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	<title>Myst: A Critical Commentary</title>
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	<link>http://thames2thayer.com/thesis</link>
	<description>No game is an island</description>
	<lastBuildDate>Thu, 18 Mar 2010 18:24:15 +0000</lastBuildDate>
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		<title>notes from the game-plane</title>
		<link>http://thames2thayer.com/thesis/?p=13</link>
		<comments>http://thames2thayer.com/thesis/?p=13#comments</comments>
		<pubDate>Thu, 18 Mar 2010 18:24:15 +0000</pubDate>
		<dc:creator>Zachary McCune</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

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		<description><![CDATA[the original edition of myst came with a blank journal. a small note on the first page enjoined the would-be player to use the pages as places to record his/her thoughts, note the impact of his/her actions, and reflect on the game.
knowing this, i felt compelled to likewise collect my thoughts in playing the game [...]]]></description>
			<content:encoded><![CDATA[<p>the original edition of myst came with a blank journal. a small note on the first page enjoined the would-be player to use the pages as places to record his/her thoughts, note the impact of his/her actions, and reflect on the game.</p>
<p>knowing this, i felt compelled to likewise collect my thoughts in playing the game into a single journal. like a travel diary, i thought it might allow a in-game act of reflection and a space for working-through the game play.</p>
<p>it did just that and much more. in scanning the journal (60 pages) I offer an insight to how I played the game. because this journal is like a critical annotation on the game, following the chronology of my play, sketching the maps and footholds i used to &#8220;solve&#8221; the game, flowing from a reflective play experience of the game. and unlike commercial guides, which take you through games like tourist literature &#8220;highlights&#8221; regions, cities, or nations found in travel, this journal is a single individuals living of the game. which makes it far more interesting.</p>
<p><a href="http://thames2thayer.com/thesis/wp-content/uploads/2010/03/McCune_Myst_Journal_Final.pdf">McCune_Myst_Journal_Final</a></p>
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		<title>from the wreckage</title>
		<link>http://thames2thayer.com/thesis/?p=8</link>
		<comments>http://thames2thayer.com/thesis/?p=8#comments</comments>
		<pubDate>Fri, 26 Feb 2010 21:28:32 +0000</pubDate>
		<dc:creator>Zachary McCune</dc:creator>
				<category><![CDATA[Ages]]></category>
		<category><![CDATA[project notes]]></category>
		<category><![CDATA[escape]]></category>
		<category><![CDATA[response]]></category>
		<category><![CDATA[restoration]]></category>
		<category><![CDATA[science]]></category>
		<category><![CDATA[stoneship age]]></category>

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		<description><![CDATA[
the sunken ship haunts the island of myst, as it presents the island as not only a broken space in need of repair/solving but also as it presents the island as a culprit of violence against man-established order. the ship has sunk off the coast of the island suggests that hidden objects in the water [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://thames2thayer.com/thesis/wp-content/uploads/2010/02/myst_stoneship.png"><img class="alignnone size-full wp-image-9" title="myst_stoneship" src="http://thames2thayer.com/thesis/wp-content/uploads/2010/02/myst_stoneship.png" alt="" width="600" height="350" /></a></p>
<p>the sunken ship haunts the island of myst, as it presents the island as not only a broken space in need of repair/solving but also as it presents the island as a culprit of violence against man-established order. the ship has sunk off the coast of the island suggests that hidden objects in the water (rocks, a reef) have subverted Atrus&#8217; order from below: an appropriate metaphor.</p>
<p>but of course, the ship can be raised. the game player becomes more and more sure of that as s/he plays. for what on the island of myst cannot be made right by play and critical thinking. the island can be again mastered by reason, and made right / whole by the player&#8217;s interaction with it. interestingly, the player encounters the island at its most broken. the island cannot be made worse by the player&#8217;s interaction with it; the ship cannot be further sunk. instead, the island (by choice of the game designer) is only to be improved by play. it is inherently a gamer&#8217;s island. albeit an island that positions the gamer as a sort of scientist or engineer: to understand the nature of the island and its rules is to make the island whole again.</p>
<p>and to raise the ship is to set off away from the island. by improving the island, by restoring its objects of civilization, we are allowed off of it.</p>
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		<title>a beginning</title>
		<link>http://thames2thayer.com/thesis/?p=1</link>
		<comments>http://thames2thayer.com/thesis/?p=1#comments</comments>
		<pubDate>Wed, 10 Feb 2010 23:10:05 +0000</pubDate>
		<dc:creator>Zachary McCune</dc:creator>
				<category><![CDATA[project notes]]></category>
		<category><![CDATA[background]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[reflections]]></category>
		<category><![CDATA[theory]]></category>

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its not a new game, except in the way that a game player invokes that phrase, which is to say a new playing of a game. and in that sense it is most certainly a new game.
i&#8217;ve played three or four times, but done so in a way that didn&#8217;t &#8216;advance&#8217; the game- i merely [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://thames2thayer.com/thesis/wp-content/uploads/2010/02/myst_mechanical.png"><img class="alignnone size-full wp-image-4" title="Myst_gamer_playing_notes" src="http://thames2thayer.com/thesis/wp-content/uploads/2010/02/myst_mechanical.png" alt="McCune takes notes on the paths of progression in Myst" width="600" height="350" /></a></p>
<p>its not a new game, except in the way that a game player invokes that phrase, which is to say a new playing of a game. and in that sense it is most certainly a new game.</p>
<p>i&#8217;ve played three or four times, but done so in a way that didn&#8217;t &#8216;advance&#8217; the game- i merely explored. now, playing to advance the game, to force it to open, to read into it as one progresses a novel by moving through the text, i take on myst anew.</p>
<p>and there&#8217;s lot to say, though right now i am both handicapped by lack of a critical framework (which i still forming, still attempting to construct a<a href="http://thames2thayer.com/blog/critical-gamer-initiative/"> critical gamer(eader?)</a>) and by absolute enchantment with finally getting OFF myst island (is that what it&#8217;s called?) into a totally new &#8220;age.&#8221;</p>
<p>a weekend and a foucault reading (the truly serendipitous &#8220;archaeology of knowledge&#8221;) will surely allow for new work and, if possible, progression.</p>
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