![]() ![]() For example, the word for these worlds-Age-speaks to the way in which time is mixed with space. Second, against the static nature of pure mimesis stands the game’s insistence on the power of conflation. What remains compelling about the Myst series- Myst and Riven were created by developer Cyan, and then Exile and Revelations under the aegis of different studios-is the way in which it answers this critique: first and foremost, it is the world that mimics the text and not vice versa. Turning around and returning the way you came then has the feel of going backwards through the book The same holds true for written words you might suppose that they understand what they are saying, but if you ask them what they mean by anything they simply return the same answer over and over again.” The productions of painting look like living beings, but if you ask them a question they maintain a solemn silence. “The fact is, Phaedrus, that writing involves a similar disadvantage to painting. ![]() Yet these books remain (again, diegetically) written texts, subject to the critique against the written word Plato levelled in his Phaedrus: In this, the diegetic presentation of the books makes literal the figurative language we ascribe to the ability of books to transport the reader: the reader opens these books and is taken somewhere new. We never read or hear their language, we simply enter into it. The text details the world that the writer wishes to visit: an island is described, its qualities delineated in some detail, and a linking pane appears on the first page, ready to literally transport the reader to the object described. How do the linking books in Myst read? These books are, in-universe, written out in the alphabet and language of a dead civilization. Pocket, and give it his son for an apple.” The world of Myst is mostly uninhabited, and the game has very few live-action scenes with characters and dialogue.“I think he will carry this island home in his Rather than collecting items and using them to solve puzzles, the player must gather subtly placed clues and manipulate complex mechanical devices in order to advance in the game. The game's interface is reduced to a single cursor for navigation and interaction. Through Myst Island, the game is further divided into mini-worlds set in different ages accessed through different books. There are no enemies and it is not possible to die. The game is presented as a series of static scenes where the player acts with the environment by clicking and manipulating objects. Magically transported into the world described in the book, he needs to explore Myst Island and solve its mysteries. Myst is a first-person point-and-click adventure where the player controls a character known as The Stranger. Now you're here, wherever here is, with no option but to explore. Suddenly your own world dissolves into blackness, replaced with the island world the pages described. But it's just a book, isn't it? As you reach the end of the book, you lay your hand on a page. ![]() Reading through its pages provides you with only a description of an island world. You have no idea where it came from, who wrote it, or how old it is. You have just stumbled upon a most intriguing book, a book titled Myst. ![]()
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