Yes, they can be tritely done, just as images of motherhood can be tritely done. As you move into the world of Myst, finding stray pages from journals, letters and fragmentary video messages, you begin to understand the organizing logic, the psychology of the characters, and you become better at solving the puzzles.ĭirda says the images in Myst are "not particularly imaginative" and calls them "an assemblage of trite cultural icons." I differ: Sunken sailing ships, Greek temples and dungeon-like towers are powerfully evocative, mythic images. What you need is intuition, a sense of wonder and patience. Dirda complains that only people with a "mathematical mind-set" would enjoy solving these puzzles. In Myst the player must travel from world to world by using logic to puzzle out, with no or few instructions, how to work various mechanical contrivances, such as a steam-powered elevator built into a redwood tree (you must find matches to light the steam boiler). The gateways to Myst's various worlds can reawaken this feeling in jaded grown-ups, no small feat. Lewis's "The Lion, the Witch and the Wardrobe" as a child will remember that feeling of awe and anticipation when the children first stepped through the wardrobe into the world of Narnia. It is great and much more than just a "game." Anyone who read C. Potential players of Myst who read Michael Dirda's review of the game should pay no attention to him and play the game anyway.
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