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The technology used to run the game may have been the same (although I don't see any information confirming that Riven was HyperCard?), but the renders used in Riven are far more advanced than Myst.
Do we know if Cyan still has the assets for Riven anymore? I have actually noticed that no such thing ever came out, despite having a RealMyst.
It would be too much work and too much expense to try to clone a game from scratch. RealRiven would only appeal to people who already played the game before and have some nostalgia. It would only make sense if there were some way to recover the old assets and easily recreate it. I'm not sure that is possible.
Exile was developed by Presto Studios - Cyan wouldn't have access to their stuff.
I think the best thing to do is to extend the worlds of Obduction instead. The Myst series has come to a close - it's time to pass on the torch.
I did have several "wow!" moments while playing Obduction.
Entering Hunrath for the first time.
Turning on the power in Kaptar, when the giant windmill starts to turn. And then later on, when you go past it in the elevator and you hear the *woosh* *woosh* sound.
Getting to the Hive in Kaptar...
And probably I'm forgetting some moments!
Graphics-wise, I think this is the first game from Cyan in realtime 3d that starts to approach Riven. Where Riven still excells in graphics is the distance IMO. For instance, you could look far out over the sea to another island. That really gave you the impression that the world was huge.
In Obduction you're stuck in a dome. Though that's part of the storyline in Obduction, it's also a graphical boundary.
I hope that the ending has not yet been written! :P
It would be difficult to compare them without playing Riven again (it's been a long time), but after looking at some images for Riven in Bing search results, I'd definitely agree. In some ways, Obduction may actually surpass Riven graphically. Technology has come a very long ways.
I think the biggest graphical leap that has made such a thing possible is the introduction of programmable shaders, which has exploded into massive parallelism (there are thousands of these on high end GPUs), which allows engines like UE4 to use physically based rendering, which is similar to raytracing and global illumination techniques that were out of reach for realtime renderers for such a long time.
. . . every new beginning comes from some other beginning's end . . . ("Closing Time", Semisonic, 1998)