The story grand of Myst goes through some time jumps with the novels. As noted earlier, the story grand actually starts in the second novel, the Book of Ti’Ana. It then moves to the first novel, the book of Atrus, followed by the comic, the book of the Black Ships, and then the two CD-ROMs, Myst and Riven, followed by the final novel, the book of D’Ni, and then the game Myst III: Exile. It then moved online (if only temporarily) with Uru: Ages Beyond Myst, which was followed by Uru: To D’Ni and Uru: The Path of the Shell. Finally, it moved to Myst IV: Revelations and then a webcomic, Myst V Comic, followed by Myst V: End of Ages. But these books and CD-ROMs were released in different timeframes. The Myst CD-ROM was released first, then the Book of Atrus, then the Book of Ti’Ana, then the comic Book of Black Ships (there was also and unofficial comic Myst: Passages) then the Book of D’Ni, then Riven, Myst III, Uru: Ages Beyond Myst, Uru: To D’Ni, Uru: The Path of the Shell, Myst IV, “Myst V Comic,” Myst V and the upcoming Myst: Book of Marrim.
In considering the four aspects of narrative, plot, character, setting and theme, the novels lean most heavily on character and plot, and then setting and, least of all, a pervasive but bare bones theme. Now, I need to say that of all of the mediums, the novel is the one that can most adroitly push any of the four characteristics of narrative. Depending on the skills and desires of an author, words can be used to foreground character, plot, setting or theme. That said, I find that the Myst novels center around characters, particularly Atrus who is present across each incarnation of the story grand. These characters act within a cliff-hanging plot style perfected by Charles Dickens. The end of almost every chapter is a cliff-hanger and the point of view is switched among characters from chapter to chapter. We watch as Atrus and company (or Aitrus and Anna) move through these underground worlds that are manageably described, if not rivetingly so. Even though the plots are at most workman-like, there is a clever subtlety found in the third novel where the events of the first two games are revealed, but the plot (and the end of those games) are not revealed. All you are told is that Atrus succeeded in freeing himself from his sons and his father. So there aren’t any spoilers for the games. You aren’t given any clues or hints. All you know is that someone (presumably you if you have played the games) has successfully helped Atrus to this point of the story grand.
So, the perspective of a player of the CD-ROM games is treated as a character in passing reference within the third novel. The other characters find themselves in standard plights of danger and love, and they struggle and succeed as the story draws to a neat conclusion with each novel. These stories all revolve around the setting of D’Ni, a magical underground world, and the theme of the novels is one of exploring the wonders of the world (which harkens back to Verne’s Mysterious Island - the inspiration for Myst). Even though I believe the theme to be the narrative characteristic developed the least in the novel, it is worth noting that the theme has an intimate connection with the CD-ROMs. In the novels the theme is one of the virtue, joy and rewards of carefully 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-ROM games. You need to carefully explore the worlds in the games in order to successfully puzzle through and fully experience the story that only moves forward as long as you’re exploring the worlds.