SUBJECT:       Assignment #2, CAI/Mindtool Review #5
COURSE:        MCTE 625 - Survey of Courseware
CAI/Mindtool:  Riven
Authors:       Cyan, Inc.: Rand Miller, Robyn Miller
Professor:     Dr. George Fornshell
Student:       Leanne C. Boyd
Usercode:      boydl ( boydl@scis.acast.nova.edu )
Due date:      November 24, 1997


     A World Inhabited by Few, Explored by Millions: Riven

I.   Riven: Worlds of Exploration and Awe

     When I first discovered the compelling nature of computer 
games, it was 1994 and I had recently become a victim of the 
great Game of Downsizing in America. Truly, there was an element 
of seeking escape, when I discovered Myst, by Cyan, Inc. and 
Broderbund Software. Myst was actually the first game to fully 
take advantage of the possibilities of computer graphics and 
electronic music to invent a world -- or, several of them! -- 
that was realistic and fantastic, all at the same time. (Arar, 
1997). What better medium to immerse one's self, if that self 
was comprised of the creative soul of the artist and the 
analytic mind of the digital technologist? For many months, the 
world of Myst was MINE.
     There are those in Education who belittle the use of games 
as a method for teaching. This review, hopefully, will show that 
the intense and riveting worlds of the imagination are a primary 
and highly effective landscape for deep thinking. Research on 
this subject revealed some interesting "bedfellows" to this line 
of thought. A more educational bunch could not have been brought 
together than the online resource of the National Academy of 
Sciences (NAS) and the National Academy of Engineering (NAE). 
These two entities had this to say while comparing learning with 
games such as Myst and its successor, Riven:
          "Today's children have grown up immersed in a world of 
     computers and other information technologies. They play 
     video games; they listen to music on digital compact disks; 
     they help their families program the computerized controls 
     of videocassette players. With all of the exciting 
     innovations in computer technology, children have the 
     opportunity to gain a wealth of knowledge without ever 
     leaving home. Schools by comparison can seem dull. (NAS and 
     NAE, 1995).

     The concept of bringing all the best and most 
professionally put together offerings of the commercial 
entertainment world is relatively new on the scene. It also is 
an offshoot of the more general overview of massive change going 
on in the learning environment. New technology has brought us 
new economical rules and settings. The very scientific core of 
the learning professions, science and engineering being only two 
of them, profoundly recognize the demands that the new media has 
placed on students and teachers. They also see the absolute 
necessity of continuing to meld the two, as learning becomes a 
cyborg member of the corporeal economy.


II.  Riven: Worlds of Mystery and Beauty

     Myst, profoundly popular on a worldwide basis, has finally 
been expanded into its long-awaited successor. Riven, which was 
recently released on October 31, 1997, promises to far exceed 
its older sibling in every aspect of technical finesse and 
haunting beauty. The visuals are stunning. Over the course of 
the last four years, major advances in technology have permitted 
the team at Cyan, Inc., near Spokane, Washington, to build 
unbelievable environments. (Comm, 1997). Myst and Riven are 
unbelievable particularly because of their profound 
BELIEVABILITY. They are to be appreciated for their powerful 
gameplay, of course, but perhaps even more for their ambience. 
     Where else might a being from this planet walk pathways in 
other worlds so frightfully realistically? The simulator-like 
effect of Riven far outplays even the astounding adventures in 
Myst. To date, I know of no other modern example of such 
realism. Even the astounding special effects of the past decade 
or more, from the space races of Luke Skywalker to the 
thundering marsh of Rex-infested Jurassic Park -- the film or 
television media still only give the viewer a passive part in 
the story. In Riven, the gamer BECOMES an essential part of the 
unfolding history.
     Education reformers, for quite a while, have been 
developing new avenues for bettering the way in which children 
interact and learn in the classroom. Recent months have shown a 
huge leap in new technologies and methods of delivery. The 
educational world now must consider the "'technology gap' that 
exists between the technologically rich experiences children 
have outside the classroom and the comparatively low-tech, in-
school environment. The aim is not just to outfit more 
classrooms with computers. Schools should be changed so that 
they encompass and guide out-of-school activities that already 
embrace technology." (NAS and NAE, 1995). The Internet, with its 
infinite pool of knowledge, is becoming accessible in all 
corners of the world, very rapidly. The interactive content 
available to students has brought new demands into the 
traditional educational arena. This kind of interactivity bears 
resemblance to the finesse of such mind-boggling games as Riven.
     The vision of bringing this kind of visual excellence to 
the learning environment is not only possible, it is also 
attainable, according to an on-line publication from the 
National Academy of Sciences and National Academy of 
Engineering, "Reinventing Schools: The Technology is Now." Being 
far ahead of today's current news, hundreds of leaders from 
government, education, and the entertainment and information 
technology industries, met in 1995 and "developed strategies for 
reinvigorating the K-12 educational process by integrating the 
school experience with the information technology that has 
captured children's imaginations." (NAS and NAE, 1995). 
"Reinventing Schools" was the result of that meeting, and it 
still holds much power and promise, two years later. In defining 
visual content as it pertains to learning methods, much of the 
description might very well have had Riven in mind.


