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100 | 1 |
_aWolf, Mark J. P., _eauthor _926674 |
|
245 | 1 | 0 |
_aMyst and Riven : _bthe world of the D'ni / _cMark J. P. Wolf. |
264 | 1 |
_aAnn Arbor : _bUniversity of Michigan Press, _c[2011] |
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300 | _a1 online resource. | ||
336 |
_atext _btxt _2rdacontent |
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_acomputer _bc _2rdamedia |
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_aonline resource _bcr _2rdacarrier |
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347 | _atext file | ||
490 | 1 | _aLandmark video games | |
504 | _aIncludes bibliographical references and index. | ||
588 | _aDescription based on print version record. | ||
505 | 0 | 0 |
_tThe Myst Phenomenon -- _tMyst and the Adventure Game Genre -- _tEarly Works of the Miller Brothers -- _tThe World of Myst -- _tMyst Island -- _tThe Stoneship Age -- _tThe Channelwood Age -- _tThe Mechanical Age -- _tThe Selenitic Age -- _tDunny (D'Ni) -- _tThe Rime Age -- _tBeyond the Game: The Other Myst Products -- _tFrom Myst to Riven: Subcreation and Expansion -- _tThe World of Riven -- _tTemple Island (Dome Island) -- _tJungle Island (Village Island) -- _tTay (The Rebel Age) -- _tBook Assembly Island (Crater Island) -- _tSurvey Island (Map or Garden Island) -- _tThe 233rd Age (Gehn's Office and Bedroom) -- _tPrison Island -- _tRiven's Fortunes and the Rest of the Myst Series -- _tMyst's and Riven's Influence on the Adventure Game Genre. |
520 | _a"Myst and Riven is well-written, interesting, on-topic, insightful, and a real pleasure to read."--Edward Castronova, Indiana University Video games have become a major cultural force, and within their history, Myst and its sequel Riven stand out as influential examples. Myst and Riven: The World of the D'ni is a close analysis of two of the most popular and significant video games in the history of the genre, investigating in detail their design, their functionality, and the gameplay experience they provide players. While scholarly close analysis has been applied to films for some time now, it has only rarely been applied at this level to video games. Mark J.P. Wolf uses elements such as graphics and sound, the games' mood and atmosphere and how they are generated, the geography and design of the digital worlds, and the narrative structures of the games to examine their appeal to both critical and general audiences, their legacy, and what made them great. Myst and Riven is the inaugural book in the Landmark Video Games series, edited by Mark J.P. Wolf and Bernard Perron, which is the first series to examine individual video games of historical significance | ||
546 | _aEnglish. | ||
506 | 0 |
_aOpen Access _5EbpS |
|
630 | 0 | 0 |
_aMyst. _926675 |
630 | 0 | 0 |
_aRiven. _926676 |
650 | 0 |
_aComputer adventure games. _926677 |
|
650 | 7 |
_aComputer games _xonline games: strategy guides. _2bicssc _926678 |
|
650 | 7 |
_aHobbies, quizzes & games. _2bicssc _926679 |
|
650 | 7 |
_aGAMES _xVideo & Electronic. _2bisacsh _914425 |
|
650 | 7 |
_aGAMES _xGeneral. _2bisacsh _926680 |
|
630 | 0 | 7 |
_aMyst. _2fast _0(OCoLC)fst01383337 _926675 |
630 | 0 | 7 |
_aRiven. _2fast _0(OCoLC)fst01388947 _926676 |
650 | 7 |
_aComputer adventure games. _2fast _0(OCoLC)fst00872008 _926677 |
|
655 | 0 | _aElectronic books. | |
655 | 4 | _aElectronic books. | |
776 | 0 | 8 |
_iPrint version: _tMyst and Riven _dAnn Arbor : University of Michigan Press, c2011. _z9780472071494 _w(DLC) 2010047521 |
830 | 0 |
_aLandmark video games. _911835 |
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