(Hi, Robyn, nice to "see" you!)
I do have a slightly different recollection of events, regarding treating Myst and Riven as "just games". :)
First, though, for those who may not know, back in the Myst days, Cyan was very small (growing to six people over the course of the project, I was the fifth), and most worked out of their own homes. I started at Cyan in Sept. 1992. Myst was roughly half completed at that time. Rand and I worked at Rand's house in "the back room" - a small addition on the back of his house. We literally sat five feet apart until we all moved into Chris Brandkamp's garage during Riven production a few years later. We had all day for me to throw every question possible at him from linking theory and quantum mechanics to Atrus' backstory. And he had a "lot of 'splaining to do" (Ricky Ricardo voice). I wanted to know everything, and Rand couldn't get very far away.
It was already solidified in Rand's mind. None of his answers were "What if..." or "I don't know, maybe..." kinds of things, as if we were hammering out new things as we went along. So I assumed until now that Robyn and Rand were on the same page with all this from the beginning. Looking back, and knowing how different Rand and Robyn are personality-wise, that assumption was short-sighted. Given this revelation that this was news to Robyn, I recognize that Rand and I were isolated in our own bubble for all of these discussions. Sure, there were weekly meetings where everyone got together in Chris' garage for an hour or two, but those were about the immediate Myst production needs of the moment, not for discussions about quantum physics. :)
At any rate, while the exact details may have been "discovered" bit by bit over years of time, the foundations for treating the backstory of Myst and Riven as more than "just games", (the quantum nature of linking, the basic history of the D'ni, etc,) were all there when I started at Cyan in 1992, not as afterthoughts coming many, many years later, at least as far as Rand and I were concerned.
As evidence, I submit:
1) My first repsonses (via snail mail, we didn't even have email back then) to people asking questions about the Myst backstory always treated the events of Myst as historical. (1993-1994)
2) In the first FAQ on our first website, I explained that the brothers weren't merely trapped in voids without food and water as it appeared in Myst; and that Atrus hadn't killed them by burning their books; he just destroyed the links to their Ages, etc. (1994-1995)
3) The novels describe themselves as having been based on Catherine's journals. (1995-1997)
4) The words "To D'ni" written in D'ni were inconspicuously placed in the environment behind Rand and Robyn during television interviews during Riven production (1995-1997) this eventually led to the "To D'ni" website ARG (though it wasn't called an ARG back then), the final solution of which had the "winner" actually call in and have a brief conversation with a D'ni surface dweller (Guildmaster Yahtair). The winner would later receive a beta copy of Riven. (To D'ni was "won" in March 1997)
5) The Riven Soundtrack booklet had a picture of a page, written in D'ni, discovered "at a recent dig". I don't have the booklet with me as I write this, but if I recall correctly, that was the first time I was referred to as "Dr. Watson". (1997)
Of course, all during this period of Riven development Robyn and Richard VanderWende were locked in Cyan's basement hammering out Riven's design details, so he definitely has a legitimate excuse for not knowing the specifics of what we were doing upstairs. :D
The beauty of it all, IMO, is that there is no single right answer that has to fit for every person.
For those who just care about Myst and Riven as stand-alone, immersive experiences, you can do that. They were designed specifically to provide that first-person experience with as little as technologically possible to distract from it, like few other games have ever attempted, let alone achieved. ("You are you." "Act and react as if you were actually there." "the adventure that will become your world" "You've just stumbled on a most intriguing book." and all that.) In that light, as far as the games themselves are concerned, they are "just games". YOU found the Book, what are YOU going to do now? Lose yourself and enjoy, please! :)
If, however, you want to dig deeper into the story behind those games, the novels are there.
If you want to dig even deeper, To D'ni, PreAfter, and Uru were/are there.
If you want to dig deeper still... study the history of New Mexico, brush up on your quantum mechanics, and grab a shovel. :)
You are free to pick the one you enjoy the most. Or none of the above, for that matter. :) I think it's really cool that Myst/Riven/D'ni can provide that range of experiences for those who want them (or not for those who don't. :D.) Selecting the option that is right for you doesn't have to detract from anyone else who selects a different option. Variety, the spice of life, and so on.
In any event, Robyn, Rand, and I all completely agree that having questions (mysteries) is always more interesting than having "all the answers". May you always have mysteries to ponder.
:)
RAWA
_________________ CYAN - Richard A. Watson, RAWA v2.0
Last edited by RAWA on Sun Oct 09, 2011 8:06 pm, edited 1 time in total.
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