III. Riven: Worlds of Intrigue and Betrayal

     Visiting Riven is like walking through an invisible veil 
and finding one's self instantly in an alternate world. The 
sounds are realistic...enough to get lost in an aural sensatory 
experience. The combination of mysterious music and penetrating 
sound effects contribute to the other-worldliness. "And the 
puzzles. Oh, yes, the puzzles. There are plenty of them." (Comm, 
1997).
     One very intriguing aspect of Riven, as it was true for 
Myst, is that the user doesn't have to be a gamer. This game 
also consists of a point-and-click interface, with a goal of 
finding and solving puzzles and revealing the story. You don't 
have to run faster, shoot straighter, or even collect money or 
tools. (Arar, 1997). Even if you are having difficulty solving 
the puzzles, wandering the byways in Riven and simply exploring 
this fantastic land is a commanding experience and an authentic 
escape.
     Progression in computer technology in Rivenesque worlds is 
mirrored primarily through the expedient use of animation. Both 
the actors and the various modes of exciting transportation show 
this to be true, but these things are not what makes Riven so 
compelling. The real delight for Cyan-fanatics and for newcomers 
in this co-existent land, is the long-awaited opportunity to 
once again sojourn into realms that exist only in the incredible 
imagination of Rand and Robyn Miller.
     At the ending of Myst, the gamer meets Atrus and the images 
of his dead father and missing mother. The links from one game 
to another resemble the links found within the games. In Myst, 
we are introduced to _The Book of Atrus_, a tale of son against 
father, of truth versus evil; of love and redemption. This 
online reference has subsequently become a book in print, and 
part of the massive documentation for the game. Reading _Atrus_ 
also lends reality and help to the new player of Riven.
     Important clues to the total worlds of Myst and Riven are 
found in this book, as this example will show:
          "...Atrus stood there, taking in the sight, impressed 
     by the circle of low hills that formed a natural bowl about 
     the lake. The lake itself was dark and still, reflecting 
     the twin moons, the surrounding sea shimmeringly bright. 
     Looking at it, Atrus began to question it, as he always 
     did, wondering what words, what phrases his father had used 
     to get that soft, sculpted shape to the hills? Atrus 
     climbed up onto the rock, hurrying to catch up. He had seen 
     quite a few of his father's Ages these past three years--he 
     hasn't begun to try making ages yet--but it had never 
     ceased to astonish him that mere words could create such 
     vivid and tangible realities..." (Cyan, Inc., 1997).

     This passage beautifully explains the lure of Riven. With 
the difficult levels of "a world within a world within a world," 
we begin to see that a trek into Riven sets the stage for some 
of the deepest thinking we may have ever experienced. The world 
where we walk has in reality been created by imaginations living 
on planet Earth, or is it so? The worlds of Riven have been 
thought into being by the father of Atrus. Or, is Atrus actually 
Rand Miller? The cult that has developed worldwide around Myst, 
and soon around Riven, is also tightly entwined around the lives 
and history of the Rand brothers. The stories are almost 
indivisible, which makes the twists and turns so much more 
gratifying.


IV.  "It's the Graphics, Stupid!"

     This title, "It's the graphics..." was a rather rude 
introduction to such an attractive game as Myst. But, the 
reality is, Myst's graphics were the attention grabber. Rand 
Miller, co-creator of Riven, wrote an open letter to the fans of 
Cyan's worlds: "Riven was developed over the course of three to 
four years. Cyan's main task during those years was to design 
and produce the most immersive experience we could. We spent the 
majority of our effort on world design and creation, producing 
graphics, animation, sounds, and music with state-of-the-art 
equipment that would be a worthy successor to Myst. We completed 
a full working prototype of our new world, Riven." (Rand, 1997). 
     From words spoken by its very creator, and compared to 
reviews and assessments, it is easy to see that the goals of the 
creators have been sustained in the actual practice and playing 
of the game. In a god-like manner, the Millers created Myst. The 
aura of Myst demanded the creation of Riven. And, the altogether 
whole perhaps was created by Myst's creator, the father of 
Atrus. It rather reminds you of the chicken-and-the-egg. Which, 
indeed, did come first?
     The experience is riveting. Just like Myst, Riven succeeds 
in suspending your disbelief. For brief periods of time, or for 
episodes that seem like eternity, you truly DO find yourself in 
a different world.


