Really Late Reviews #2: Riven [misc]

[I wrote a few reviews of graphic adventure games in 2001, and Stephen Granade hosted them on the About.com interactive fiction site he ran at the time. I called them Really Late Reviews because, well, I wrote them long after the games in question had been released. About.com has gone so far down the Internet memory hole that I can no longer retrieve those reviews in the context of the site, so I’m taking their dates from the original text files on my hard drive. That means this review of Riven was written on April 23, 2001.]

As I continue my project of trying to play and review the tall pile of game CDs sitting next to my computer, I start to get an idea of how the pile got so tall in the first place. I finished the first review (of The Space Bar) late in January 2001, and now I find myself in April only just finishing the second. Somehow real life keeps getting in the way. Well, that and writing text games. Let this be a lesson to you, kids. (Though just what the lesson is, I’m not sure.)

The idea behind these “Really Late Reviews” isn’t to help people decide whether or not to buy a particular game — in the vast majority of cases, the games probably aren’t available anymore except through auction sites and dusty bargain bins. Even Riven, one of the biggest hits ever, is no longer in print, though it’s not too hard to find. Instead, these reviews try to focus on what does and doesn’t work in a specific game with an eye towards good and bad design decisions in general for adventure games.

The scrutiny is perhaps especially appropriate in this case, since Myst and Riven were such humongous hits that they had to be doing something right for somebody. The fact that they’ve both received such tremendous backlash from some hardcore adventure gamers is, to me, just more evidence of this fact. The tone of many of those complaints always reminded me of the irritation felt by longtime fans of groups like U2 and Nirvana after those groups got big, annoyance that their hip and private playground had suddenly been invaded by the unwashed masses.

It’s not that I thought that all the criticisms of Myst were baseless — on the contrary, I was just as annoyed by its anticlimactic ending and its sometimes pointless puzzles as anybody. But the vehemence of those objections always felt a bit out of place to me. I will say, though, that I’ve always been struck by the irony of Myst‘s emphasis on books, and the same is true for Riven. Here we have the adventure games that, more than any single other, took players’ hands off the keyboard and placed emphasis totally on mouse interaction, yet their central metaphor is of books as transportation devices.

In fact, when one of those books opens and we see that the pages are in fact blank, and in place of the text is an animated graphic, we might realize that there, conveniently displayed before us, is the Myst aesthetic: gorgeous art on the simplest background, divorced from (con)text as much as possible. For an old text adventurer like me, there was something amusing about the fact that the games had such a worshipful attitude towards books and pages, while eschewing actual words almost completely. I say almost because the games can’t quite manage to avoid presenting text, and consequently end up hitting players with giant swaths of it at once. But more about that later.

Of course, the point has been made before that this very ejection of text in favor of art was one of the keys to Myst‘s success, and it’s a point I find persuasive. I know that while playing Riven, I enjoyed how easy it was to find one breathtaking vista after another, even before any puzzles had been solved, with only a few mouse-clicks. That simplicity is a solid virtue, and the fact that almost anybody could figure out the interface within 60 seconds had to have helped the game’s popularity. Simplicity and dazzle are a powerful combination, and Riven has both in spades — it’s no wonder that so many other games have copied its interface.

But as easy as that interface was to use, I found it frustrating at points. For one thing, the fact that Riven‘s graphics were so detailed, with so many subtle areas of light and shadow, meant that in any given screen, there were several features that might yield results when clicked upon. Consequently, I found myself doing a lot of random clicking in a great many places. It’s not that this approach is difficult, but it does get rather tedious, especially when only one out of oh, say 75 of those clicks actually accomplished anything. Another problem with the Riven hunt-the-hotspot interface is that for unspecified areas of many screens, clicking would actually advance the PC forward, while clicking elsewhere would have no effect. Numerous were the times when I’d have to backtrack because I’d moved forward without wanting to.

The answer to these problems would have been just a little more cursor differentiation. Riven already has this feature for some areas. For example, when the cursor would turn into finger pointing right, clicking would turn the PC 90 degrees to the right. When the cursor becomes a grabbing hand, you know it’s possible to click and drag the feature beneath it. If only it had lit up on other (non-draggable) hotspots and evinced some difference between forward motion and no effect, I could have been saved a lot of pointless clicking. These features seem so obvious that I wondered whether they had been omitted in the name of making the game more challenging. If so, they certainly served their purpose, but increased challenge of that sort doesn’t make a game any more fun, just more numbing.

