Sometimes success smacks you right in the face. More often, it sneaks up on you from behind.
In September of 1993, the brothers Rand and Robyn Miller and the few other employees of Cyan, Inc., were prototypical starving artists, living on “rice and beans and government cheese.” That month they saw Brøderbund publish their esoteric Apple Macintosh puzzle game Myst, which they and everyone else regarded as a niche product for a niche platform. There would go another year before it became abundantly clear that Myst, now available in a version for Microsoft Windows as well as for the Mac, was a genuine mass-market hit. It would turn into the gift that kept on giving, a game with more legs than your average millipede. It wouldn’t enjoy its best single month until December of 1996, when it would set a record for the most copies one game had ever sold in one month.
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The most important of all the people who were suddenly willing to come to Spokane would prove to be Richard Vander Wende, a former Disney production designer — his fingerprints were all over the recent film Aladdin — who first bumped into the Miller brothers at a Digital World Expo in Los Angeles. Wende’s conceptual contribution to Riven would be as massive as that of either of the Miller brothers, such that he would be given a richly deserved co-equal billing with them at the very top of the credits listing.
Needless to say, though, there were many others who contributed as well. By the time Cyan moved into their new world headquarters in the summer of 1996, more than twenty people were actively working on Riven every day. The sequel would wind up costing ten times to fifteen times as much to make as its predecessor, filling five CDs to Myst’s lone silver platter.
Given the Millers’ artistic temperament and given the rare privilege they enjoyed of being able to make exactly the game they wished to make, one might be tempted to assume that Riven was to be some radical departure from what had come before. In reality, though, this was not the case at all. Riven was to be Myst, only more so; call it Myst perfected. Once again you would be left to wander around inside a beautiful pre-rendered 3D environment, which you would view from a first-person perspective. And once again you would be expected to solve intricate puzzles there — or not, as you chose.
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Riven was meant to cater to both groups, by giving the gamers a much deeper, richer, more complex tapestry of puzzles to unravel, whilst simultaneously being kept as deliberately “open” as possible in terms of its geography, so that you could see most of its locations without ever having to solve a single conundrum. “The two complaints about Myst,” said Rand Miller, “were that it was too hard and too easy. We’re trying to make Riven better for both kinds of players.” Whereas Myst allowed you to visit four separate “ages” — basically, alternative dimensions — after solving those early puzzles which had so stymied the retirees, Riven was to take place all in the same dimension, on a single archipelago of five islands. You would be able to travel between the islands right from the start, using vehicles whose operation should be quite straightforward even for the most puzzle-averse players. If all you wanted to do was wander around the world of Riven, it would give you a lot more spaces in which to do so than Myst.
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Riven wasn’t quite as successful as Myst, but this doesn’t mean it didn’t do very well indeed by all of the standard metrics. Its biggest failing in comparison to its older sibling was ironically its very cutting-edge nature; whereas just about any computer that was capable of running other everyday software could run Myst by 1997, you needed a fairly recent, powerful machine to run Riven. Despite this, and despite the usual skepticism from the hardcore-gaming press — “With its familiar, lever-yanking gameplay, Riven emerges as the ultimate Myst clone,” scoffed Computer Gaming World magazine — Riven’s sales surpassed 1 million units in its first year, numbers of which any other adventure game could scarcely have dreamed.[1]
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And this starts to take us into the territory of the first of the two things that Riven does really, really well, does so well in fact that you might just be willing to discount all of the failings I’ve been belaboring up to this point. The archipelago is a truly intriguing, even awe-inspiring place to explore, thank not just to the cutting-edge 3D-rendering technology that was used to bring it to life, but — and even more so — the thought that went into the place.
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Which brings us neatly to the other thing that Riven does remarkably well, the one aimed at the gamers rather than the tourists. Quite simply, Riven is one of the most elegantly sophisticated puzzle games ever created. This facet of it is not for everyone. (I’m not even sure it’s for me, about which more in a moment.) But it does what it sets out to do uncompromisingly well. Riven is a puzzle game that doesn’t feel like a puzzle game. It rather feels like you really have been dropped onto this archipelago, with its foreign civilization and all of its foreign artifacts, and then left to your own devices to make sense of it all.
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Then again, that’s only one way of looking at it. Another way is to recognize that Riven is exactly the game — okay, if you like, the world — that its creators wanted to make. It’s worth acknowledging, even celebrating, as the brave artistic statement it is. Love it or hate it, Riven knows what it wants to be, and succeeds in being exactly that — no more, no less. Rather than The Lord of the Rings, call it the Ulysses of gaming: a daunting creation by any standard, but one that can be very rewarding to those willing and able to meet it where it lives. That a game like this outsold dozens of its more visceral, immediate rivals on the store shelves of the late 1990s is surely one of the wonders of the age.