say that even in 2015 it's not really a "bad" puzzle because it requires you to be extremely inquisitive about the environment you occupy - which always has been the main focus of the games.
Nice video - it's the first I've watched. As a personal suggestion I would drop the standard YouTube intro of name/nickname and just introduce yourself using your name. Maybe that wrecks havoc with SEM or whatever but it's a lot more human and you don't sound like a dozen other channels which have adopted this as some weird standard intro.
I would argue that not enough players were conditioned to just accept this kind of puzzle since the genre basically died after the 90s. The more you lean on people's prior experience, the less new blood you get with each release. Just like SF3: Third Strike is one of the fighting game community's favorite games ever for its high level play, it was also the game that drove out the mainstream audience for a decade due to its high barrier to entry. Developers have to be very careful to when they add complexity and unintuative elements because each addition asks for more effort or buy-in from the player, and at a certain point the burden on the player is too great for the game to be successful. That's not even mentioning that the first two Myst games have great stories that could draw people as much as the puzzles do. If someone is coming to these games for the story, then puzzles like this kill the pacing and, in this case, bar you from seeing the thing you care about since Ghen's lab is behind one of those doors.
The first of these puzzles, the locked door, had a visual clue that helped with the clicking. The lab doors don't have any indication that they are interactable or significant in any way. I wouldn't say that forcing the player to click everywhere on every screen they encounter is a fair requirement. Especially since so many seemingly functional objects are not interactable. In this case the game is arbitrary in terms of what you need to click on to progress and what is just a bit of environmental flavor. I see the cleverness in the wooden eyes, the number toy, or even the door. But, without tons of prior knowledge about the genre, puzzles like this make Riven neigh unbeatable (at least without hours upon hours of playing). I think we can look back on this as a learning experience and say that this style of design is interesting and has a place (as smaller games like Fez and to a certain extent Braid showed), but it's a dead-end for big budget games.
Thanks for the advice on the video. I think I'll try that next time. Saying my username has always felt weird to me anyway.
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