But even when I’d feel myself sliding into a stupor from all the fruitless clicking, Riven would always reawaken me with its phenomenal art. This game is known for its graphics, and rightly so — even its fiercest critics may allow that it’s “pretty.” I’ll say more than that: it’s stunning. The level of detail in rocks, plants, and skies made them feel indelibly real, and the effect was aided by all the tiny touches that were put in just to enhance the game’s feeling of presence. In a forest, tiny fireflies (or are they dust motes) swirl around you, for no other reason than to deepen the aura of enchantment. Water shimmers and refracts brighter and darker colors up at you, creating a remarkably mimetic effect.

From time to time you’ll see other people, always shying away from you and warning their companions of your presence like timid prairie dogs. The other thing that just knocked me out about some of the graphics in Riven was their choice of colors and level of color saturation. When an elevator descends from the ceiling, it isn’t just gold, it’s GOLD. When the pathway from that elevator leads to a huge viewport on the ocean, it’s hard not to be awed by the intense BLUEness of that panorama.

Riven‘s puzzles partook of a similar intensity and attention to detail, and there were plenty of neat ones. I won’t discuss them in too much detail, since I don’t want to spoil the game for those who might still seek it out, but I will say that the game often rewards sophisticated spatial thinking, and that the solutions often require bringing together disparate pieces of information in crafty and revelatory ways.

In fact, my main criticism of the puzzles is that sometimes they go one step too far in this direction. In one instance, several things clicked together at once in my brain and I realized that I had figured out a puzzle that was cunning and delicious, but when I went to solve it, I found it unyielding. Turns out that the game had established a pattern of clues in four out of five sub-parts of the puzzle, but had broken that pattern in the fifth part, presumably to make things more challenging. My frustration arose from the fact that where I had once felt clever for teasing out the underlying motif, I now felt cheated out of the solution I’d earned, for no compelling reason. The pattern-matching was a bit of a stretch already, and when the pattern was arbitrarily broken, the puzzle started to feel a little unfair to me. Other problems occurred in one or two combination locks whose solutions didn’t quite make enough sense, including one in particular that I had to try over and over until it worked, even though previous attempts with the same combination had failed.

This last may have been a technical problem, and if so, it was one of the few bugs I encountered in Riven. There were little problems here and there, usually having to do with the cursor changing shape erroneously, sometimes making me wonder if I was missing additional screens because of an error in the navigation routines. Besides the art, the game’s other really outstanding technical achievement was in its sound. I recently bought a new computer with a powerful soundcard and speaker set, and Riven took the fullest advantage of these. The music was understated and evocative, and the foreground sound effects achieved a remarkable level of verisimilitude. But even when these weren’t playing, the game kept up a steady stream of ambient background noises — chirping birds and insects in a forest, lapping waves at the seashore, echoing droplets of water underground, and so on.

These sounds blended seamlessly into each other and did a lovely job of completing the sense-picture started by the graphics. On the other hand, a five-second foreground sound effect that’s enchanting the first time through becomes really annoying the fifth time. Riven provided the option to skip transition animations, thank goodness, but omitted any such feature for sound effects, with the result that I sometimes had to stop a quick run through already-explored areas just so I could let a sound play yet again.

However, this interruption wasn’t as inconvenient as the numerous occasions when Riven would ask me to swap among its five CDs. I have two CD-ROM drives in my current machine, and I still felt like I was constantly disk-swapping, especially as I got further into the game and was doing a lot of hopping from one area to another. I’ve read that a Riven DVD was released which eliminates this problem, and if you’re still looking for the game, I’d highly recommend pursuing this option — the game casts such a lovely spell that I wanted it broken as little as possible.

Prisons are a recurring motif in Riven. In fact, at the beginning of the game you’re given a “prison book” that you’re supposed to use to capture the Bad Guy, but as soon as you’re transported into the game, you find yourself in an actual prison (you know, with bars), where the book gets stolen from you. On the way to retrieving it, you’ll explore a number of different cages and cells, and in fact you’ll be imprisoned yourself when the book is returned to you. All this incarceration felt like an appropriate theme, because it nicely symbolized my relationship to the plot.

