Literacy in the Myst Franchise: Part 5: End of Ages

You might say that by the time we came to the fifth installment of the Myst saga (not counting Uru) that the franchise had been long worn out. That they should have stopped at either one, two, or three sequels. And maybe you’re right. But you can’t disagree that End of Ages really does wrap up the storyline in a way that any future installment would have to include none of the original characters and, besides the ancient dead city, none of the locations. Among other things, Myst 5 also brings around the full meaning of what reading and writing can do for people. Continue reading

Literacy in Myst Games, Part 4.5: Ages Beyond Myst

While quite possibly the least beloved installment of the Myst franchise (and technically a spinoff), the experimental Myst: Uru took the very mode of storytelling in a unique direction. It was much more you-centric, and community-centric, so much so that story was the background for personal exploration. Continue reading

Literacy in the Myst Games, Part 4: Revelation

So far in the Myst games we found a book, we delivered a book, and we saved a book. Something different happens in the fourth installment of the Myst franchise. Not only are we able to read journals, but we are able to use a necklace to read memories. Somehow, Yeesha’s special jewel she leaves behind allows us to experience or “see” powerful memories in certain places. Continue reading

Literacy in Myst Games, Part 3: Exile

We’ve been exploring how themes of literacy play out in the Myst games. In Myst, we opened a book. In Riven, we were shown and given a book. In Exile, we must chase after a book. The third Myst game involves a story of betrayal and revenge, similar to the first installment, but also one of exile. Continue reading

Literacy in Myst Games, Part 2: Riven

Say “Myst” to any reader or gamer, and they’ll probably think of that puzzle game with a strange magic book. While none of its sequels were as famous, the one with the highest reputation was the first direct sequel, Riven. In the past post we talked about literacy in Myst. Let’s now look at how literacy is explored in Riven. Continue reading

Literacy in the Myst Games: Part 1

Do you remember your first time playing Myst? In the darkness and stars you hear a strange narration, and find a book on the ground.

For any fan of the Myst series, the story always began with finding a book. With all the puzzles, questions, locations, and characters, the power of books is at the center of this most unique gaming experience. I decided to explore how each game presents the act of reading (and of writing) metaphorically in a different way. Lets start with that first iconic puzzle adventure.

Continue reading

When 2+2=22

“You may have a reason why two and two should make five, but they will still make but four.” -Samuel Johnson

We all know, if we’ve even so much as heard of Orwell’s 1984, that a totalitarian government can brainwash its citizens into believing that 2+2=5. Well, maybe it could happen. It would actually be very hard to accomplish. The novel is an exercise in imagining the power of language to erase and impose.

And while Orwell’s ’84 does an astounding job at creating a world alien and familiar where the state has coerced us to accepting any lie imaginable, the truth is that it doesn’t have to take an all-powerful oligarchy to do so. Continue reading

Conspiracy Theory: The Office Had a Ghost Writer

I have a new theory about The Office. A literary theory.

I was reading Cormac McCarthy’s famous novel, No Country For Old Men, when I came across a familiar punchline.

yK4HS1hkiHYiOiTlnxQCDBbziFUHe3R1ev8RC-cGpwg

That’s right, it’s everyone’s favorite repeating inappropriate joke from The Office. What’s it doing in a crime thriller/postmodern Western written by a literary genius? Continue reading