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.

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.

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

Interactive Fiction and Narrative Games

When I was reading “Galatea”, or rather talking to Galatea, my experience quickly became one of exploration of a very small portion of the story. I seemed to kind of go in circles while I was looking for ways to continue to conduct the interview with Galatea. I ended up starting over the story several times, starting from where I had left off the previous time, in order to try and get further to within the story. To me this seemed like a definite part of the way the narrative is meant to be experienced. The story dealt with someone interviewing an inhuman intelligence and the difficulty of engaging in conversation within the story program could be representative of understanding a highly intelligent computer program and the challenges of accepting it as human or not. Overall the interactive element worked very well in this story because it was so open ended much like a conversation in real life would be.

“Howling Dogs” and “Those We Left Alive” were very good at establishing habits for the reader to participate in in order to progress the story. In ” Howling Dogs” particularly, the reader had to do five distinct steps before accessing the activity room. The activity room was were most of the meat of the story was but the steps you had to take to get to the room were what created the atmosphere of the story. The protagonist of the story is concealed to a small area on a long running mission and defining the limited amount of things to do in this space places the reader in the protagonists shoes, which in turns place them deeper into the narratives within the activity room. “Those We Left Alive” was similar in the way that the reader had to sleep in order to progress the story. After a while I found myself just sleeping the days away in order to get to the next part of the narrative. This actually added to the dark and depressing atmosphere of the story in my mind because the world described within the story isn’t one one I would be particularly fond of living in. I think the interactive elements in these stories functioned very similarly to the way VR functions. When wearing a Virtual Reality headset people are more willing to do things that they would otherwise find routine and boring just because they are experiencing the headset. A second reasoning for this is that I believe that people just like to complete tasks. By giving the reader a set of tasks that the protagonist must complete, Porpentine effectively gives a deeper and more sympathetic understanding of their characters to the reader.

Blog 6

When looking at both “Galatea” is the level of choice the user has in deciding what to talk about. To me it comes across as a perfect example of multi-linearity. If you want the story to have some semblance of linearity, there are defined paths that a user can take.

What path the user chooses is ultimately up to them. What I noticed quickly as Rettberg did is that the artwork is not necessarily a puzzle intensive experience, it isn’t an incredibly challenging piece. What Emily Short does that I love is really focus in on the writing of the story. Quality of writing is an incredibly important element and Emily Short really does a fantastic job on this front. Galatea has wit and a unique character as she is carved from stone. There is clear inspiration and reference to Greek mythology which I must confess, makes me like the work even more. Who the sculptor was and why he hated everyone, the idea of love, etc. all create a beautiful tapestry. With all of that said though there were some problems. One in particular was the text options. At times I would feel limited in my options despite it being a relatively open experience. However it wasn’t a big enough problem that it brought the entire experience down with it. Rettberg discusses how Short doesn’t create games to be won or lost, but rather stories designed to create an experience. In this way Short differentiated herself from the rest of the crowd during the time, using the framework of interactive fiction to explore different narrative paths. (Rettberg 100)

A less enjoyable story that I explored was Jason Nelson’s “Game Game Game and Game Again.” It wasn’t necessarily a bad IF, there was a clear point and statement. For example, while there is an “objective” which is the door, you don’t really feel like you win much of anything. Nelson is exploring as he described it, “artists changing worldview lens.” In this way it, like Short’s Galatea, utilizes the IF framework as a method to explore different ideas and forms. The problem derives primarily from the visuals. As a person who is obsessed with visuals, the design of this piece is just ugly. Now its pretty obvious that this was intentional on Jason’s part, as he explained that it was an anti-design statement; but it doesn’t make it any less easy to engage with.

It didn’t help that the writing was not the best, and often times I was left more confused than satisfied. Perhaps I ought to take a few more looks at the work to see if I can decipher any more meaning out of the piece.

I will say though his line, “Come on and meet your maker,” is now stuck in my head.

Howling Dogs and Deviants

I chose to play Howling Dogs, and Deviant: The Possession of Christian Shaw; both of these kept me engaged by allowing me to click on objects or text. I kept clicking to try to find out what was going to happen next. The experience was like playing a video game and trying to get the high score. I must admit, I quit Howling Dogs, because I could not understand the point of the game. The goals of the game were not clear. While playing Deviant: The Possession of Christian Shaw, I clicked until I could not click anymore. I assume I completed the game.

Howling Dogs, is a different animal altogether (pun intended). The game was engaging at the start. As I advance into the game, I felt like I was descending into madness; and then I clicked on the text “food and drink dispenser” to advance into the room with the ceiling fan if I am remembering correctly. This event leads into pulse which changed color every time I ended back at this point in the game. I quit after ending back at the point of the game after 10 times. I did visualize being in what I assume to be an insane person’s head, while playing Howling Dogs. The player character appeared to travel to alternate timelines (or imagine they did). I did enjoy having to visualize characters and setting while playing this game. This experience was like reading a novel. I just wish I new what the game was about.