I think it’s fair to say that Riven‘s story is very poorly paced. At the beginning of the game you’re given a number of teasers (and references that seem inexplicable if you haven’t played Myst and/or read the tie-in novels recently, which was exactly my situation) and then thrown immediately into the standard lovely-but-abandoned landscape. From there, it’ll be a loooong time until you get more story. Oh sure, there’ll be hints and evocative little clues of what’s going on, but I found myself wishing for more narrative throughout the game, instead of the endless wandering, button-pushing, and lever-throwing that I got instead. This feeling was not alleviated when I finally stumbled across one of the game’s several plot-advancing journals. These journals are uniformly massive, page after page of spidery handwritten text that provides plenty of plot detail and background information (more than enough, in fact) along with some well-placed puzzle hints.

The problem with these things is that they take a long time to read, and whenever I’d find one I’d sigh, realizing that my next half-hour or so would be spent slogging through a sea of text. Trapped in this stumbling rhythm, I began to feel like a starving detainee (albeit one with a very large cell in which to pace), begging piteously for a few more scraps of plot, please, and instead given massive meals every six days.

In the end, I decided that I wasn’t playing Riven for its story, and allowed myself to sink more deeply into its lovely graphics, sounds, and puzzles like a warm bath. I came out feeling refreshed and contented, more or less happy for the time I’d spent with the game.

Magocracy by A. Joseph Rheaume [Comp04]

IFDB page: Magocracy
Final placement: 18th place (of 36) in the 2004 Interactive Fiction Competition

I don’t struggle with drugs, alcohol, overeating, gambling, or any of the other myriad addictions that flesh is heir to, except one: computer games. Specifically, computerized role-playing games, or CRPGs. Other kinds of games, IF included, don’t have this effect on me, but when it comes to CRPGs, something in my brain just craves more, more, more. I have to keep it in check, and when I notice myself playing to the exclusion of anything productive, I have to stop for a while. Even two years after buying the superhero CRPG Freedom Force, the desire to play it still gnaws at me all the time, though of course I’m now playing a heavily modded version, so it hasn’t been the exact same thing over and over again.

In recognition of this addiction, I’ve steered well clear of massively multiplayer online role-playing games, or MMORPGs. In fact, I’m aware of the existence of an excellent superhero MMORPG (City of Heroes) in the same way that an alcoholic is aware of an open bottle of gin across the room. I’m not alone in my predicament — there’s a good reason why EverQuest was quickly nicknamed EverCrack.

But what is that reason? Why do CRPGs have such a potent effect on me when things like IF, Minesweeper, and arcade games don’t? For me, I think the answer boils down to infinite variety, gradual advancement, and creative outlet. When an IF game is over, it’s over — some games have limited replayability value, but for the most part, the story is the story. CRPGs, on the other hand, introduce a sufficient number of random and strategic elements that even within the broad outlines of a plot, I can have a very different experience each time through the game. That variety encourages repetition, because I never get to feel “finished.”

Secondly, CRPGs allow the PC to grow in power and prestige, with more and more options available as the game goes on, and I think this feature taps into something deep in the wiring of my brain. Maybe it’s just the human drive to accumulate power, or maybe it’s the little charge of victory, similar to what a gambling addict feels after a win. There’s something overwhelmingly seductive about the feeling of progress, especially when that progress is clearly marked with symbols like “level.” The feeling of “leveling up” feeds an ancient part of my nature, which is no doubt why levels are designed into many arcade games.

Finally, unlike many other kinds of games, CRPGs offer a great deal of creative outlet, from the makeup of your character to the way you handle the game world’s obstacles. In a CRPG with a sufficient degree of simulationism, there can be dozens or even hundreds of ways to address any given threat or roadblock, and it’s hard (for me) to be satisfied with trying just one, even after I’m successful. With these three features, CRPGs have sunk their hooks into me quite deeply.

Which brings me, finally, to Magocracy. The readme for this game states upfront that it “is not like most Interactive Fiction games,” and that’s true — it’s really more CRPG than IF, and it deploys some of the aspects of the CRPG pretty effectively. It provides quite a bit of variety, though it’s not quite infinite, and some of the typical CRPG elements are missing. There are no randomly generated monsters, for instance — just predetermined monsters and adversaries who wander randomly around the map and engage the PC in combat. However, even this amount of randomness is sufficient to vary the experience of Magocracy significantly from one session to the next, and the variety works in its favor.

