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In Hop on Pop: The Pleasures and Politics of Popular Culture, edited by Henry Jenkins, Jane Shattuc, and Tara McPherson (Duke University Press, 2003)
Convincing
consumers to purchase expensive new technology usually requires a software
application demonstrating the medium's distinctive capabilities. If
these pieces of software, called "killer applications," can show that the
new medium offers new pleasures, they can justify purchasing the new equipment,
thus opening up previously untapped commercial markets for further development. An
innovative software blockbuster such as Brøderbund's
CD-ROM Myst not only sells CD-ROMs
(over 2 million copies),[1]
but it also sells consumers on the need for CD-ROM technology. (Snider
1996) It helps create a widely
held understanding of what a CD-ROM is.
Killer
applications are by definition shining examples of the "new."
Showing that a groundbreaking product is radically different from its predecessors
is necessarily a part of creating a killer application. Popular
hyperbole promises that "you've never seen anything like this before,"
or "youain't heard nothing yet" (as Al Jolson
was widely reported as saying in The Jazz Singer, 1927's killer
application which paved the way for widespread conversion to sound film). The
lure of new ways of seeing and hearing helps create consumer demand, but
this emphasis also hides the continuities between old and new paradigms
of media use.
By
heralding Myst as "one of those works
that irrevocably changes the parameters of an artform,multimedia's
equivalent of Don Quixote or Sgt. Pepper's," popular discourse
necessarily emphasizes Myst's innovations
over the ways it continues and extends earlier multimedia trends. (Davis
1994, 45) This emphasis on what
makes Myst new can make it difficult
to see clearly what Myst actually
does. Rather than create a
radically distinctive form of multimedia,Myst
reworks characteristics of previous CD-ROMs combined with various techniques
borrowed from other media. This
essay in part traces how Myst reconfigures
strategies borrowed from earlier media paradigms. Viewing Myst
in terms of preexisting media helps us to see the blend of old and new
that is necessary for a commercially successful killer application. Reconnecting Myst
to other media helps us see more clearly
what is distinctive about this CD-ROM.
Even
if the software is in many ways revolutionary, our way of talking and thinking
about the medium has not yet been revolutionized. The
terms we use to describe the CD-ROM medium and the expectations we have
regarding what a CD-ROM should do are a crucial part of the background
against which we make sense of Myst. Discussions
concerning Myst in the popular press
and on the Internet are rooted in the utopian rhetoric surrounding virtual
reality and hypermedia. Over
and over the discussions about Myst
refer to its "interactivity" and its "virtual reality," and these terms
mystify as much as they enlighten about the game. What
do these words mean specifically in relation to Myst?This
paper investigates several common observations about Myst
which circulate in public discourse and amplifies what these terms mean
in relation to this particular CD-ROM.
A
closer understanding of Myst is crucial
for understanding our society's definition of multimedia's capabilities. Since
such killer applications demonstrate a medium's capabilities so early in
its history, they can powerfully shape our understanding of what the medium
is and what it should do. The
New
York Times has acclaimed Myst
as coming close to "the Holy Grail of multimedia developers:finding
a way to immerse the viewer in a narrative but to let them shape it freely."
(Sterngold 1995, B1) A
killer application is important not only as a model for future development
(e.g., Qin: Tomb of the Middle Kingdom,
9,
Drowned
God, Timelapse) but also as an
particular definition of the goals of medium itself. The
capabilities exploited by a killer application loom large in our conceptions
of the pleasures offered by the medium. Better
understanding the social network of meanings activated by Myst
should help us understand our present and future conceptions of multimedia.
Computer
games found their first economically viable audience by positioning themselves
as an outgrowth of arcade video games. A
generation of players whose fine motor reflexes were honed using joysticks
at arcades further developed those skills in their homes as they played
Nintendo or Sega home versions of arcade games. Once
the technology was domesticated, computer games found a ready-made audience
by providing similar visceral pleasures of quick moves executed against
the clock. Beginning with two-dimensional
games such as Donkey Kong and Super Mario Bros., the computer
game then called upon the detailed graphics information which could be
provided by CD-ROMs to create simulated three-dimensional games. Based
on the same principles of quick action, hand dexterity, and time pressures,
CD-ROM games such as Doom offered the player the pleasures of racing
through a maze of corridors while accumulating a staggering body count
before dying.
