RED RIDING HOOD

RED RIDING HOOD is a combinatory, interactive fiction piece collectively written in twine. Our game references and draws inspiration from Colossal Cave Adventure and ZORK. Traversing more thoroughly or multiple times is rewarded with more text and multiple story endings. The narrative and structure were heavily influenced by the process of Jake and I collectively writing the work. It has game like structure and is traversed spatially like a piece of interactive fiction, while having a hyperlink structure by benefit of being made in twine.

Depending on what items the reader finds throughout the game, different parts of the story will be revealed. If you remember to bring your RED RIDING HOOD, text about your character feeling secure and warm will appear throughout the game. But if you forget your hood, whiny, shuddering text will appear throughout the cave system, and there is only one way to escape the caves. The piece is different depending on what items the reader chooses to pick up before entering the forest, and what items the traverser finds throughout the caves. The amount of choices the traverser has when encountering the goblin and Grandma increases with the number of items they find in the caves. The combinatory nature of the piece being linked to the items found while traversing rewards the reader for exploring more thoroughly. It is possible to forget your RED RIDING HOOD, pick up the hatchet and cucumber, smash the golden eggs, escape with the help of the wolf, and only have the options to offer Grandma the cucumber or tell her about the caves at the end of the game. It’s not possible to reach the end with all the items, so it is not possible to reveal all the endings of the game with just one traversal.

The piece heavily references the games ZORK and Colossal Cave Adventure. We sought to incorporate or reference aspects of interactive fiction games, such as traversing the piece spatially and problems for the interactor to solve to reach the end of the piece. Once in the cave system, the piece is traversed using a compass in the lower right corner of the page. Our game was created in twine and is a web of hyperlinks, but the cave system can be viewed as a grid like map in the twine editing interface. The caves are numbered and linked to each other, with alternate link names corresponding to where the cave is in relation to the cave the link is in. These links are arranged into a compass shape using css grid. The problem solving in this game is much simpler than the puzzles in ZORK or CCA. The traverser can use the items they’ve found when they are made available to solve problems as links within the passage text. I chose to use a hyperlink structure rather than an inventory system because it was easier for both Jake and I to make changes to the story this way, and because there would be text in the passage based on the items in the traversers inventory anyways, so it would be simplest for the link to be in the passage.

We reference ZORK and CCA in the narrative and aesthetic of our piece as well. The font and color are reminiscent of the games, but our piece has major differences in appearance from ZORK and CCA as well. There are hyperlinks within the passage text, descriptions of the cold shudder, and the caverns are navigated using a compass with links labelled as the cardinal directions rather than navigating using a text parser. The narrative and descriptions of unsuccessful moves are snarky and sometimes nonsensical, like CCA or ZORK. There are choices the player can make in the beginning of the game or while in the caverns that result in failure, as well as choices that leave the game unwinnable. It is impossible to escape the caverns without the hatchet if you forget your hood.

Our work is a piece of collective writing even though Jake and I were the only contributors, because the way we wrote the piece led to an unsuspected structure and storyline that we would not have created independently. We wrote the piece without the end in mind, though we had a common goal. The beginning of the game, before entering the forest, was written together as an in-class exercise. Beginning the project that far in advance of the due date allowed us to exchange the project back and forth many times. We added a manageable amount each time without the pressure of needing to complete a large portion, and the final version is the eleventh version of the file. We discussed the general direction of the work and occasional details, but for the most part did not know what to expect each time we opened the file. We created twists and problems for the other writer to solve that created a story and structure neither of us would have made on our own. Jake created the treasures and expected me to create a trophy case or have Grandma send RED RIDING HOOD back into the caves to retrieve the treasures, but instead I introduced the goblin to the story and created multiple ways to escape the cave system using different treasures and items. An arbitrary decision during the collective writing process made our piece multilinear, a choice either of us might not have made had we written the piece by ourselves.

The collective writing process mixed with creating aspects of interactive fiction was difficult and rewarding, because as we created puzzles for the traverser to solve, we created problems for our partner to find a solution for in the writing. The game flows from a hyperlink structure, to a spatial structure, and back to hyperlinks, and has multiple endings. RED RIDING HOOD grew into a game that neither Jake or I could have expected when we first began it.

Pry – Part 2

The second part of Pry is just as immersive, while revealing more of the actual story. Chapter 5 starts with James taking another job that leads him to a bridge where he eventually falls off into the water after his vision fails him, he then appears in a desert where the text just keeps saying “Go back” with various other phrases. I think this is him trying to go back into his mind to the time he was at a base, since that was also mentioned. If you try to pinch into his mind, it’s just videos of him still sinking into the water from when he fell on the bridge.

Almost like while he’s sinking into the water, his mind is thinking about his past, somewhere else completely. Chapter 6 was pretty cool, as it started off with just two lines of text and every time you pried the text open, more would appear until eventually you could “tear” the text in half to see a video behind it. Eventually, the chapter ends and forces you onto the next one. Chapter 7 then begins with James and Luke sitting in the desert by a fire they built, and as you pry, you can switch between multiple videos while their voices talk in the background.