Secondly, though the game doesn’t use traditional levels, it definitely provides powerful markers of advancement. Upon conquering an enemy, the PC usually stands to gain better protection, increased abilities, new attacks, and sometimes even a superpower or two. Every time I upgraded my weapon or learned a new spell, the addict part of my brain was panting, “yeah, yeah.” As for creative outlet, that’s probably where Magocracy is weakest. Many aspects of the experience are predetermined, including the PC’s character and initial abilities, and consequently, the game won’t stand up to all that many replays. However, there is some room for cleverness when it comes to the fighting, particularly once the PC has gained some power.

Perhaps luckily for me, Magocracy also contains some flaws. The worst of these is a design that sometimes drains all the fun out of the game. There are a number of situations that put the PC into an inescapable bind, and most of these aren’t immediately obvious as dead ends. Consequently, I was several times forced to restore back to an earlier point, even after having achieved some key victories. The frustration of these setbacks well outweighs the buzz of gradual advancement, and in fact makes me want to quit playing rather than try to get all my victories back. I would have greatly appreciated a more IF-like way to get out of the traps through nothing but my own cleverness. Instead, I finally had to break out the hints, only to learn that the game had screwed me and I needed to restore. There’s at least one sudden-death ending, too, though this isn’t nearly as bad since I could just UNDO. In fact, the turn-based nature of IF and the availability of UNDO made combat cheats too easy, though after a number of random deaths I felt a lot more justified.

There are also a number of minor bugs and mechanical errors in the game — nothing show-stopping, but always distracting. Along the same lines, Magocracy sometimes fails to properly account for some of the secondary properties of its various items and spells. For instance, at one point I was protected with a shield of light, but when I found myself in a dark place, I still couldn’t see. Last of all, the game doesn’t seem to have a proper ending. After I gained all the points, it printed out some denouement text and THE END, after which it displayed “[TADS-1003: numeric value required]” and went back to the prompt, leaving me to wander around the castle as if I’d just finished Myst. Overall, Magocracy is a pretty fair text CRPG, and I had a good time with it, but I don’t see myself becoming addicted to it anytime soon. Which reminds me, I was going to customize a Freedom Force mission to pit the X-Men against the Brood

Rating: 8.3

The Erudition Chamber by Daniel Freas [Comp03]

IFDB page: The Erudition Chamber
Final placement: 4th place (of 30) in the 2003 Interactive Fiction Competition

Even though puzzles with multiple solutions tend to get a lot of respect, we still don’t see all that many of them. That’s because creating an interesting puzzle with one solution is hard enough; creating one that can be solved in at least two different ways, each challenging and interesting, is that much more difficult. The task that The Erudition Chamber sets itself is harder still. This game lays out four different puzzles, each of which can be solved in any of four different ways. To add yet another layer of complexity to the picture, each of the four solutions belongs to a particular category of approach. There are the Warrior solutions (brute force), the Artisan solutions (clever jiggery-pokery with mechanisms), the Alchemist solutions (changing the form of the obstacle), and the Seer solutions (finding a way around the problem so as not to have to deal with it at all.)

This sort of thing is tough to do, and for the most part, EC pulls it off. I say “for the most part”, because there are still some flaws. For one thing, some of the puzzles seem designed to lend themselves much more naturally to one approach or the other — a puzzle designed by an Artisan, in the game’s terms, will still require even a Warrior to think a lot like an Artisan in order to solve it. Another imperfection is that sometimes, the categories aren’t really as distinct from one another as they should be, especially between Warriors and Alchemists. After all, breaking something and changing its form aren’t really always all that far apart.

Still, the game succeeds more often than it fails, and in some ways it felt like a fun, interactive “What Sort Of IF Player Are You?” quiz. I ended up 3 parts Artisan, 1 part Warrior, which may be a reflection of having played lots of IF. When I can see that a machine has been implemented, my inclination is to play around with that machine until it does the thing that it’s supposed to do, even if perhaps easier or more obvious solutions are available. I think that inclination may be the result of conditioning inflicted by dozens of Myst clones and their IF cousins. The Erudition Chamber is also reminiscent of Sean Barrett’s game Heroes, from Comp01, though from a significantly different angle. Where Heroes takes the player through the landscape several times in the role of different characters (Adventurer, Thief, Mage, etc.), and only lets us see what the particular character would notice, Erudition Chamber makes all aspects of the landscape available at once, and thus lets the PC create character on its own.

This game’s approach has the advantage of being more open-ended and available to mixed approaches, but the downside is that it is necessarily more bland than if it had been written with a more specific character in mind. In addition, there’s a frame story that doesn’t make a lot of sense and really adds nothing of value to the game. EC would have been better off chucking the whole time-manipulation and alternate history business, and focusing instead on the student as a novice who now must choose a path, or set of paths.

