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049 _aN$TA
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]
300 _a1 online resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
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
856 4 0 _3EBSCOhost
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