In
many ways Doom epitomizes the dominant paradigm for CD-ROM games. We
the player play the part of the hero who has been sent to investigate a
crisis. Our mission, we are
told, is to find out what went wrong with interdimensional
space travel between the moons of Mars. Once
transported into the eerie landscape, we are suddenly besieged by a variety
of lethal attackers, and we must fight our way through by blasting a swath
through these marauders. Although
Doom
has a story, the story quickly loses narrative significance, leaving us
only with the goal of staying alive. Doom
has only one rule: "if it moves, shoot it." The dominant paradigm
of CD-ROM games (as embodied by Doom) offers the spectacular pleasures
of nonstop violent action, supplying the player with sufficiently developed
hand reflexes with graphic pictures and digital sound of their lethal triumphs. Such
games provide an interactive version of the culturally devalued pleasures
of wrestling, martial arts movies, and the splatter film.
Almost
immediately Myst announces itself
as a very different kind of game from the dominant paradigm. When
we the Myst players arrive on
Some
have called Myst's story "compelling"
and "engaging," (Desmond et al. 1994; Grunin
1994) but most note how minimal the plot is. For
example, PC Magazine says that, "If you like a neat plot with defined
goals, you'll be disappointed [by Myst]."
(Ulanoff 1994, 156) Given
the enormous popularity of Myst,
it is remarkable how little plot there is in Myst. We
learn what happened before we arrived on
Experienced
CD-ROM game players will recognize this structure from playing "shoot-em-ups"
such as Doom. The brief
exposition and denouement frame and provide a rationale for the primary
game activity. Although Myst
works hard to differentiate itself from the Doom paradigm, it calls
upon a similar narrative framework for its action.
However,Myst
structures its action without the urgency characteristic of most CD-ROM
games. One of the most commented
on features of Myst is its almost
complete lack of time deadlines. MacWorld
notes that "there's no time pressure to distract you, no arbitrary punishments
put in your way."[2]
(Levy 1995, 102) But time pressures
and the threat of arbitrarily punishing characters are two of the primary
driving forces in CD-ROM games. Without
these local structures pushing the plot forward, Myst's
narrative comes to a standstill.
This
standstill differs from the plot structure in Doom because Doom
incorporates norms from modern spectacle-oriented
Myst
is not so much a nonlinear narrative (as some commentators have described)
(Miller 1994) as much as it is a linear narrative which stops and transforms
into a game only to return to the narrative for ending closure. The
destabilizing force in this narrative is not simply that Myst
has four possible endings, nor is it that a player can visit the Channelwood, Stoneship,
Mechanical, and Selenitic Ages in any order. The
reason it doesn't matter in what order the player visits the different
ages is because the narrative has been stilled.
Of
course there is some new narrative information offered along the way to
the Myst player, but that information
has more to do with gaining insights into characters than it does depicting
new plot occurrences. Visiting Sirrus's
and Achenar's rooms in various ages helps
us understand their characters. Sirrus's
rooms are plushly and lavishly decorated,
and Achenar's rooms are filled with weapons,
implements of torture, and poisons. After
solving the puzzle in each age, we revisit
As
the player traverses Myst's lushly detailed
environments, his/her primary activity involves solving puzzles. Solving
these puzzles provides local payoffs to the Myst
player, which keeps him/her involved. The
narrative framework not only provides a forward impetus to the player's
activity but it also provides justification for the puzzles. Commentators
have noted that "Myst's challenges aren't shoehorned in to
the landscape. The puzzles,
for the most part, are logically and integrally linked to place, time,
and story. Instead of confronting
you with brainteasers that have no more purpose than extending play time, Myst
demands that you have a hands-on interactive experience manipulating the
clocks, valves, machinery, and gadgets found in the game." (Lindstrom 1994,
86) Unlike many other games, Myst's
story justifies the presence of the puzzles we players have to solve. Rather
than seeming to be arbitrarily added as an obstacle for the player to overcome,
the puzzles' existence makes sense in terms of the narrative:the
books that link the various ages need to be protected from people who might
use them for evil purposes. In
this sense Myst plays by one of
the rules of the well-made classical narrative form. Obstacles
that protagonists have to overcome must not be thrown into the story arbitrarily
to delay their progress toward the goals. Instead
obstacles in classical narratives (and in Myst
ages) must be justified in terms of who these particular characters are
and what events have happened to them. In Myst
the story, as brief as it is, underwrites the activity of puzzle solving
and the fantastic construction of these worlds.
