General_Norris wrote:BogusMeatFactory wrote:You need to play them all
I do, I liked the first one very much and I know Riven is better.
What I meant was: How do you call when you go from one puzzle to the other? When you solve them just because they are there what do you call that? It's strange to call it a "narrative".
With Myst it does tend to be just puzzles. You are doing a collection quest much like the old school text based adventure games.
With Riven, I would say that the goal really was to find Gehn and trap him, get Atrus' wife back and get the fuck outta there fast! A lot of the puzzles dealt with understanding what Gehn has done with his time there, get your book back and get caught.
In Myst III, the puzzles are a lot more simplified, traps created by this guy over years that you have to solve and overcome to get to him. It seemed pretty forced, which is why I never really liked the third. I never felt that the focus was supposed to be on the brothers and more about the D'ni society. I can blame it on Ubisoft.
In the 4th, the puzzles really are about what the brothers were doing in their plot and following the trail of clues that would eventually lead to them. In that instance, the puzzles were a lot more story driven, even though the Sting song and trippy acid dream were just out of this world awkward. You had drive in the game though, understanding what was a puzzle and what was a clue to the puzzle were laid out pretty clearly with the memory-necklace-thingy. They built the game very well and was surprised at how well they could incorporate the puzzles into the story.
With Myst V, the puzzles were really about the D'ni, understanding who they were, their behaviors, their culture and the crimes and hubris they may have been a part of. The puzzles themselves just shed light on the things they did and engaged you into their world a lot more. It was developed by Cyan worlds and, like with URU, you can see that the whole focus was on D'ni and its society. With this game, they utilized those puzzles to make a point. There was morality involved, insight and details that may have been irrelevant to the true goal (getting the tablets), but were incredibly relevant on the overarching themes of the game. That was what made it so great.