The other problem with the game is its writing, which needs a major round of proofreading. Spelling errors, for instance, are a pet peeve of mine, and games that have such errors in their very first room description (“Chisled stone steps”) annoy me even more. There are quite a few mistakes that could have been found simply by running the game’s text through a spell-checker, and there’s really no reason not to do this. Other problems, such as the numerous comma splices, would have been caught by the careful attention of a proofreader or editor.

Troubled prose like that always weakens a game for me, and it’s a pity, because this game is pretty strong in lots of other areas. I found no bugs, which always pleases me, especially in a comp game. It’s certainly a quantum leap in quality over Freas’ last work (Greyscale), and I feel encouraged that his next game may take the ingenuity shown by Erudition Chamber and combine it with the level of polish needed to make the gameplay experience as enjoyable as it should be.

Rating: 7.9

Metamorphoses by Emily Short [Comp00]

IFDB page: Metamorphoses
Final placement: 2nd place (of 53) in the 2000 Interactive Fiction Competition

When I first played Myst, I wasn’t so much impressed by its storyline and puzzles as I was by its images. The gorgeously rendered locations, where each object seems freighted with meaning; the arcane and elegantly wrought machinery with its delicate gears and imposing levers; the transformations that could be brought about when various changes were enacted — I found them all quite arresting. Metamorphoses brought me back to that feeling of pleasure and awe, and it did so without the use of any graphics whatsoever. The game’s prose is crisp and powerful, conveying its Myst-like landscape of glass trees, heavy steel cranks, and shimmering water with clean, charged phrases.

The game never specifies exactly where it is set, except to make clear that its world is separate from the ordinary one, and that the PC has been sent there through the use of some sort of magic. The objects and locations therein are described economically but evocatively, like so:

Tower of Stars
You stand among cogs and gears, many with teeth longer than your
forearm; the outer ring of the floor is wholly occupied with these.

But above is a spangled darkness full of music. The moon turns slowly
overhead, and the constellations wheel round the pole-star; off to
the east is the dimmest hint of warmth, but the sun itself is nowhere
to be seen.

At its best (and it usually is), Metamorphoses delivers the transcendent grandeur of graphical powerhouses like Myst, and tinges it with an emotional weight that only text can achieve.

As to what is actually happening in this breathtaking landscape, well that isn’t so clear, or at least it wasn’t to me. You play some kind of servant, a girl apparently (since you’re wearing a dress.) Your fealty is to a Master who doesn’t appear to treat you well, and it is he who has sent you to this mystical landscape in pursuit of some unspecified magical objects. Even this much is based on some guesses and intuitive leaps — the game makes little effort to provide clear exposition of character and plot, leaving players to fill in many of the voluminous gaps for themselves.

I found the overall effect to be rather emotionally distancing. Perhaps I struggled to connect to the character because the flashbacks and other characterization elements are presented in such an abstract manner, or perhaps it was due to the rather spartan, forbidding images of the landscape itself, some of which contain dark hints of hellish abuse in the PC’s past. Perhaps it was even due to the austerity of the prose itself, whose sharp images and clipped diction were magnificent at conveying vivid scenes, but which stumbled rather more when describing the fuzzier and more complex realm of emotions. No doubt the real cause is some combination of these factors, but whatever the reason, I found that I enjoyed the game more when I set aside its plot and focused my attention on its lovely images and excellent design.

That design is perhaps the best thing about Metamorphoses. There are puzzles, yes, but almost every puzzle seems to have alternate solutions, and even better, these alternate solutions make perfect sense within the game’s magical logic. Moreover, Metamorphoses provides much space for play and experimentation, especially through the use of a couple of devices that can effect startling and fascinating transformations on most of the objects in the game. The potential of these devices is so vast, and their effects implemented so thoroughly, that I could easily have spent the two hour judging period just playing with them and experimenting with the results.

In fact, the game is coded so well that for a moment it gave me a flash of that wonderful sense I used to get when I first started playing interactive fiction, the sense that here is a world where anything can happen, and anything I try can elicit a magical, transformative response. Of course, that feeling breaks down quickly and inevitably when something I attempt isn’t accounted for, but just for that moment of wonder it gave me, I won’t forget Metamorphoses for a very long time.

Rating: 9.3