It was really cool to be able to switch between all kinds of different things happening in the same place while still hearing the story behind it. Chapter 7 also starts to reveal more of the story between James and Jessie. It’s apparent that James blames himself for Jessie’s death, even though she died because of an attack in a building. James says that it was his fault, and that she called to him but he ran away, leaving her to die. However the text, and presumably Luke, say that he wasn’t there at all, and he was in a different building across the street playing poker. It’s revealed through more videos that James and Jessie got into a fight, which caused her not to go to the poker game and end up in the building that was attacked, causing her death. James says that she wasn’t at the game because of him, and if she was there she would have lived, making her death his fault. At the end of chapter 7, James pulls himself out of the water, and the user is unable to pinch or pry into his mind anymore.

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.

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.

 

Future of Hypertext?


It’s hard for me to say what I think the future of hypertext fiction will be. I don’t think it will die out, as there will always be people and pieces of work that will keep the genre alive. I do however, think that it will dip in and out of popularity as the years go on and as more technology is developed. In the past, hypertext fiction is something that has repeatedly grown popular for a short while, only for it to die down and come back again later. The best example I could come up for this is the company Telltale Games, a gaming company that exclusively creates “Choose Your Own Adventure Games”, or works of hypertext fiction. This company became increasingly popular a couple years ago, to the point of creating stories for big names and other game companies. The Walking Dead, Minecraft, and Batman are a few series’ who got their own Telltale Games. Although all their games got generally favorable reviews, and fans loved playing them, on September 21st, an announcement was made that Telltale Games would be shutting down. The reason? Not enough people were interested in and buying the hypertext fiction genre of video games. Unfortunately, no matter how well something is made, if there isn’t an audience to watch/play/listen to it, then it becomes unprofitable and will come to an end.

I really enjoy hypertext fiction. I like the idea that you decide the outcome of the story, and that your choices truly affect what happens. I do think for a work of this genre to be enjoyable, it needs to be done the right way. If there’s too many or too little options, or the story becomes so meddled and confusing that there doesn’t seem any point in continuing, then it becomes more work than enjoyment. Since a story with multiple storylines can be difficult to properly write out and execute correctly, I feel like this is the image that hypertext fiction often gets. Like I said before, I don’t think hypertext fiction is going to die out (at least anytime in the near future), but I also don’t think it’s going to get extremely popular in the near future. Even newer medias such as Bandersnatch seem to have excitement for a few weeks, and then the whole genre gets lost in the depths of the internet again.

Hypertext definitely goes somewhere that regular print cannot. Print books in the past have been “Choose Your Own Adventure” books. However, the constant flipping of the pages, and navigating through the big piece of text is a lot more frustrating than just being able to click on a particular link in a story and get to the next point. If one were to create a hypertext fiction piece of work, I think most of the time one would lean toward creating it on a digital medium. The evolution of technology and hypertext as one have created this genre of fiction that is compelling, exciting, mysterious, but unfortunately, not very popular.

Taroko Gorge and Combinatory Poetics


For the assignment this week, we were tasked with reading multiple variations of the poem “Taroko Gorge”. First, I took a look at some of the poems, and I noticed that they all had a very similar structure going on with them. After looking into the source code, I determined that it looked like each variation was different because of different key words that were replaced by each author of the poem. I noticed pretty early on into the reading this week of “Electronic Literature” by Scott Rettberg, that kinetic poetry was mentioned as a genre of Electronic Literature. After looking a little more into kinetic poetry, I discovered that it was essentially a form of combinatory poetics. It takes random words out of a piece of text, and they will all be floating around each other. Eventually the words will be drawn towards each other, forming different phrases.

Although the poem has seemingly infinite different versions that could be created through just changing the key words, the part thats most interesting to me is that no matter what words you change in it, the basic structure of the poem will always stay the same. Such as the first sentence of the poem will always be “*Key Word* *Key word*s the *Key Word*”. I also noticed while looking at the poems, that it doesn’t let you scroll back up to view a certain part of the poem, like it’s forcing you to live in the moment of the poem and focus on what’s appearing in front of you while it infinitely continues on. Since the poem is also randomized, once something disappears it’s very unlikely you’ll see it again even through replaying the same poem.

“Taroko Gorge” is very similar to a dadaist poem, which are created from other types of literature, but when cut into pieces and mixed up, they create something different than originally intended. The difference is, you can reread a dadaist poem as much as you like and take as much time as you like with it, which isn’t true with “Taroko Gorge” poems. Hit refresh and even with the same words, everything will be completely different again. As a reader this makes every line feel even more important, since you’ll never be able to read it again. On page 23 of Electronic Literature, Rettburg shares a quote from Manovich that perfectly sums up Taroko Gorge and Combinatory Poetics,

“a new media object is not something fixed once and for all, but something that can exist in different, potentially infinite versions”(23, Electronic Literature)

Sources:

Electronic Literature by Scott Rettberg

Taroko Gorge: https://nickm.com/taroko_gorge/