Myst and Riven: The World of the D'ni

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 d...

Full description

Bibliographic Details
Format: eBook
Language:English
Published: Ann Arbor University of Michigan Press 2011
Series:Landmark Video Games
Subjects:
Online Access:Open Access: DOAB: description of the publication
Open Access: DOAB, download the publication
LEADER 02598namaa2200433uu 4500
001 doab31542
003 oapen
005 20210210
006 m o d
007 cr|mn|---annan
008 210210s2011 xx |||||o ||| 0|eng d
020 |a 9780472071494;9780472051496 
020 |a lvg.9835611.0001.001 
024 7 |a 10.3998/lvg.9835611.0001.001  |2 doi 
040 |a oapen  |c oapen 
041 0 |a eng 
042 |a dc 
072 7 |a UDX  |2 bicssc 
072 7 |a WD  |2 bicssc 
720 1 |a Wolf, Mark  |4 aut 
245 0 0 |a Myst and Riven: The World of the D'ni 
260 |a Ann Arbor  |b University of Michigan Press  |c 2011 
300 |a 1 online resource (134 p.) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 1 |a Landmark Video Games 
506 0 |a Open Access  |f Unrestricted online access  |2 star 
520 |a 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. 
540 |a Creative Commons  |f https://creativecommons.org/licenses/by-nc-nd/4.0/  |2 cc  |u https://creativecommons.org/licenses/by-nc-nd/4.0/ 
546 |a English 
650 7 |a Computer games / online games: strategy guides  |2 bicssc 
650 7 |a Hobbies, quizzes and games  |2 bicssc 
653 |a Media 
653 |a thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides 
653 |a thema EDItEUR::W Lifestyle, Hobbies and Leisure::WD Hobbies, quizzes and games 
793 0 |a DOAB Library. 
856 4 0 |u https://directory.doabooks.org/handle/20.500.12854/31542  |7 0  |z Open Access: DOAB: description of the publication 
856 4 0 |u https://library.oapen.org/bitstream/20.500.12657/24017/1/1006116.pdf  |7 0  |z Open Access: DOAB, download the publication