World Of Awe

I chose to explore the World of Awe, an electronic story that takes place in some sort of weird desert where an unnamed traveler is searching for some sort of unknown treasure. There are three chapters in which the first takes place in 2000, the second in 2002, and the third in 2006. You explore this travelers journey by opening up love letters that he wrote to his loved one but were never sent. Even though he knew she would never read these letters he would write them anyways to keep himself from going insane. Some of them were often amusing as one that I read in the first chapter was talking about how he got captured and escaped but ended the letter in “P.S. still looking for the lost treasure”.

 

Due to the advance of technology each chapter seems more advanced than previous chapters. The first is just sound and text, the second has some short object animations, and the third has some 3D pictures and designs. I however enjoyed the first chapter the most as I found it more immersive with the audio playing in the background as I would read the letters. The third chapter was the most difficult to me as it seemed like the language was arabic or some other form of Middle Eastern language. This story all around seemed very bizarre and strange but I enjoyed exploring it nonetheless.

Ad Verbum

I had a funny conversation with my father while traversing “Ad Verbum” by Nick Monfort. My dad came into the room and I mentioned that I was reading interactive fiction for a class, which I described to him as text-input based games which he had told me about playing when he was younger. He chuckled and said that he remembered games like that required you to use very specific words to be able to navigate them. I said that actually, I was mentioning it to him because I couldn’t do something in the game and I was wondering if he could help me guess the command. He immediately asked “Are you trying to go upstairs?” Yes I was. He told me to input “go stairs” and of course it worked. Here is a screenshot of all my guesses of how to go upstairs, and his answer.

My dad even remembered the names of his friends that he spent an afternoon with in front of a computer guessing how to go upstairs. The first thing he remembered about interactive fiction was how difficult using the text parser was. Rettberg describes this feeling hilariously as:

“The actual experience of interacting with IF can however sometimes seem more like conversing via telegraph with a precocious chimpanzee who has worked out a compass and the possession of objects than conversing with an adult human.”

This aspect of IF is becoming less of a problem as technology improves and text-parsers become more intelligent. The challenge of thinking and communicating in ways that a computer will understand. What was originally a limitation of IF games has become a feature of the game and these types of games have an aspect of nostalgia today because of it.

E-Literature & Those We Love Alive

E-Literature

 

              In looking at the “Those We Love Alive” (TWLA) I am intrigued by its repetition, as well as its descriptive language. The other piece I looked at was “Deviant” which after playing for a while I remember going through last semester. While Deviant was intriguing, I felt like I was running into the same problem that we have discussed in previous classes. Following the general character but not understanding the story or what is going on, due to lack of context. But after reading the authors inspiration of what inspired them to make deviant it makes a lot more sense. Looking at TWLA it was a lot more linear, so it was easier to follow I really enjoyed it. The tone and mood set by the colors and music are eerie but fascinating. I looked quickly at howling dogs and was surprised that they were both done in twine as well as TWLA seams like a more refined and completed piece but that was only my initial thought. E-literature has such a wide spectrum of what it can do that I will just learn and enjoy whatever I can.   

The Narrative World of Porpentine

I explored “With Those We Love Alive”, by Porpentine, and “Howling Dogs”, also by Porpentine. I didn’t intentionally explore two works by the same author/creator, but after doing so, I believed I got a far better understanding of the author’s methods. Both of the works seem to center in on a dark, twisted society and the daily mundane tasks of members of that society. In “With Those We Love Alive”, we follow our protagonist, a creator hired on by the empress. The world is dark and filled with muck, and the occasional dead person who is staring at you. The empress is described almost in a monstrous way, with horns, oozing ichor, and rotting flesh. The empress hunts humans, and human body fluids are drunken. The city is falling apart, ridden with monsters, stains, and rot. The protagonist also has to refuel on hormones, and imagery is used to describe the glow of veins pulsing with hormone. “Howling Dogs”, although not as visually interesting, carries a similar theme. The protagonist wakes up in a cold, sterile almost hospital-like room. The protagonist then has to do daily tasks such as drinking, eating, throwing out garbage, before heading into what is called the activity room. This room is described to have almost a virtual reality visor, that continues the main storyline for the protagonist. Both pieces are very mysterious and poetic. The game is progressed through a series of link choices. “With Those We Love Alive” is a bit different than “Howling Dogs”, as it possesses links that can be alternated by the player. Both of these pieces involve the interactor or player, by forcing them to make decisions to advance the story line. While playing both of these pieces, I would often find myself stuck in the storyline, if I didn’t find the correct link that would advance it. The links also changed how the storyline played out, and the circumstances that would be faced by the protagonist. These two works seem to follow more of a hypertext layout, then that of a game. While they both provide options for the player, these two games seem to be more of framework for a literature piece, rather than a game. The works are both incredibly mysterious, and engage the player’s imagination in a multitude of ways. The wording is poetic and ambiguous in nature, and each new prompt, brings up more questions and plot holes to fill. In my exploration of, “With Those We Love Alive”, I had stumbled on a friendship/romance storyline that seemed to hint at a big turning point for the two characters. They never explicitly stated what had happened but seemed to hint at it. I really loved these two pieces, and would love to get to a point where some of the plot holes are filled.

