Myst. Finally.
When reading The Book of Ti’ana, I found Anna’s actions when coming upon the machinery within the D’ni tunnels similar to what I had done while playing the game. Combining what I know of things in the real world (and especially things I have encountered in other video games) with the images I was looking at.
I dealt with the maze in the Selenetic Age of Myst the same way that Anna does with the undergound maze to D’ni. I made a map. This was no different from what I had been doing throughout the game, taking notes on everything that I came across that seemed significant (Partial list of things that video games have taught me carry significance: Stopped clocks, pipes leading from flowing water to machinery, pianos, beams of light, sounds.)
Now, I can take notes while reading a book, or while watching a film, but it strikes me that there is a difference here. Notes on a book or on a film are to aid me in recollection and interpretation - these notes are to assist me in accomplishing the game’s tasks. To draw a somewhat tired parallel, the analogue to these notes for a book would be “Read the words. Turn the page.” These notes, then, seem to have some kind of connection to the gameworld.
The perspective in Myst is first-person. The image on the screen represents what my eyes are seeing, suggesting that there is a representative of me in the gameworld whose point of view this is. The idea is strengthened with Sirrus, Achenar, and Atrus addressing me directly. By clicking on different parts of the image (such as a switch), I can affect the game world (albeit in ways limited by the game’s design). The notes that I made, however, did not work to “draw me into the game world”. Looking at the notebook next to my computer, I did not think, “This exists in the world of the game the same way I do, with my ability to affect change within it.” The assumed character representing me in the game could be imagined to be taking notes, but nothing in the game’s images suggest this.
Like Alternate Reality Games mentioned below, the game is invading non-game space - namely, the notebook on my desk. Games (and films) do this in other ways, through the use of controllers that vibrate when something explodes onscreen or surround sound (Sheila Murphy touches on the former in Live in Your World, Play in Ours: The Spaces of Video Game Identity”. The latter is something I came across in a film reader that I cannot find the source for.) Myst does this another way - framing the Book of Ti’ana as an actual historical book within the game world.
It makes sense - in playing Myst, the pleasure is derived from moving about within a different world (solving the puzzles so you can continue moving on in new areas unimpeded). In order to do this, I had to make notes outside of the “world” (if the world is to be understood as computer-bound). The construction of The Book of Ti’ana (its paratext), then, is an attempt to create a similar effect without using the medium of a video game.
Question: If The Book of Ti’ana is, in some ways, The Novelization of Anna Playing a Myst Game (though not Myst), then would her escape with Gehn through the tunnels of D’ni be cheating? She did use the walkthrough Aitrus provided.