V.   Conclusion: Only Exploration Leads to Answers

     Myst has been the world's most popular CD-ROM game, with 
more than three million copies sold. Its interface was novel 
and unlike most others. There are no vicious slayings or 
haphazard violence. "No one keeps score, and only exploration 
leads to answers." Riven appears to offer the same environment. 
It, too, undoubtedly will hypnotize millions "with its 
spellbinding conundrums, intense non-linear plot and surreal 
graphics..." (Wilson, 1996).
     When you dive into Riven, it becomes very apparent that, 
for all its beauty, "something has gone very wrong in this 
world." The job of the problem-solving gamer is to think and 
breath deeply, and to *make it right.* It literally becomes an 
obsession. Even if you end up not being able to solve the 
puzzles in Riven, and even if you CANNOT fix the world, the 
inspiration and joy of this sojourn is in the pilgrimage itself. 
In this sense, it becomes a journey of the spirit as well as the 
mind.
     There are many unofficial websites devoted to Myst and 
Riven. The most official of the unofficial Myst & Riven websites 
is webmastered by Clyde Gooden, Jr. at this email address: 
the2ndmyst@aol.com . As of September 18, 1997 (his last update), 
Clyde had received Email from the following countries: 
Australia, Canada, Denmark, France, Germany, Japan, Pakistan, 
Scotland, Sweden and the United Kingdom. (Gooden, 1997). The 
popularity of Myst, and the foretelling of popularity of Riven 
was felt all over the world. Powerful media receives powerful 
attention.
     As a final addition to this review, it should be noted that 
there are many specific educational and scientific foundations 
that are working in the area of bringing together the attractive 
interface of games and other entertainment modes, and new 
offerings in LEARNING. For instance, funding for the 
"Reinventing Schools: The Technology is Now" project was 
provided by the National Science Foundation, the National 
Aeronautics and Space Administration, the Academy Industry 
Program of the National Research Council, the Coca-Cola 
Endowment Fund of the National Research Council, and the Kellogg 
Endowment Fund of the National Academy of Sciences and the 
Institute of Medicine. (NAS and NAE, 1995).

     It will be interesting to watch the development of learning 
technology, as the artfulness and inventiveness of highly 
technical games such as Riven add depth and "real-time" 
atmosphere to interactive modes of teaching.


---
REFERENCES (SOFTWARE)
     Cyan, Inc. (1993-1997) Riven. (no version given; premiere 
release, October 31, 1997). [Software]. Mead (Spokane), WA: Rand 
Miller and Robyn Miller (company is Author). Available 
(information): http://206.107.159.125/online/Opinion/op.html

---
REFERENCES (DOCUMENTATION)

     Arar, Denny. (1997). Myst Sequel is a captivating game. In: 
PC World Online, PC World Communications: October 30, 1997. 
[Online]. Available: 
http://www.pcworld.com/news/daily/data/1097/971030172034.html

     Comm, Joel. (1997). It has arRIVEN! The sequel to MYST. In: 
WorldVillage, InfoMedia, Inc. [Online]. Available: 
http://www.worldvillage.com/wv/gamezone/myst/riven.htm

     Cyan, Inc. (1997). All things Myst: The book of Atrus. In: 
Purchasing Information, DNi/Books. [Online]. Available: 
http://sirrus.cyan.com/online/AllThingsMyst/DNi/Books/BookAtrus

     Gooden, Clyde Jr. (1997). Welcome to the Riven and Myst 
Unofficial Home Page (formerly known as Myst II). [Online]. 
Available: http://members.aol.com/iimyst/RivenandMyst2.html

     Miller, Rand. (1997). An open letter to Myst/Riven fans. 
[Online]. Available: http://sirrus.cyan.com/online/Lettter