Dylan Niehaus – Narrative Games

Game Game Game and Game Again by Jason Nelson has caught my attention like no other piece of electronic literature so far. Game again is a narrative game that combines elements of a video game platformer with poetics, strange sounds and visuals, and video clips. The platforming was actually quite fun and unique at times, especially for a flash game focused on narrative. I have to say that Game again is the most bizarre, strange, and straight up creepy flash game I have experienced on the web, and that says a lot.

I felt like I was playing something that was created by an insane person as I was bombarded by strange sounds, visuals, and pieces of text that did not make too much sense. The whole thing had a disturbing, almost otherworldly feeling. The game encourages the user to find meaning by placing different objects to reach within each level. As an object is collected, it reveals a piece of text. Within many levels, a clickable button will appear that plays a short video clip on repeat.  Overall, despite the disturbing aspects of Game Again, I would have to say that its combination of platforming, visuals, video, and text are incredibly engaging and impressive.

I then decided to explore With Those We Love Alive by Porpentine. This game is quite different from the previous one that I explored, as it is a text-based adventure, much like Zork, except the user clicks on words instead of typing their own. The game also has a soundtrack which I found to be quite nice and relaxing, it made me feel much more immersed in the experience. I actually quite enjoy text-based games as they allow you to visualize a world in any way you wish because, in reality, the author is just providing guidelines of how the world looks; it is up to the reader to create their own details and interpretation of the world.

Providing music can help influence the way in which a reader visualizes a world. The music in this game had me thinking of a beautiful, serene palace instead of one that may be old and run down. This is interesting because the story actually takes place in a world where a larval empress has you working for her in a dingy palace, but the background colors and music make me think of this serene place. The game also allows the user to change words in the story by clicking on them. For example, I had to make a gift for the empress and I did so by clicking on words to change them to create a gift. At this point, the music changed to something more strange and sinister but returned to its relaxing form after I returned to the palace.

Both narrative games I explored are incredibly different in nature. Game Again relies heavily on visuals and gaming aspects (platforming) while With Those We Love Alive is a purely textual experience. Game Again felt more like an on-rails experience, as the goal was to get to the end of each level while collecting things along the way. The game bombarded the user with strange sounds and visuals to create a confusing and disturbing atmosphere. With Those We Love Alive is a non-linear experience that allows the user to take their time and explore the world at their own pace. It has atmospheric and relaxing music, but also has depressing and dark themes, but overall it is a much more muted experience than Game Again.

Interactive Fiction and Narrative Games

Out of all of the games presented in regards to the scope of the discussion, the two that stood out to me the most were Jason Nelson’s Game Game Game and Game Again and Porpentine’s Howling Dogs. While both of these works of interactive fiction are different and unique in their own ways, they both speak to how a small, close-knit community of individuals can create meaningful and entertaining games through a variety of platforms.

Howling Dogs is a work of interactive fiction created with the platform Twine that explores the idea of how games and hypertext fiction play on each other to create a storytelling experience that also feels game-like, as opposed to a more traditional story. As stated by Rettberg:

“While the underlying principles of Twine are based in hypertext, many Twine games have also adopted conventions from interactive fiction, such as second-person form of address to the player character, spatial navigation through the narrative, and a sparse, economical style of writing” (Rettberg 105).

