Blog 5 – Interactive Fiction

A big fan of the ‘Choose Your Own Adventure’ text-based game format, I was very excited for this week’s assignment. The games I chose to explore were Galatea, and Ad Verbum. While Galatea drew my attention more, Ad Verbum made me nostalgic for the ‘Escape Room’ games I used to play.

Ad Verbum gave me more of an ‘open-world’ sense than Galatea did, seeing as Galatea is set in one room only. I did not explore ALL of Ad Verbum; I got up to the fourth floor and mostly stuck to the first and second floors to see what I could find. I kind of put me off that there were some rooms that, if I could not find a way out (I never did), I was sent back to the foyer to start over.

As I mentioned, Galatea definitely had more of my interest, primarily because the point was to interact with another character. My first and second play-throughs were quite short before I realized that I should not ‘walk away’ as it ends the game. The first time around, the conversation was light and informational. But as I kept on playing, the course of the game grew darker and darker; her artist committed suicide, she has a sense of dependency on him, so what is the point of her existence?

Ad Verbum gave me a goal once I tried the front door (which was the first thing I did) and realized that I had to find a way to complete the game in order to escape. Galatea, I was not so sure about, apart from just getting as much information as I could. It absolutely challenged my imagination, as my own writing is more character-driven than by setting. I would definitely go back to this game.

Interactive Fiction & Narrative Games

Some of these games I felt where really enjoyable in their own way but the two games that really stood out to me would be “Game, Game, Game, and Again Game” and “Howling Dogs”, both giving up deep meaning to each activity we make from within the game though.

Game, Game, Game, and Again Game is this interactive, side scrolling platform game that immerses you into a world of random stuff that happens when you collect items that are wildly spasming out all over the level and when you collect one it gives you, what I think, are riddles as well as little music clips of his life throughout the years.

As you can see. Depending on the items in which you collect can give you more to receive as you progress throughout the game which is what I really like about it is that in order to get more information you would have to progress and work for it.

Howling Dogs, on the other hand is quite a bit different than the other. Howling Dogs is more of a Narrative Game than it is an Interactive Fiction. The game starts you in a room that gives you several room to choose to go in and “explore” and depending on your action will see if you progress further or circle back to the room you start in. I like it because it’s a more settle game than Gamesx4 and instead of your characters actions being tracked it’s YOUR actions. These games try to see what YOU would do in these situations. It was a real daring experience for me.

Sources:

Image capture is “Game, Game, Game, and Again Game”

 

Interactive Fiction – February 15, 2019

Although hypertext fiction brought the avant-garde audience to the computer in the nineties, interactive fiction brought the future gamers looking for story-driven interaction in the seventies. Despite being older, IF has actually managed to stay more relevant than hypertext fiction over the years, likely due to it being easier to approach as the player, or interactor, has more control over the story.

Scott Rettberg describes the term “interactor” in his novel Electronic Literature, which is basically a term for a person playing a piece of IF: “as the interactor moves through these environments, he or she interacts with objects and characters within the space, and those interactions determine how the story will unfold” (Rettberg, 89). Interactive fiction and hypertext fiction hold many similarities, but interaction fiction often has the goal of trying to put the interactor into the story for an immersive experience.

In order to accomplish this, a common stylistic choice of IF is second-person writing. Two examples of this are Emily Short’s “Galatea” and Porpentine’s “With Those We Love Alive”. “Galatea” is based on the Greek mythology story of Pygmalion of Cyprus, who fell in love with an ivory statue he carved, resulting in the goddess Aphrodite bringing the statue to life. In “Galatea”, the interactor talks to an android who knows little about herself and her creator other than that she is not human and, therefore, is treated differently. As the interactor, commands can be made to prompt the character to talk to Galatea, ask questions, look around the environment, and more. What is so fascinating about “Galatea” is that despite having around 70 possible endings, the entire story takes place in one room speaking to one person, Galatea. The amount of different pathways and conversations that the interactor can prompt by trying all sorts of various commands makes Galatea stand out as a prominent and influential piece of IF.

In Porpentine’s “With Those We Love Alive”, the interactor works as an artificer for an alien queen, trying to please her by crafting items for her all while exploring the palace and inserting glyphs into yourself. During my playthrough, I chose to insert the glyphs prompted and build the items requested by the queen, but there is a lot of variance in how the interactor can move the story along and choose to interact with the environment. With the addition of music and a wide range of colors, “With Those We Love Alive” is an immersive and emotional piece of IF.