The
game of puzzles and panoramas cannot be separated from the narrative framework,
however. The narrative framework
provides an overall trajectory for the player by setting up a large question
to be answered:which one is guilty, Sirrus
or Achenar?The
framework energizes the player's search and buoys us with the hope that
(eventually) the enigma will solved. The
narrative construction maintains a classical sense that the hermeneutic
code will eventually be unambiguously disclosed, and this long-delayed
hope propels us through the CD-ROM. Without
this narrative setup, the puzzles would provide less pleasure. In
fact, after successfully completing the game, the player is told that he/she
is free to do exactly what they've been doing:explore
the various worlds of Myst. But
few players do because the overall narrative goal has already been achieved. Without
the promise of narrative closure, the spectacular views and intricate puzzles
lose much of their appeal.
Myst
has much at stake in trying to differentiate itself from the Doom
conception of CD-ROM games. If
this killer application can distance itself from the fast action and abundant
violence of the Doom paradigm, it can open up new audiences whose
reflexes have not been trained by arcade games. Rejecting
time deadlines and relying on subtle art direction as a primary means of
conveying narrative information help Myst
position itself in opposition to the "shoot-em-up." Classically
justifying its puzzles in terms of the narrative differentiates Myst
from games whose puzzles are merely arbitrary obstacles added to the landscape. But
these strategies which distinguish Myst
are supported by the same narrative structure used in Doom. A
narrative standstill makes possible both the gory pleasures of Doom
and the quieter pleasures of Myst.
Intuitive
Immersion in Virtual Reality
"Real life is what happens between Myst."- Myst player Arthur Siegel (Carroll 1994, 80)
However,
the still images do rely upon some qualities media scholars discuss as
giving a socially convincing sense of the real. Many
have commented on the level of detail in Myst's
2500 images, stating that the intricacy of these 3D modeled images helps
give them their virtual reality. This
echoes Christian Metz's argument that the rich detail of the cinematic
signifier helps us disavow the absence of the actual object being depicted.
(1982, 61-74) Myst's
seeming-real similarly depends on its level of detail, as Myst
co-creator Rand Miller says:"A lot
can be done with texture. . . . Like
finding an interesting texture you can map into the tapestry on the wall,
spending a little extra time to actually put the bumps on the tapestry,
putting screws in things. These
are the things you don't necessarily notice, but if they weren't there,
would flag to your subconscious that this is fake." (Gillen 1994) Myst
takes full advantage of the CD-ROMs capability to present lavishly detailed
still images in its attempt to create images which seem "real," or even
"hyperreal."[3]
Many
have commented on Myst's soundtrack
(a combination of New Age-ish music and digital
sound effects), suggesting that it also bolsters the sense of virtual reality
in a way reminscent of film sound. Bob
Lindstrom in Compute!magazine calls attention
to Myst's "brilliant digital samples
with the realer-than-real impact that we normally associate with motion-picture
audio." (1994, 87) Mary Ann Doane (1985)
has argued that sound provides a sense of presence which is crucial to
the cinema's sense of seeming-real, that sound reawakens our early childhood
awareness of space (which is first defined by the audible, not the visual). Sound
for Doane provides a sense of nearness
which counterbalances the necessarily distant cinematic signifier,[4]
and the crispness of digital sound (in CD-ROMs or present day
A
crucial aid to Myst's seeming-real
is its seamless interface which does not call attention to the computer
medium but encourages us to concentrate solely on the diegetic world it
depicts. Unlike most software
applications, Myst appears onscreen
as a series of images with no computerized instrument panel or pulldown
menus in sight (unless your mouse pointer wanders to the top of the iscreen
to reveal a standard Windows-style menu). For
most of the time the Myst player receivesrelatively
few cues which remind you of the game's "computerness."[5]
Lindstrom notes how Myst "almost
entirely does away with the interface. . . . With
no artificial computer layer between you and the game, Myst
effectively lures you into its own reality and enhances its hands-on illusion
of life." (1994, 87)
Myst's
primary brilliance lies in the way it provides narrative justification
for the very things that are most annoying about CD-ROMs. Compared
to the utopian promises of the potential of hypermedia and virtual reality,
CD-ROMs are quite humble objects. Instead of rising to the potential of
tomorrow, CD-ROMs are often mired in the technology of today:slow
access time, difficult installation procedures, animated
images much fuzzier than the worst television. Myst
ingeniously makes the medium's limitations part of the story it tells. For
example, Quicktime video clips are of extraordinarily
poor visual quality and are frequently presented in a small window occupying
a fraction of the computer screen. Myst's
creative solution is to locate these clips in books and small viewers in
the various story ages. Myst
even alludes to the difficulty most CD-ROM users have experienced when
running too many programs in the background while trying to run a CD-ROM
application with video clips in the foreground. Myst
duplicates the erratic, interrupted quality of CD-ROMs under multiprocessing
in the disjointed video messages from Sirrus
and Achenar.[6]
Since
animation in CD-ROMs tends to be considerably less fluid than media savvy
audiences are accustomed to, Myst
avoids relying on animation and justifies this in terms of the story. Either Sirrus's
or Achenar's vandalism has assumedly caused
the populations of these ages to be wiped out, resulting in a series of
uninhabited landscapes which require minimal animation.