Howling Dogs certainly displays some of the characteristics of a work of interactive fiction described by Rettberg. The player is placed in what is described as “A room of dark metal” and is given the option to navigate through the game by choosing through a selection of hypertext links that take the player through a variety of different scenes.

Game Game Game and Game Again on the other hand, is much more “game-like” in a traditional sense, although it does have its quirks. The player is tasked to navigate through a set of thirteen levels by using the arrow keys and space bar to move and jump, respectively. What makes Game Game Game and Game Again especially unique however, are the narrative elements that are added to the experience, such as the home videos that pop up on the screen and the graphics that hint at a particular message that Nelson is trying to convey.

Interactive Fiction

In looking at the various interactive fiction pieces for this week I chose to focus on Game Game Game and Game again as well as Adverbum.

First Game Game, I found this piece quite jarring in the way it was presented. The main thing I believe the author wanted to represent was themes instead of a clear story. I think the themes were family, childhood, religion, and money/success. At least that’s what I thought I was picking up on. In playing the game a few times the sequence is open to change, so others could view the themes/story differently.

However, Adverbum was a more clear adventure story, in contrast to Game Game it is more basic with just the text and no visual cues. I do feel that this piece is better at letting the interactor use their imagination to envision the story. Whereas, with Game Game most everything is shown to the interactor leaving little room to expand upon.

Although some might find it frustrating in Adverbum the need to find the right phrase to move on to the next part. I do feel like the interactor has to be dedicated to take the time to finish the story. In first trying I was stuck using the wrong words to move on with the story. Getting the reply “that’s not a verb I recognize”. I did appreciate the format though as it did present an interesting challenge.

I do think that this form of literary fiction is one that I have found the most engaging so far.

Games To Communicate


The first game I looked at was “With Those We Love Alive”. I actually really enjoyed this one. The story was a bit confusing but as I went through it I found myself more and more invested in it and how the story would play out. I loved the attention to detail in some areas that didn’t have any significance to the plot but were still very descriptive on how things looked. There were some powerful images as well. I’m not sure where exactly I found it but at one point I stumbled across the sight of an angel’s corpse, which is a very powerful message to convey. As well as multiple references to other dead people or corpses,

“Pale, shriveled humans sleep forever on the floor. Pipes run from their heads into iron barrels.”

“Death jungle chokes the land to the north. To the south, ashen wasteland. A dead person is sitting on the balcony, swinging their legs.”

Also, as you go through the story some of the scenes will change. Such as after you make the Empress a weapon, if you go into the throne room there will be the option to view whatever weapon you chose to make her. Another component of the story is that based on your choices, the character will draw different symbols on their body. Some that I remember were; shame, relationship with the chasm, insight, and more. I noticed the main way to progress through the story was just to go to sleep until the next part unravels.

I didn’t enjoy “Howling Dogs: Room” as much as I did the other one. However, after noticing a mention of an empress in that story as well, I went back and noticed that the two were actually made by the same person, which is something I didn’t notice before. They both were stories made using twine, and they definitely have similarities but the stories were very different. “Howling Dogs: Room” is mostly about a person who seems to be trapped in a very boring life, just barely scraping by with the minimum. On top of that, it seems like the character is living through an artificial world through the use of VR. An interesting aspect of this is that the player isn’t allowed to continuously using the VR machine unless you guide them to eat and drink first, forcing you to constantly go back in forth if you want to continue. I also find this interesting because this machine is forcing the character to keep themself alive if they want to continue going into the virtual reality.

Why “Galatea” is Great, but “Stories Untold” Is Better

Farinsky Blog Post 5: Interactive Fiction & Narrative Games

Stories Untold Episode 1: The House Abandon.

Interactive fiction like Galatea by Emily Short or Narrative Games like Deviant: The Possession of Christian Shaw by Donna Leishman offer a reader experience unique from, yet similar too video games. Readers are presented with a prompt and allowed to control mouse or keyboard inputs to advance the story.

Within Short’s work readers must type phrases such as “look around” or “ask about” in a dialogue prompt to further the conversation with the sentient statue of Galatea.Typing a phrase that matches a command in the program’s directory produces an output with hints about Galatea’s past, thoughts about sentience, and creation.

