Myst and Riven are fond memories for me. Riven was a real masterpiece, though; after the success of Myst they went to town on it. I never paid much attention to the sequels, since gur raqvat bs Evira onfvpnyyl cerpyhqrf frdhryf, and they weren't made by the Miller brothers. In my own personal mind-canon Riven is the end of the series.
Riven's use of puzzles is actually very good when compared to other adventure games of the day; pretty much all of the puzzles are justified in the context of the world that you're in. It's like an anthropologist-archaeologist simulator: you're visiting an unknown world and you have to figure out a lot very quickly, which personally I found a very compelling hook.
This doesn't mean that some of the puzzles aren't very difficult... the game is genuinely hard and use of guides was very common. (I ended up using one myself when I played it as a kid; I somewhat regret this.) But in this era of dumbing-down I actually think it's to the game's credit that it expects a lot of intelligence out of you (how many games expect you to erirefr ratvarre na haxabja ahzore flfgrz?), and it goes to a lot of effort to give you what you need to work with.
There are a few exceptions... a certain pair of double doors was a pretty cheap trick, for example.
What's nice is that the adventure genre seems to be experiencing a (small) revival; I think Portal started it. Before Portal the use of modern rendering technology and first-person perspective was, bizarrely, almost exclusively used for FPSes, with anything else tending to use e.g. third-person 3D. Only with Portal did people seem to sit up and notice the potential of first-person non-FPS gameplay. Before, there seemed to be an attitude that anything not an FPS shouldn't be first person -- I recall reading that when Mirror's Edge was proposed, apparently executives were skeptical and pushed for a third-person perspective. Now we have things like Portal 2, The Talos Principle, etc.