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.

Does Net Art Equal Net Difference From Hypertext?

Farinsky Blog 4: Net Art

Related image
A page from “My Boyfriend Came Back from the War” by Olia Lialina

“My Boyfriend Came Back from the War” by Olia Lialina is work classified as net art, but looks incredibly similar to hypertext fiction. To read this work you click on links which subdivide the screen as each story path propagates new text and images. One significant difference seems to be that all the narrative paths seem to stay on screen, and accessible to the reader, unlike most hypertext which rarely gives map, or an overview of where the reader is.

Like hypertext “My Boyfriend Came Back from the War” carries many linear narrative paths that exist at the same time. Each segment of the screen represents one path, and divides to show complexity quickly as one box becomes 2, 4, or 8 as represented by the image above. It is overwhelming to track each piece but still intriguing as the narrative plays out in the reader’s imagination and on screen through snippets of dialogue. The pace of this story is quick- often boxes contain less than 15 words so reading and clicking the next link is significantly less spaced than typical hypertext works. It reads like a conversation by mirroring the speed of a in-person dialogue.

Perhaps net art and hypertext are the same thing, but only separated because they did not exist within platforms such as Story Space like many other famous works of hypertext fiction. If what truly separates net art from hypertext is self publishing through java script perhaps a better name should be “independent hypertext” rather than “net art”. Calling this type of work net art leans credibility away from connotations of the word “literature” because they resemble art with literary features just as much as hypertext resemble any traditional example of literature. Self-publication of a book or a website is significantly different than going through a traditional publisher or using a program with prescribed layouts to create stories however it is not necessarily different enough to call the product a separate entity if publication method is the only significant difference as it appears here.

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.

A look at World of Awe

In reading World of Awe, the way it is presented made me think of the old CD-ROM games I used to play as a kid. Following the journey of “the traveler” the reader is bounced from first-person accounts to letters he has written to a lover. Also one gets the sense that technology is very precious in this fictional world, as the traveler seeks out any piece he can find, in this virtual desert.

I did find it extremely helpful to read the “about world of awe” piece, because there were some parts of the reading I was unsure of, and it was able to clarify certain plot points. Like the fact that the letters on the computer were unsent, to the traveler’s unknown lover. In the first chapter, he speaks about this person with great yearning, saying how he carries around a piece of cloth of their’s just for comfort.

The intertextuality between this piece and Uncle Buddy’s Phantom Funhouse is what caught me. They both are fragmented looks at a person’s life. Although personally, I preferred World of Awe to Funhouse. The story is easier to follow, and maybe it’s the 90’s kid in me but I liked the format, it definitely felt familiar and nostalgic.

This is not a story that has much variability unless one chooses to read the chapters out of order. Which with most of the readings so far that has been the case.

The artwork I think is a key part of telling the story, it adds another layer of understanding with these visual references.

Overall, I really enjoyed this piece.

 

My Boyfriend Came Back from the War

I chose to go more in depth with the work “My Boyfriend Came Back from the War” because it seemed to have peaked my interest the most and I’m glad that I read it. It’s just a simple story by Olia Lialina and supplies a lot of the HTML elements to it. The story is told through the narrative of two individuals, the girlfriend and the boyfriend and it’s about the two lovers reuniting after the boyfriend came back from the war. The story uses, what looks like to be, old school pictures and still images to tell the story as well as a kind of multilinear structure that when you press on a fragment it splits in half and gives us two choices on what we want to do in that situation.

“Lialina aptly uses the web to interrogate our understandings of the production and organization of memory, a question that structures her practice to this day. In keeping with this, she considers the numerous artistic remakes and remixes of the piece an extension of her initial investigation.”

I felt like the story taught us that even with an incomplete story you can still finish it, just opening you imagination and open your interpretation on the story piece. The themes that I found behind this work was really intriguing. I saw that there was pulsing imagery with the window as well as intertitles after each of the splitting images. One last thing that I would like to touch up on is that I felt like this story is really sending us a message but the problem is I don’t really know what message it is; it could be that were still at war in the middle east or maybe the fact that war changes people, once the individual leaves they will not come back the same person. Like I said… open to your interpretations.

World of Awe

When I was reading each of these pieces I had so many different reactions and emotional responses. When I first read Grammatron, I was mostly just confused but with both World of Awe, and my boyfriend came back from war I was enthralled. The ability to have your reader interact with the piece allows them to feel more engaged. When I was going through World of Awe I really did feel that sensation on loneliness and wandering as well as the need to find the treasure. The ability to click around the desktop and look at the love letters then move back to the “journal” allows us as the readers to set our own pace. The use of multilinearity in all of these pieces in interesting, when looking at world of awe it is multi linear due to the different places you start from like with the love letters or with the actual notes or even with a different chapter. When you look at My boyfriend came back from the war it is much more open by each ‘window/cell’ that you can click on is a contained thought. While in conjunction working with the cells around it this kind of path I overall linear but you will most likely find yourself going through this piece slightly differently every time. The way that each piece has addressed hypermedia, and net art covers vastly different but they all share on thing in common, the digital space.