Then
there is the issue of CD-ROMs slowness. Anyone
used to channel surfing on cable will lfind
waiting on the response time of most CD-ROMs to be agonizing. According
to MacWorld, however, "Myst is
the first CD-ROM game we've seen that doesn't constantly remind us how
slow the medium is." (Beekman andBeekman
1994, 76) This has less to do with Myst's
seek time than it does with the structure of the game. The
lack of timed deadlines is a major factor here, but more subtly Myst
emphasizes the necessity of waiting in order to complete the game successfully. You
cannot simply get into the tree elevator on
Things
take time in Myst. Like
the real world, movement through Myst's
(virtual) space involves real time, and much of the player's time is spent
traveling through diegetic distance. A
puzzle frequently will be located away from the corresponding book-link
to another age, requiring that the player travel a significant distance
from the solved puzzle to the linking book (for instance, after solving
the puzzle in the clocktower, the player
must "walk" to the other side of the island to go to the next age). Myst
arranges its objects in such a way that the player must spend a great deal
of time shuttling back and forth between locations.[7]
In Channelwood, for instance, a player must
navigate through a maze of water pipes, turning on multiple valves located
across the island to enable the machinery to work properly.
In
contrast to the Doom player, much of the Myst
player's time is spent tediously traversing the space. This
reminds us that this space is recalcitrant to our desires, just as the
real world is. Although we would
like to be able to move instantly from one place to another, the real world
requires time to walk through, fumble with keys, and unlock doors. Because Myst
keeps us from moving through its spaces too quickly, it reminds us of the
real world which also does not bend so easily to our desires.
And
yet we are frequently reminded that the Myst
worlds do not respond as the real world does. The Myst
player must use somewhat nonCartesian tools
to explore these virtual worlds. Clicking
the mouse on a portion of the screen allows you to "move" left or right,
up or down. However, directionality
in Myst is not as straightforward
as this would suggest. A click
left in a particular location may shift you either 90 or 180 degrees left;
clicking right is similarly unpredictable.[8]
In a fairly distinctive location, there are enough overlapping spatial
cues to keep your movements from becoming too confusing. In
spaces with great redundancy (e.g., the network of very similar treehouses
in the Channelwood age), this unpredictability
can become quite confusing. Why are
the Myst player's movements
structured this way?In the real world
we can control whether we're making a 90 or 180 degree turn. Why
not let a click left always execute a 90 degree left turn in Myst?
Myst
suggests that the new CD-ROM medium does not have quite the same fear of
losing the spectator in space that the new medium of film had when it created
the classical cinema's stylistic norms. Myst
seems more concerned about losing the spectator narratively. It
is designed so that only one clue is so absolutely crucial that if you
miss it you cannot progress at all. The
box even includes an actual paper brochure revealing this clue (concerning
the tower rotation on
Movement
commands in Myst are structured so
that you will go where you need to go, instead of being structured
to maintain a clear spatial orientation. If
you click left and turn 180 degrees, you can assume that there is nothing
significant in the space you would have seen had you turned only 90 degrees. Myst
will let you see what you need to know, editing out spatial perspectives
which are not significant to the narrative or to solving the puzzles.[10]
The
sense that the Myst player moves
based on where his/her mind wants or needs to be (and not
on a purely logical, Cartesian system of movement) recalls the argument
that hypermedia is supposedly arranged to approximate the human mind more
closely. According to this
line of thinking, the mind functions not based primarily on formal binary
logic but on nonlinear associations, links, intuitions.