What these two examples of IF have in common are their focus on story. While many pieces of IF resolve around game mechanics like puzzles, these two pieces set out to make the interactor feel something. Short’s focus on storytelling, narrative, and character arcs draws the interactor into crafting the story that they want to be told, while Porpentine’s bittersweet piece that could be read as commentary on government and more makes the interactor think carefully about every choice in customization and behavior they make.

Blog Post 3

Image result for minecraft story mode Over the years, hypertext has been non stop evolving. With Afternoon, a story being one of the earliest forms of written hypertext, now in the modern day it has evolved into something as simple as someone tweeting a hashtag. This has all happen just within a decade. Before that it was just links on websites such as wikipedia, but know you can find forms of hypertext within video games. One game industry that I absolutely love takes the idea of hypertext into their storytelling creating multiple games with many choices that the player gets to make that will affect how the story will be told. They produced games coming from the universes of The Walking Dead, Minecraft, and Borderlands. However very recently I discovered that their Minecraft game that the produced has been put up on Netflix. This surprised me when I saw this so I of course wanted to try this to see how they brought a branching narrative game and put it on Netflix. Turns out you would click links that would cause what the main character would do or say and I was amazed. I was hoping that this was some sort of test and was wanting more hypertext stories to come onto Netflix. Shortly after Netflix introduced Black Mirror’s Bandersnatch. I interacted with it multiple times getting multiple new stories from this work. This is where I think the future of hypertext literacy will evolve to. It’s so interesting and new I believe that within a decade we will find a lot more work similar to this on a lot more platforms and mediums.

Blog Post 2

Image result for the babysitters club books

When I read The Babysitter I felt I followed along the story pretty well. I could tell whose perspective was whose and what was happening in the story despite the random time changes. But then as I got to the end I got completely lost. I read through the ending again and it seemed like there were multiple realities going on all at once, some good and some really terrible. This made me think that if I read this story on twine or some other form of hypertext, it would be a lot easier to follow. The story seemed very cluttered in this regard. There are multiple narrative paths and through hypertext, with just a click of a word or phrase it could take you on a different path.  Though because The Babysitter wasn’t written in hypertext it allowed the story to be mysterious. As I read it I, I would read each new paragraph and try to figure out whose perspective it was whether it was a main character or even something just playing on the TV.

Blog 5 – 2/15/19

 

After sifting through these games that I would not consider ever playing if I had not taken this class, I found two that were very well created. I felt all the other games besides Blackbar, and Device 6 was lacking a great structure and were very obnoxious. Device 6 to some may not be a game in the most real sense; it requires a strict amount of attention. A series of short stories combined with interactive riddles.

Device 6 starts with a girl named Anna who seems to have a bit of a problem remembering how or why she is in a castle. Device 6 the game is full of strange devices and cryptic clues. Strange audio sounds and tons of locked doors to open divides this game into six separate chapters. The game has a minimalist art style and fantastic audio. What’s unexpected about this game is it is mostly just text, but the story opens up like a book in that you swipe through words, but the structure is very abnormal. The text shifts to suit the gameplay. For example, the text will stagger like a staircase when you are moving down and will even split, twist and turn.

there are moments you will have to solve interactive devices that are password protected or need a code. There are audio clues throughout the game so you must have audio enabled. This game gives you many different ways to interact through text and audio, but those aren’t just the things that keep the story moving, the text is also the game’s map.

As for the game Blackbar, I found it was a bit slow and somewhat frustrating. If you are able to get something right, you will advance through the story, if you get the answer wrong you sit in limbo until your next guess. It’s a touching and somewhat difficult game about loss and language, and while it doesn’t seem like a game of the normal stature Blackbar gives us a story of communication between two women and parts of their letters have been blacked out by a dictator like system, like censorship. You must fill in the words that have been blacked out. Some of the words are a common sense solving Other parts of the game will have you solve a word puzzle, or put your memory to the test from an earlier conversation. Some puzzles are a bit mysterious, but there’s enough reasoning behind them that, when you FINALLY figure out the HARD ones, you can breathe again. The narrative is what really makes this game. It’s about the importance of language and the price of censorship.

Blog 4 – War

The piece I chose for this blog post was My Boyfriend Came Back From the War. I was intrigued by the simplicity of the first page and the imagery that followed. It appeared to have a happy ending, although there was a section where the soldier may have suspected the woman of cheating with her neighbor, I believe. And she begs him not to kill the neighbor. Throughout, they talk about the idea of a guy being able to change his ways so perhaps the war affected the boyfriend in ways that the woman is concerned about. At the end someone asks the other to marry them but they don’t want to marry right away, how about next month?

