Gus: How difficult is it to work out how long it will take for the average player to 'get' something?
Rand: Incredibly. At the very beginning, before we had done any computer work at all, after the initial design by the four of us, we brought in six or seven people, went to a room, closed the door, ordered pizza and played the game in a roleplay way. We described the pictures, described the situations and said 'now you see this, what do you want to do?' and went through the entire game in that way. And that gives you a little bit of a clue on what people are thinking. You're able to tweak things at that point.
In addition we were able to little bits and pieces in that allowed us to give more or less information away. The journals are a good example. You are always able to change a little bit of information you give in the journal to help or hinder the player, depending on your testing later. But you don't have a lot of control over that. To some extent, you have no idea right up to the end of how long it will take people to play this game.
Gus: The journals. That's quite interesting, it appears to me you appear to take a more difficult path with them in Riven. You take a greater risk, in that in Myst the journals are all available early on, so you're not taking the risk of someone getting completely stuck, whereas in Riven I have only found two books, so all the puzzle-solving is done purely from the player's vision of the world, and not by poring through some book until they get to a diagram.
Rand: That's right. There is some of that, little things, but that's largely because, I think, we were able to integrate the puzzles better in Riven. A good example is the boiler by the lake. The fact is that this boiler is a puzzle, and the plain fact is that a gameplayer can gloss over that fact and just see it as a puzzle, but we were very intent on giving it a purpose. A puzzle should be there for a reason. You can't always do that, sometimes you have to use artistic license, but we did try very hard so that we didn't have an arbitrary thing in there with no reason to be there.
Gus: Taking the boiler as an example, I think I've worked out the purpose, which hasn't been of use. There's been a puzzle involved with it, in that the boiler is a route to another place-
Rand: That's right.
Gus: The purpose is something different, to do with the water and the lifeform-
Rand: Not exactly. Remember how you got to the boiler and the equipment next to boiler-
Gus: Sorry, it's used to create the books.
Rand: Yeah.
Josh: Don't give too much away-
Rand: No, he's figured it out. And go back to fact you took a train in that little lumber car from the area where all the trees had been cut down. Where the logs had been chopped up he's attempting to make paper.
Gus: Actually, yes. That whole area is for the production of books, but we also thought, with what we read about the lifeform in the water and how it dies when heated, we thought there might be a secondary purpose in heating it.