(Slatin, 158) We
can move from one subject to another as long as these subjects are somehow
mentally linked, regardless of whether that link makes purely logical sense. Myst
takes this principle and maps it onto a virtual space, and the player's
moves through this space are consistent with this popular model of mental
functioning.[11]
By allowing us to visit potentially significant spaces and preventing us
from seeing insignificant spaces, Myst
simulates the mental landscape of a player who intuits the significance
of the various locations. Instead
of duplicating most games's literal conception of a player capable of simulated
physical movement in any direction, Myst
positions the player in a world whose operating principles are both physical
proximity and mental connection. The
result is a compromise world that samples from both the real and the virtual. Myst
(like the real world) denies us the freedom of moving at the speed of our
intuitions, and yet it shapes our movements to simulate a limited sense
of intuition.[12]
Jon
Katz in Rolling Stone writes, "Myst's
strange, mystical world rewards not the quick reflexes of Super Mario
Bros. but creative reasoning. The
more we guess, the more we guess right, and the more we guess right, the
more our confidence builds. . . . The
thrill is not in the story so much as in discovering that this technology
can be mastered by intuition." (1994, 46) Myst
activates the fantasy that many of us have: that we will be able to master
our technology without resorting to manuals, that technology will so closely
duplicate the workings of the human mind that we can use it based purely
on intuition. The nonCartesian method of
movement in Myst enables the player
to interact with the virtual spaces in ways that feel more naturalistic.
Myst,
therefore, gives the impression of immersion in an alternate reality through
its simulation of the processes of intuition, its intricately detailed
art direction, its atmospheric sound, and its narrative justification of
the limitations of the CD-ROM medium.Immersion
figures largely in discourses aboutMyst. "It
will become your world," announces the Myst
packaging.A woman allegedly wrote Brøderbund
Software, Myst's publisher, that
her children had to sleep in sleeping bags because she was too immersed
in the game to do the laundry. The director of marketing at Brøderbund
says that they receive online messages saying, "I've lost my job, I've
lost my girlfriend.When is Myst
2 coming out?" (Steinberg 1994, A31; McGowan 1995)
Stories
such as these are part of the Myst
legend, which is initially puzzling because there is little in Myst
which would seem to elicit traditional visual immersion:few
moving images, few images of humans to identify with, a stagnant narrative.
Immersion usually occurs when you're swept up in narrative progression,
not when you're mired in digression.
The
fact that Myst is widely acknowledged
by its players to provoke immersion in the game/diegesis
suggests that an alternative paradigm of immersion (or engagement) is at
work in CD-ROMs.[13]The
requirements for this form of immersion seem to include a narrative framework
providing forward direction; a cohesive detailed virtual world which makes
logical sense on its own terms; and the lack of an intrusive interface
which might remind us of "computerness." These three qualities characterize
both Myst and the game which seems
to be its antithesis: Doom. Doom supplies a narrative framework
(as discussed earlier), and its atmospheric details and digital sound create
a cohesive and detailed world with little visible interference from a computer
interface. Within this paradigm of CD-ROM immersion there is considerable
room for variation, andMyst's
version of immersion is distinguished by its simulation of mental intuition
(rather than the dominant paradigm's slavishly literal-minded understanding
of the player as moving through a physical environment). Myst
and Doom share certain fundamental requirements for CD-ROM immersion
while offering very different experiences based on the qualities that shape
their interactivity.
Although
popular discourse seems to have given new technology a monopoly on the
word "interactive," reader response theory has made the academy aware that
all reading is interactive in some sense. The important question is, what
kinds of interactions are promoted and discouraged in a reader's encounters
with various kinds of texts? What does "interactivity" mean in different
texts?
In Myst
interactivity clearly refers to the fact that the player can control the
order in which he/she visits the various ages instead of the CD-ROM dictating
the order. This clearly differentiates the game from the form of interactivity
proffered by Doom, in which the player must progress through an
ordered sequence of numbered levels. But even more importantly, interactivity
in Myst means that you can choose
which portions of the space to attend to and manipulate.