Each click in Leishman’s predominantly visual work exposes new imagery with objects to explore. Going through each pathway of images and clickable items reveals the story loosely based on the 1696 witch trials. This work also offers a soundtrack to accompany the reader which contributes to the unsettling nature of the story as it becomes apparent something is terribly wrong.

Both of these works are great, however for someone who did not grow up playing text based interactive fiction games navigating “Galatea” can be maddening. This is why Stories Untold from developer No Code is perfect to introduce Interactive Fiction to a new generation of Internet Natives.

Stories Untold is 4 short stories which seem non-linear, but come together in an extremely rewarding way. The first chapter is similarly structured to Galatea, but the text prompts in Stories Untold give strong hints to what the user should input to advance the chapter making it easier to guess what terminology will advance the game. The following chapters expand on the text based adventure to include puzzles, different graphic interfaces, and brief linear paths to walk through similar to other video games. It is a brilliant combination of modern video game design mixed with an 80’s vibe and older mechanics. There are many elements that are also reminiscent of older electronic literature studied in this class making Stories Untold the next step in the evolution of Hypertext and Interactive Fiction.

This game is available on Steam for under $10.00. Also, many people on YouTube have posted a video play-through with commentary, or not, making the game just as accessible financially to other works, but also more available to players who are unfamiliar with the terminology necessary to play interactive fiction and want to see the full story play out.

WARNING: Some scenes in this game may cause epilepsy due to brief patterns of flashing light on the emulated monitor interface. 

Click Here to be directed to the list of videos available on YouTube or Click Here for a recommended version from Jacksepticeye which has excellent commentary.

Interactive Fiction & Narrative Games

I chose to look at With Those We Love Alive and Howling Dogs. With Those We Love Alive has a more personal aspect to it, since there are specific questions about the user once they start the story. This makes the game seem much more personalized and customizable, which is something many people enjoy. Howling Dogs seems much darker because of the white text on black background, and has no personalized features whatsoever. This game/story comes off more as a way to read a story by clicking links, rather than the user being immersed in the narrative. Howling Dogs has a clear goal, which is plainly: progress through the story. With Those We Love is a bit more open-ended and seems as if it may have a more complicated goal such as: taking time to experience the story and question the meaning behind it. It feels more like a journey than Howling Dogs. The works engage with imagination in similar ways, they both feature very vivid imagery throughout their storytelling.

Interactive Fiction and Other Gamelike Forms

After reading Rettberg’s chapter on Interactive Fiction and Other Gamelike Forms, and briefly taking a look at all the works, I decided to take a deeper look at Porpentine’s With Those We Love Alive and Nick Monfort’s Ad Verbum. I wanted to select two works that were significantly different from one another in their approach. Porpentine’s piece has a poetic vibe. I would say that the framework of the piece is more of an exploration of literary ideas. It involves the reader by having them make selections from author chosen lists, which Porpentine used as a way to guide the reader through the narrative. As the user, the choices that you make dictate the way the narrative unfolds, however the choices  don’t necessarily change the outcome of the story you end up reading because you are limited to the words given to you by the author. However, IF works like Nick Monfort’s Ad Verbum have a different approach.

As Rettberg mentions in his book, “The reader becomes the player” (89), which I definitely got a sense of while I was interacting with Monfort’s work. Ad Verbum involves the player in finding a solution to a problem presented. While I was going through the piece, I felt like a detective gathering clues and making decisions based on what new information was revealed to me.  I would also say that Ad Verbum sparks your imagination while interacting with the piece.
Through descriptive writing of setting, character, and action, both works encourage the user to use their imagination which enhances the experience and aids in the overall understanding of the message that is trying to be communicated by the narrative. I think that both of these pieces touch on Rettberg’s notion that

“The principal challenge to the reader of interactive fiction, and it’s central pleasure, is to find a solution, to achieve satisfaction of a successful session of deductive reasoning.” (90)

I found myself enjoying both pieces for different reasons. I enjoyed the use of multimedia in Porpentine’s piece. While it was much more like reading a story, being able to interact with the work was enjoyable. Ad Verbum was a little bit of a challenge for me to work through, simply because I had to think more about how I was going to respond as I was going through the piece. I still found it fun to work through.

 

Sources:
With Those We Love Alive, Porpentine (2014)
Ad Verbum, by Nick Monfort (2001)
Electronic Literature by Scott Rettberg