Frequency or repetition seems to be a time-category
which is applicable to computer games. The
example of Myst shows that frequency is one of
the most important categories. The library - which is the central place
in Myst- has to be visited several times to insert the pages into the books
or to find information about the codes. As the player has to return to
it again and again, the temporal structure of Myst can be described
better as cyclical than as chronological. The cycle of events leads to
the final event and the solution of the mystery of this game. It is not
the sequenceof events or their causal order that make us understand the
final event, but their function as elements in a puzzle which has to be
composed.