Thursday, February 28, 2008

Liveness, Mobility, and Myst

Myst and the Web have almost nothing in common. McPherson states that the Web attempts to create liveness (much like television does) and mobility. Myst attempts to immerse the player in aliveness, with mobility as one enabling factor. In a way, they both embody McPherson's idea of "lean-back interactivity," providing small moments of interactivity made to feel like spaces of control and volition.

Cinematic cutscenes in Myst lend limited liveness to the game and its narrative. Portions of the game that aren't full-motion video simulating live action are made live--or alive, rather--only by the user's actions. Other character speak directly to the screen--directly to the player. The omnipotent Hand is the only piece the player sees of the way he, as the protagonist, is represented in the game. The hand acts as proxy for the player's body, mind, and free will, whose actions are subject to many restrictions. The only way for the player to customize his presence (visible to himself) in the game is to choose one of eight colors for his hand and a gradation of transparency. It seems that choosing, say, a blue hand, or one that is completely transparent, would remove one furthest from the game. But that self-transparency is what immerses the player, alive in absence.

No matter how transparent one's navigational Hand is in the game, its actions rely completely, again, on the context of the software. Most of the time, clicking to signal that one wants to interact with the game, the hand will wave a little, floating onscreen, or knock and tap around on a surface, effecting no change to the conditions in the game. Thus, any agency suggested by immersion and aliveness is severely limited.

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