Myst
asks the player to conceptualize its virtual spaces in a distinctive manner.
We are encouraged to treat almost everything in the space as being potentially
significant to the narrative/game. Myst
teaches us that we should "handle" (click on) every panel, every decoration,
and every object in a room because each of these could provide information
needed to solve the puzzle.This
makes you aware of the possible significance of the smallest items in the
space.
With
few human figures and little spoken dialogue, Myst
foregrounds its spaces as being the most important object of our attention.
Our early experiences with Myst
teach us to treat the space in this manner, just as neoformalist
film criticism suggests that the initial moments of a film teach us how
to watch and listen to this particular film. (Thompson 1988, 38-44, 89-95)
We are initially placed on Myst
encourages you to interact with all the objects, but it discourages purely
random guessing since many clicks don't do anything at all. The game does
provide intermittent reinforcement for our clicking behavior, however.Just
because one clicked-on object doesn't do anything does not mean that another
very similar object will not be the key to the puzzle (for instance, in
the Stoneship Age most of the semicircular
panels lining a hallway do nothing, except for one which is the gateway
to the compass room). Myst encourages
a continuous curiosity about the minutiae of its detailed spaces, shaping
the quality of our interactions with the CD-ROM.
In
addition to training us to watch its virtual spaces, Myst
instructs us that close attention to sounds is just as important.Musical
motifs cue you to whether or not a place is significant to the narrative/puzzle
(e.g., intriguing music plays in the Myst
tower only when a clue is available).[14]In
some cases being able to remember and reconstruct a sequence of sounds
in Myst is crucial to working the
puzzle (sound memory is crucial in order to get to the Selenitic
Age and to leave it).The crisp,
overly near, omnipresent digital sounds we hear on our first visit to So Myst
foregrounds portions of the signifier which are generally relegated to
the "background" in mainstream visual media.[15]In
Doom,
for example, players must pay much more attention to the lethal demons
hurtling toward them than to the patterns on the wall. Myst
restructures the way the reader/player encounters the CD-ROM text, similarly
to the way hypertexts has been argued to restructure the hierarchy of traditional
written texts.In a hypertext, items
which play a secondary role on the conventional page (for instance, the
footnote) can become prioritized, forming the basis for a reader's interactions.
(Harpold 1991, 172) Myst
also rearranges the normal hierarchy of dealing with visual media, making
typically subordinate elements such as setting and sound effects crucial
to navigating the virtual spaces.
This
restructuring makes the Myst player
very aware of the possibilities of this space. The act of constantly clicking
on things that don't do anything makes you aware of how many things
could
have a function.There is no obvious
difference between objects which are significant to the narrative/puzzle
and objects which are not, so the player is constantly aware of things
that could lead to a solution but do not. In Myst
you are frequently aware of the road not traveled by the software designers.
While playing Myst, I experienced
a bit of what Julia Kristeva's concept
of the chora must be like: a space of generative
potential, a space structured by possibility more than by firm actuality.
It
is much more difficult to get a sense of this possibility in narratives
which unfold at a pace outside the viewer's control (such as film or theater).
For example, Hollywood film opens up narrative possibilities (will she
be rescued? killed? will she escape?) only to close them down with a clear
answer in a few minutes, giving the particular arrangement of plot events
in a film a sense of inevitability. After we have seen the outcome, it
is sometimes hard to reconstruct the feeling we once had that there could
have been other possible outcomes. In Myst
our narrative questions can remain open for a much longer time (even indefinitely)
.This makes us intensely aware of
all the potential solutions for this particular Myst
puzzle which unfortunately do not work. Because we stay in this limbo for
such a long period of time, this awareness of the narrative roads not taken
is heightened.The difference between
traveling through diegetic space in Myst
and in classical film is comparable to the difference in the attention
you give to a new location when making a map of it as you travel versus
the attention given to a new place when you already have a map in hand.
Oddly
enough, that sense of the potential of Myst's
landscapes seemed to disappear once I had solved the puzzle.Once
I hit upon the solution I found it difficult to remember the many other
solution attempts I tried unsuccessfully. The space transformed from chora
to topos in my memory, with the designer's
solution seeming somehow obvious.The
space changed in my mind from the interactive space of multiple possibilities
to the singular space designed by the CD-ROM's authors.