     National Academy of Sciences (NAS) and National Academy of 
Engineering (NAE). (1995). Strategies to decrease 'technology 
gap' in schools presented on World Wide Web: June 16, 1995. In: 
Reinventing Schools: The Technology is Now [on-line 
publication]. From: Office of News and Public Information, 
Washington, D.C. Contact: Cheryl Greenhouse, Media Relations 
Associate. Printed version: 1-800-624-6242 or (202) 334-3313. 
[Online]. Available: http://www.nas.edu/onpi/pr/reinvent/

Wilson, Dick. (1996). Mystified Myst fans need not worry: Sequel 
is on its way. In: Cable News Network, Inc. (CNN), CNN 
Interactive: November 15, 1996. [Online]. Available: 
http://www.cnn.com/TECH/9611/15/myst.sequel/index.html


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
APPRAISAL CHECKLIST: COMPUTER SOFTWARE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

KEY WORDS:
Game, mystical, Myst, Riven, Cyan, Inc., Broderbund Software,
computer graphics, interface, realism, fantasy, interactivity,
information technologies, video games, innovation,
entertainment, science, engineering, new media, new economy,
gameplay, ambience, adventure, technology gap, intrigue,
betrayal, puzzles, solve, animation, imagination, simulation,
simulator, problem solving, graphics, immersive experience,
Rand Miller, Robyn Miller, CD-ROM game, exploration, real time
atmosphere.

                                       Format:
Title: Riven                           |__| Drill and practice
                                       |__| Tutorial
Series Title (if applicable):          |XX| Game
Sequel to world-famous "Myst"          |_x| Simulation
                                       |_x| Discovery program
Other: *note: multidimensional format  |_x| Problem solving

Source: Cyan, Inc.
        14617 Newport Highway
        Mead, WA 99021-9378 
        phone. 1-800-219-4119
        email. info@cyan.com

Date:   released on October 31, 1997.

Cost:   Retail, $49.95

Length: Impossible to determine! The game is very intense,
and instigates long periods of play. Variable.

Subject Area:
Solving puzzles in a fantasy environment.

Intended Audience: 
For all ages. For gamers interested in a difficult but
highly stimulating learning situation within a game
structure, and those interested in highly realistic
graphics that provide an almost simulation-like feeling.

Brief Description:
Riven begins where Myst left off, but prior play in Myst
is not necessary. The story line is very involved and
complicated, where the user solves problems to gain 
access to other areas and learn more about the history
of the land. Mysterious interactions and links keep the
player intensely involved in solving Riven's secrets, as
did the situations in Myst.

Objectives:
Riven follows a tradition set by Myst, where the slogan
for sales was "It's the graphics, stupid!" The point of
the slogan was that the ultra-realistic and finely 
done graphic interface was previously unknown in games.
Much of the theme in problem solving centers around
extremely enticing graphics. The main objective is to
follow the very convoluted hints and links, in order
to solve the mysteries of the 'world' of Riven. The
suspense involved, as with Myst, is quite intense and
adds to the high levels of brain activity needed to 
solve the riddles.

Entry Capabilities Required:
(e.g., prior knowledge, reading ability, vocabulary level, 
math ability)
It helps to be familiar with Myst, but it's not necessary.
Many of the riddles are posed in the form of letters and
books written long ago by ancestors, with vocabulary that
can be a bit difficult or at least tricky. Many of the
riddles involve calculations, memorization, counting,
ability to relate historical happenings one to another.
Practice in problem-solving in general would be helpful.

Rating:	                                     High  Medium  Low  
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Match with curriculum                         |x|    |_|   |_|  
Comments: This game is probably one of the best examples of
the use of computer gaming as a force for inspiring creative
thinking. It has a simulation-like environment that would be
useful for stimulating higher-order thinking in many courses,
including history, English, math, or literally across the
curriculum. The problem-solving setting would be helpful to
any teacher in promoting a team effort, as students begin to
cooperate -- sometimes loudly! -- in solving Riven's riddles.

Accurate and current                          |x|    |_|   |_|  
Comments: Who would know? The land of Riven is imaginary.
However, the structure is so excellent and the graphics are
so convincing, it is of no doubt that every small detail is
"accurate". For a setting that could have happened in any era
of time, or in any place in the universe, the game is timely
and current! The "linking" that is necessary almost begins to
emulate a semantic network, with similar higher-order thinking
being necessary.

Clear and concise language                    |x|    |_|   |_|  
Comments: In the online environment, there isn't a lot of
language to be found. Even the characters (there are real
actors in Riven, whereas there were only hints of beings in
Myst) do not carry conversations. The help files are very
well written, and in keeping with the mystical tone of the
game. Clear, concise, but twisting and imaginative.