I am familiar with the format of graphic novels, Japanese or American, so it was easy for me to pick up on a way of reading the story that made some sense, it just wasn’t clear to me at times, who may have been speaking, when. The girl asks if he likes her new dress, amongst the section where they talk about if he could change as a person. Is there a way someone could love him? I got the sense that perhaps the boyfriend had been deployed for a number of years and hadn’t seen his girlfriend since he left for the war. The dialogue seemed disjointed at times and it gave me the impression of perhaps a strained relationship. The way that I was forced to track what was happening made imagine that perhaps the two in this relationship are unsure of each other, after all this time.

My Boyfriend Came Back From The War

What I really liked about the story “My Boyfriend Came Back From the War” is the story. From what I can gather of the story it appears that the story is that the boyfriend comes back from the Gulf War, and him and his girlfriend are sitting next to each other, with their backs turned. Neither are looking at one another which is a powerful image that really sets the tone for what is to come. The use of visuals in general is incredibly important and well done. I like how on the right is the girlfriend and on the left is her boyfriend who returned from deployment. Between them is a frame, which (I may be reading into this) I argue signifies the rift that has been created, as displayed by the fact that there is a picture of a helicopter off in the distance; representing how war has ultimately created a rift between them. Her cheating on him also creates that rift.

One of the things I noticed was that as the dialogue progressed, the frames continually grew smaller and smaller, this was pointed out in Net Art Anthology’s piece about this hypertext story. Like what was discussed above, this fragmentation serves as a way to further represent the breaking down of the relationship between the two of them.

What is nice is that unlike earlier hypertext stories like Victory Garden is that it isn’t huge walls of text. Olia really utilizes the visuals to tell the story, the dialogue is more an addition to it all. Olia could’ve just used visuals alone and I argue that the general story would’ve been just as easy to follow.

The only issue I took was with the ending, because it doesn’t show who is talking I had a hard time figuring out who was talking and who was not.

 

Grammatron and Structure

Line 2 c of the definition of net.art created by Natalie Bookchin & Alexei Shulgin describes net.art as:

By realizing ways out of entrenched values arising from structured system of theories and ideologies

This single line in the definition of net.art could be extended to include many different types of electronic literature.

The non-linear nature and aspects of variability enabled by electronic literature allow for the deconstruction of structures that are used to signal meaning in other types of media. A typical movie will follow a paradigm, a structure that signals to the viewer when certain aspects of the story are important and why. The viewer knows they will first be met by an exposition, and they expect a resolution at the end, with interest and conflict in between. Many movie critiques center around whether a movie met this structure, and if it signaled what aspects of the story the viewer should take notice of by using structure. Electronic literature often makes no attempts at helping the viewer make sense of the content. The unsatisfying nature of many pieces of E-lit is what spurns the reader forwards in the story, making the consumer work for the meaning the author has embedded in the work, rather than presenting the meaning in a structure the viewer is familiar with.

Grammatron is an example of net.art that makes no effort for the reader to make sense of or even be comfortable with the piece. Grammatron refers to itself as a writing machine, introduces a creature, an image of a nosferatu-esque face covered in text, mentions the concept of gender, and displays text that creates the illusion of self-awareness. An eery audio files appears in a popup upon beginning the traversal, and the aspects of the piece, the writing machine, the creature, and self-awareness, are gradually revealed in the beginning, but in different orders from traversal to traversal. Grammatron does not prepare the viewer with what the content will be about. The piece and the authors description of it in the Mark Amerika article are deliberately vague. Net.art, like much of electronic literature, makes no effort to be palatable or sense-making to the reader. Net.art demands that the viewer be invested and investigate the E-lit to reveal the meaning of the piece and create the viewers own unique understanding of the experience.

My Boyfriend Came Back from the War

While I’ve explored all of the works presented to us for this week’s blog discussion, I’m particularly intrigued by Olia Lialina’s work “My Boyfriend Came Back from the War”.

One distinct feature of Lialina’s work in comparison to other hypertext fiction works is that it is far more linear and finite. Each link will only bring about a few more options for one to click on before the link disappears, forcing the reader to move on to the next link of their choice. Additionally, my personal experience in regards to navigating through the work led me to read it in a similar way time after time, due to the fact that the entire work laid out on one screen and my natural inclination was to navigate through the work from left to right.

The defining feature of “My Boyfriend Came Back from the War” that sets it apart from other works of hypertext fiction is Lialina’s use of animated and still imagery to enhance the story. As stated in the Net Art Anthology article in regards to the work,

My Boyfriend Came Back from the War highlights the parallels and divergences between cinema and the web as artistic and mass mediums”

Lialina does an excellent job of incorporating imagery into her work by both maintaining certain images on the page throughout the work, as well as by creatively turning certain images into links that lead either to other images or to text that progresses the story further.