The
process of playing Myst involves
becoming familiar with "Myst logic," or
in other words, trying to reconstruct how the authors think in order to
better understand how these worlds are put together. While I was stuck
trying to solve a puzzle, I would envision all kinds of possible solutions
to attempt, many of them relying on elaborate and minute connections among
the various elements in the space.I
pondered the fact that the bedrooms and elevators on Channelwood
and the Mechanical Age were in a similar spatial arrangement in relation
to each other, and that the bedrooms on these two ages used the same musical
motifs.Once the significance of
the virtual environments was foregrounded
in my mind, I found numerous obscure points of connection. However, I finally
realized that some of the patterns I noticed were too obscure for a mass
audience to find dependably and use in the solutions.I
realized that the creators of Myst
could not use too simple nor too complex a solution if they were to sell
mass numbers of CD-ROMs, and so it was helpful to conceptualize an author
trying to reach a mass audience, an author more resembling a Hollywood
director than an idiosyncratic artist such as a Jean-LucGodard. Myst
asks you to mindread the implied author
in order to understand better the world he has created.
One
might argue that playing Myst simply
involves learning the intrinsic rules of this diegetic world without reference
to an authorial presence, but the Myst
story itself foregrounds the notion of a creator of worlds. A character
in the diegesis (Atrus)
has "written" these worlds into existence from his own imagination. These
ages are creations of his mind, according to the story. This emphasis in
the story on the creator of these worlds points us not only to Atrus
but to the real life creators of Myst,
Robyn and Rand Miller.It is not
coincidental that the Miller brothers have received an unprecedented level
of publicity for CD-ROM designers (they have been interviewed in People
magazine and have appeared in Gap ads[19]).
(Reed and Free 1995) Each Myst disk
even includes a 13-minute self-promotion video detailing their efforts
in The Making of Myst.
This
authorial presence can be considered as yet another way that Myst
narratively justifies the properties and limitations of CD-ROMs. By definition
we cannot write to a CD-ROM. As much as we "interact" with it, our interactions
are bound.We cannot transgress outside
where the authors want us to. And Myst
itself is a story about what happens when wanderers stray outside the limitations
placed on them by creators.Atrus
gives Achenar and Sirrus
access to the various ages, but their curiosity overwhelms them, causing
most of the ages to be destroyed. In the "winning" ending of Myst,
these transgressors are themselves seemingly destroyed by the creator.[20]Myst
is a cautionary tale about the potential perils of giving people unbridled
access to information, about the dangers of the same curiosity to explore
virtual worlds that the game encourages in its players.
Although
hypermedia is sometimes thought of as the physical embodiment of poststructuralist
freedom, this is clearly not true of the hybrid medium of the CD-ROM. As MireilleRosello
argues, "the relationship between hypertext and authorship may never be
radically reconfigured. . . .the
dream of collaborative writing and participatory reading often falls short
of the theoretically infinite possibilities offered by hypertexts." (1994,
143-144) Barthes and Foucault notwithstanding,
the author is not dead. He/she is alive and
well and living on The
foregrounding of the author is perhaps the primary means of shifting a
text from a low popular culture status to a high culture status as Art.Works
authored by corporate entities (such as Campbell's soup can labels) tend
not to be given the cultural cachet associated with works by an individual
artist, which poses a problem in gaining status for media which are necessarily
collaborative because of their complexity (such as filmmaking or CD-ROM
developing). Associating the cinema with "auteurs" such as Fellini
and Bergman, the art cinema in the 1950's raised the status of the cinematic
medium. The art cinema offered film style which was clearly different from
the industrially manufactured product of the Throughextratextual
discourse and the structure of the game itself, Myst
emphasizes the presence of a Creator, a Maker of worlds, an
Author.[21]Publicity
about the Miller brothers encourages us to read the software as being "written"
by their artistic visions rather than "developed" by a faceless corporate
entity. Emphasizing authorship is a crucial part of Myst's
attempt to distance itself from the dominant conception of CD-ROMs. This
strategy complements Myst's rejection of
certain lower cultural associations of the CD-ROM's dominant paradigm.Rejecting
explicit physical violence, emphasizing deliberative thought over muscular
reaction time, and foregrounding authorship, Myst
creates a coherent strategy to gain higher cultural status than other CD-ROMs
and to open up CD-ROMs to a "lost audience" who values the rarefied pleasures
of intellectual reflection, not the "lower" pleasures of gore and quick
reflexes. Myst's emphasis on the author
announces that the CD-ROM game is now capable of "art" and not merely diverting
products such as Doom. As Myst
demonstrates, when a killer application changes our conception of a medium,
it also frequently changes its class appeal to an audience.