My Boyfriend Came Back from the War – February 8, 2019

Olia Lialina’s 1996 hypertext fiction piece “My Boyfriend Came Back from the War” set out to bring a cinematic narrative to the computer with its  black-and-white images and intertitles that harken back to silent films. Although it is not the most complex example of hypertext fiction, it stands out to me not only for its simplicity but also because of its multilinearity. As the reader clicks through the story, the screen divides more and more into various windows that each hold a part of the story. Although the piece does not contain variability in the conventional way of a randomized experience upon each session, the multilinearity allows for the story to be read in different orders. It may not be true variability, but it is an extremely basic version of it.

“My Boyfriend Came Back from the War” is a solid starting point for hypertext fiction, due its basic composition and short length. And, despite taking just a few minutes to complete reading, it holds many similarities with “newer” hypertext pieces of fiction around its time, such as Mark Amerika’s “GRAMMATRON” and Yael Kanarek’s “World of Awe”. Perhaps the most notable similarity is its heavy implementation of moving images, or GIFs. It can also be defined as an example of “net art”, likely one of the first.

Lialina’s piece stands as a basic example of the second wave of hypertext fiction during the late 90’s that implemented more advanced computer graphics and technology that was exploding alongside hypertext fiction. Its gritty animation that pays homage to silent film connects the medium to media of the past and opens the door for hypertext fiction to intertwine with more forms of media.

Net Art & Hypermedia

I chose to explore Grammatron, which featured several similarities to hypertext. The combinatory poetics of gradation reminded me of several works of hypertext that we looked at, especially since it did not seem to have a strict guideline set upon itself when it comes to formatting. Many of the sentences that lashed on screen changed their formatting and switched between common sentence structure to haiku structure and other simple poetic structures. This piece differs from hypertxt fiction however, in the sense that it is achieving a more immersive feeling for the audience with the combination of simultaneous audio, video, and text. I found this very interesting, and it made me think that the style of this media would make a compelling horror story (especially since this piece played out very similar to a horror story itself). I think combining the idea of a machine taking over the viewer with flashing imagery, and a frankly disturbing audio track in the background would be much more cohesive in a video format (and would have the potential to be quite the frightening film).

Dylan Niehaus Blog 4 – Net Art

 

My Boyfriend Came Back from the War is a piece of net art that I found to be quite interesting. Like many other pieces of electronic literature we have looked at in class, I had a difficult time pulling a straightforward story or narrative from this piece. Despite this, My Boyfriend Came Back from the War captured my attention with the interesting way in which it is laid out. It begins with a piece of hyperlinked white text on a black background. Once you click on this text, it creates white graphic images that are displayed against the black background. Some of the images are clickable. When you click on those specific images, the page creates more images and pieces of text that are separated by white borders. Eventually, the web page will contain many different grids, each containing their own little narrative path of clickable pieces of text and images.

This piece of art has an incredibly visual style of multilinearity. There are many different pieces of linear narratives happening, but they are visually separated by the grid squares in which they are held. This leads to a multilinear experience that is easier for the reader to visualize.

Variability is also present in this piece, but not in the typical way that one may think. Variability is not present in the work itself. What I mean by this is that there are no algorithms or pieces of code that make the work different each time a reader opens it. The work always remains the same. In this case, the variability in this piece comes from the way in which the reader decides to approach it. Since there is no linear path when it comes to clicking on images and pieces of text in this work, the way it is approached by readers will always be different. Then again, this can apply to all pieces of electronic literature that always remain the same in structure but allow a reader to follow their own path.  

When compared to the earlier pieces of hypertext fiction viewed in class, My Boyfriend Came Back from the War does more when it comes to visual interaction between images and texts. Earlier pieces of hypertext fiction explored in class had a much heavier focus on different narrative paths explored through textual links, while My Boyfriend Came Back from the War combines both text and images to create a seamless multilinear experience. The reader’s eyes are constantly wandering around the page, seeing different pieces of a linear narrative. My Boyfriend Came Back from the War leaves it up to the reader to decide which panels grab their attention the most to advance each narrative path in the order that they choose. The reader may even decide to read different panels one after another in their own order, creating an entirely different narrative from what may have been intended. Overall, the visual grid-panel style of My Boyfriend Came Back from the War is an excellent addition and piece to explore in the world of electronic literature and net art.Â