The 11th Hour is all of the worst aspects of The 7th Guest, amplified. Where Myst and, more so, Riven create a logically-balanced world to comprehend and explore, these games give you lots of bad FMV, very arbitrary riddles (suddenly throwing in an anagram in the center of the second riddle you’re given, right near the beginning, for instance), and random puzzles which impede progress, not even a hint of context, half the time, provided as to what the point/goal is (that is, no context even within the puzzle itself, after careful and lengthy analysis) — the only way to solve several puzzles is to whack around, hoping to crack them by force. The end result of the expended effort is to, again, allow the player to, say, examine a table or open an otherwise-unblocked — or even partially open — door in a hallway on the other end of the house. Right.
I really hate this type of game design. It’s unimaginative, shallow, lazy, and just plain poor. Myst had a few “puzzles” in it, but, with only very few exceptions, the game effectively told you what to do if you merely read everything carefully and added up, analytically, everything you experienced, interrelating as much as possible. Riven was a vast step up in that it didn’t contain any of those sort of artificial roadblocks. Every difficulty in the game was based in the structure of the place. If the player couldn’t get past something or if he couldn’t figure out what the purpose was of a certain device or item or bit of architecture or writing, there was a completely rational, logical reason why not — he was an outsider, stepping into someone else’s world, filled with a culture he didn’t recognize, devices he had never used, and geography alien to him. Given enough study of his surroundings and a bit of insight, it was perfectly simple to deduce how things were, why they logically were the way they were, and, by relation, how to manage that which was encountered.
The 11th Hour is not like this in any respect. It is not for the thinker; it is for the sadomasochist and the game designers’ egos. “Hah — see anybody figure THIS out. Aren’t we clever?” It’s not clever to simply withhold every speck of information and player control within normal gameplay.
I suppose that’s the real difference between the serieses — Myst/Riven (with, as stated, a few exceptions in the first game) is based upon giving the player as much information as possible but no overt connecting threads. The player is mostly set free to explore, as the point is to internalize and interweave information until an overall comprehension is achieved. Guided understanding is more important than precise methodology. 7/11 is based upon almost the opposite concept; that series gives nothing but connecting threads. All information has to be conjured up in speculation, based upon these often completely baseless clues. The player is mostly confined, in fear that he encounter too much information and spoil the puzzles. Method is more important than comprehension.
I find this general kind of mindset to, frankly, be a combination of sad and injust. It masquerades as a test of brain power, when it more accurately a test of obedience. (I’ll not bother meticulating why this is — I’ve provided the data.) Whereas Myst and Riven compell the question “why,” The 7th Guest and 11th Hour compell the question “what?” It’s shallow and manipulative. Never trust he who actively hides his intentions.