Myst
uses new technology to emphasize the status of the author and to commemorate
that antiquated technology called the book.By
making books the central links between ages, it celebrates the book's capacity
to take readers to new worlds. Less overtly, Myst's
intricate imagery points out a shortcoming of books: the inability to portray
those worlds with detailed signification. The blend of postmodern technology
and premodern imagery (books, gears, boilers)[22]
helps Myst to position itself on
the frontier of a new medium.
Myst
blends old and new in creating worlds that are undeniably fabricated and
yet familiarly worn. Details in its virtual worlds show that the "wood"
has been "aged," the surfaces have been "worn," and that nails have been
"hammered." This is a world that has been built by hand (authored)
as much as it has been manufactured. This calls
to mind the industrial practice Stuart Ewen
mentions that was used at the beginning of the 19th century to make manufactured
goods seem handmade.When industrial
capitalism began to boom, many factories used mechanical production to
stamp a hand-worked look onto the surfaces of the goods they produced,
providing a link to the recent artisanal
past and making the mass produced surfaces seem more familiar. (1988, 32-33) Myst's
hybrid form allows us to mix our pleasures: the pleasure of handmade craftsmanship
and the pleasure of cutting edge technology; the pleasure of being told
a story by a storyteller and the pleasure of exploring a storyspace
on our own.
Mixing
the familiar with intriguing new technology works well for new commercial
objects of material and symbolic culture. Killer applications are heralded
as embodiments of the new, but they tend to blend in established forms
with their innovations, just as early narrative cinema took plots from
well-known novels, plays, and tales (Uncle Tom's Cabin,
Little
Red Riding Hood) to root its narrative and stylistic experimentations
in comfortably familiar territory.Recall
that even the novel itself began as a mix of components taken from other
familiar forms (Greek classical literature, picaresque tales, romantic
and pastoral cycles).A killer application
by definition must be new, but not so new that its foreignness makes it
commercially unviable.[23]To
see clearly what is innovative about a killer application, it is productive
to view it as a hybrid, a mix of current entertainment forms. Treating Myst
as part game, part book, and part movie helps show what makes Myst
truly distinctive as a CD-ROM: its seamless interface; its narrative justification
of the drawbacks of the new technology; the way its player movements simulate
intuition; its rejection of time deadlines; the way it encourages curiosity
about the possibilities of its spaces; and its foregrounding of the author.
A
hybrid conception of new media can create criticism which goes beyond the
commonplace descriptions in the popular press. To say that Myst
is "interactive" or "intuitive" or "close to virtual reality" is correct,
but what do those general terms mean? Paying attention to the components
of CD-ROM narration helps us to see better how these terms, which are inherited
from utopian popular discourse, structure the meanings provided by a particular
text.
Such
a hybrid media form using hybrid content seems to call for a hybrid criticism.
A critical approach which samples from established methodologies can provide
close attention to individual instances of new media. I began conceptualizing
this paper as a straightforward narratological
investigation of how we make sense out of Myst's narrative, space,
and time, given that we are initially given no overt goals and no instructions
on how to proceed. I soon felt that such a programmatic approach missed
much more than it explained, and I began this essay with its blend of Julia Kristeva,
David Bordwell, Stuart Ewen,
and Greg Smith. Close attention to the surfaces of these texts should usefully
counterbalance current scholars' emphasis on the potential of the medium,
which too often tends to fall into the trap of accepting the utopian rhetoric
of popular marketing concerning the "interactivity" of new technologies.These
discourses are important, but they and the technological objects they describe
should both be scrutinized through critical eyes. Just as Myst
switches from movie to game to book, the CD-ROM critic should be able to
switch from one analytic tool to another to follow the path blazed by this
new and old medium.
I
wish to thank Bob Lisson for acting as therapist
and coach during my Myst playing
experience.
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Endnotes