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
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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.