Arouse motivation/maintain interest           |x|    |_|   |_|  
Comments: Like its predecessor, Myst, Riven reaches out and
grasps the imagination of the user. I would say there isn't a
human alive that wouldn't be captured by the interface and the
mystery...not to mention the actual beauty of this game. The
gamer is constantly motivated to stay involved.

Learner participation                         |x|    |_|   |_|  
Comments: This is a game that demands not only participation,
but an extremely involved level of participation. On a
personal level, both with Myst and Riven, I found myself glued
to the computer, feeling a certainty that the next few steps]
would lead to a greater understanding and a solving of a
problem. In other words, it's hard to shut this game off. 
(Note: I have only participated in playing Riven in a
computer store...it was difficult to leave. With Myst, I spent
long hours, days and weeks solving the riddles. It invaded
my waking thoughts, as well as my dreams. I heard the music
while I slept. These games demand and receive total
immersion.)

Technical quality                             |x|    |_|   |_|  
Comments: Stupendous. In every technical and creative manner.

Evidence of effectiveness
(e.g., field-test results)                    |x|    |_|   |_|  
Comments: Riven was released less than a month ago, so no
reviews or statistics could be found. Myst, however, has much
written about it, including the effectiveness of not only the
gaming aspects, but also the learning aspects. If worldwide
status as the blockbuster game of several years in a row,
means anything (it does!), then this game will also take its
place as a riveting good time, where you have to use your
brain!

Free from objectionable bias                  |x|    |_|   |_|  
Comments: One of the interesting things about Riven and Myst
is that there has been a whole culture grow up around the
creators, Cyan, Inc. Owned, created and developed by two
brothers in the state of Washington, their lives are on a
similar level of mystery as that of the games. It is
inescapable that the gamer will become involved in the history
of the imaginary, as well as the history and lives of the
creators. They are very entwined.

User guide/documentation                      |x|    |_|   |_|  
Comments: Riven, as with Myst, comes with excellent documenta-
tion. However, with Myst, the best part of the documentation
happened online, and in great amounts. There are endless pages
online written by users, reviewers, and website developers,
that expound on the pathways of Myst. This will undoubtedly
happen with Riven. Many of these sites are listed by Cyan,
Inc. on their own site! They recommend the use of these post-
release, interactive help files!

Clear directions                              |x|    |_|   |_|  
Comments: This comment is rather "inside-out." I claim that 
the directions are clear. That's not true. The directions are
purposefully made to be riddles unto themselves. The language
is clear, but the meanings, when the user first starts, are
clear as mud! As time progresses, the riddle-like instruc-
tions begin to make sense.

Stimulates creativity                         |x|    |_|   |_|  
Comments: Enough said.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Strong Points:
Riven is an almost hauntingly lovely place to be. The settings
are so finely detailed and physically beautiful, that, along
with the almost disturbing music and sound effects, the gamer
is pulled into literally an alternate reality. No simulator
suits, glasses or gloves are necessary! Most visitors to Riven
and Myst find it nearly impossible to leave. This game and its
predecessor are unequalled in their ability to lure the gamer
on to the next steps. Each turn of the road demands deep 
thinking, problem-solving techniques, creative thinking, and
the ability to analyze and reason. Riven has unfathomable
depth, even more so than did Myst.

Weak Points:
Interestingly, Riven's weakest point is also its strongest
point! This weakness has to do with how impossible it is to
quit the game. The environment is so total, so convincing,
that it almost could be considered addictive. Much more than
television, which makes the user into a passive receptacle,
Riven (and Myst) both have a quality of deep involvement of
the user. Again, I say, it's difficult to walk away from
Riven.

Recommended Action:
This game, an instigator of so many levels of deep thinking,
would be a great starting point for many projects. From its
ability to draw groups together in a unique, problem-
solving manner; to its forte for stimulating levels of
creativity that were perhaps previously unknown; to its
mystical gift of welcoming a stranger into its stranger
land...my recommendation is that any learner would benefit
from an introduction to Riven. The cost is so extremely
low for the benefits it offers. This game should be 
purchased for use in classrooms or media centers.

Name:  Leanne C. Boyd
Date:  November 24, 1997

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|  Prentice Hall grants the reader permission to reproduce   |
|  this checklist for personal use only. Heinich, Molenda,   |
|  Russell, and Smaldino, Instructional Media and            |
|  Technologies for Learning (1996). A computer version of   |
|  this Checklist is found in "The Classroom Link."          |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



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