the written word

In considering the four aspects of narrative, plot, character, setting and theme, the Myst novels do lean most heavily on character and plot, and then on setting and least of all on a pervasive but bare bones theme.The novels center around characters, particularly Atrus who is present across each incarnation of the story grand. And in the plot of the third novel we see subtle hints of the events of both games, but the ends of the games are not given away.

So, the perspective of a player of the CD-ROMs is treated as a character in passing reference within the third novel. And even though I believe the theme to be the narrative characteristic developed the least in the novels, it is worth noting that the theme has a intimate connection with the CD-ROMs. In the novels the theme is one of the virtue, joy and rewards of carefully and fully exploring and enjoying the world around you. That way you are living a full life and seeing the whole. This theme could very well be the best instruction for how to successfully play the CD-ROMs. You need to carefully explore the worlds of Myst and Riven in order to successfully puzzle through the game and fully experience the story that only moves forward as long as you're exploring the worlds.

And that is just an aspect of the capabilities of this medium. The foregrounding of the narrative elements has less to do with the medium and more to do with the author of the text. So, the Myst novels lean towards characters, but the medium of print is more than capable of having any of the narrative elements highlighted. In print, readers deal with the power and skill of the authors' words. To immerse yourself into the story (into the plot, setting, charracters and themes) is to let the words describe the story for you. The story is filtered through words.