
Escapism and Imprisonment in Myst V - End of Ages

Having now finished all seven installments in the Myst/Uru series of lushly crafted immersive puzzle exploration games, an interesting observation emerges at the end of Myst V - End of Ages. The different locales in Myst and Uru are called Ages, each with its distinctive look and feel and embedded mind-bending puzzles.
Initially these fantasy worlds are escapes, new worlds to explore and master. But they gradually become prisons where one can become trapped with nothing left to find, discover, explore, solve, or master. What ultimately makes them prisons is that, at some point, one has inevitably played them out (occasionally with much needed help from independently published hints and walkthroughs).
In the game, the characters you meet variously consider themselves to be builders, growers, masters, or prisoners of the Ages where you first encounter them. So too, the game player initially experiences the Ages as a newbie explorer who eventually appreciates how these Ages can become dreadful prisons. The duality between Escapism and Imprisonment is remarkable, and is one of the deeper philosophical themes of Myst. In real life, we similarly escape into new worlds, only to become entrapped and enslaved in them. Look at how so many of the venues on the Internet are like that. The same is true of computer operating systems and online communities. We plunge into new systems and eventually become inured to their limitations and misfeatures.
Alas, I have to replay portions of this last Myst game because an obscure bug caused me to bypass most of one of the Ages. There are these non-human creatures called Bahro who have a primitive system of writing, like hieroglyphics. In Myst V, you have to learn to carefully draw the symbols of their written language on a slate tablet, and they will respond according to the meaning of the symbol. But if you misdraw one, they can interpret it as a different symbol that should be used much later in the gameplay, and prematurely open a one-way door to the concluding scene of the Age. So in one Age, that happened to me, and I inadvertently fast-forwarded past most of the Age. In Myst, once you've (presumably) solved a puzzle, it might trigger a lock that prevents returning to the previous state. Some puzzles can be reset, others move you forward with no return. If you neglected to save at some critical juncture, there may be no way to rewind to that specific point. Instead you might have to restart from the beginning of an Age.
In the very first Myst, the father, Atrus, who writes most of the Ages, imprisons his wayward and rivalrous sons in their own Prison Books. The two sons then beg the Visitor (the player) to free them. So you escape from the real world into their strange and mysterious worlds, and have t o decide whether or not to free them. Several of the games in the series have critical decision points about whether to help or free some character who may be good or evil or otherwise worthy of redemption. You must play God and decide who shall live and who shall die, who shall be rewarded and who shall be punished. You can choose to rescue the wayward or trapped characters, with the outcome initially unclear. Sometimes you foolishly free the bad guy by mistake. It's like Sirius Black in Harry Poter. Is he really a bad guy when he is in Azkaban? In most of the games, it's unclear who is ultimately good or evil or worthy of redemption.
Review ID: 10000000014874049

Thank you for voting. If your vote meets our
guidelines, it will be posted within 24 hours.
You cannot vote on the helpfulness of a review you wrote.
Your request cannot be processed at this time. Please try again later.