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by djsumdog
2340 days ago
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Yea. I liked Myst, but Riven is where I gave up on the series. I did complete it, but it was a long time ago and I remember giving up on puzzles and looking up a lot of hints. Also the font for the books in Riven were terrible. I could read all the Myst books. They were relatively short and it was a neat device to learn the story. In Riven, they were painful to read and there were so many books everywhere. I even bought a copy of Exile used at a bookstore for like $5, but never played more than 10 min of it. I would have liked to have finished the series, but Riven kinda was an example of why the entire 90s/early-2000s adventure game genre (Sierra, LucasArts, etc.) failed. LucasArts probably had the only games that were not over challenging and that could be solved with just time and persistence. Everyone else relied on sales of hint books (and no one wants to use a hint book; you want to figure it out for yourself). The new era of adventure games fixed a lot of this. Telltale and Quantic Dream used their adventure games more to push story (not a lot of "puzzles" in the traditional sense), but there are others with a decent mix of story and puzzles. A great example of the two game building attitudes in a single game is Broken Age. The first half: amazing. The puzzles were fun but not over challenging, the story drew you in, the graphics were beautiful and the characters were relatable. Part two: stupid-insane-difficult-terrible puzzles, story went to crap, didn't care what happened. |
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This is also part of why the game is so difficult. It does expect the player go through a certain sequence of events to advance the plot. But all of this is in a very open world that presents you with a lot of puzzle pieces that you can't do anything with initially. This breadth of possible options makes it harder to identify those pieces that the game wants you to connect in the puzzles. I've read a long while ago that the Millers have underestimated how much this drives difficulty. They said that later Myst series titles are designed to be more sequential experiences with less interconnected pieces as a result.