How types of interactivity can portray a message

Image result for howling dogs porpentine

For this post, I will be analyzing Howling Dogs by Porpentine and Galatea by Emily Short. Porpentine’s work imposes ideas of struggle and hopelessness by using darker tones. Through artful writing, Porpentine engages the imagination by painting gloomy pictures with words. Though she experiments with a range of themes by including multiple narratives within the story, they all imply a darker message. The work is also engaging because she utilizes various techniques that help move the narrative along, which Rhettberg states can be represented 

“through shifts of narrative voice and point of view… pacing… use of grammar, and its patters of association.” (Rhettberg, 56)  

In addition, Howling Dogs portrays struggle and hopelessness by presenting repetitive actions and responses to the user. Despite the player’s attempts to improve the quality of their character’s deteriorating life, the drudgery of the same daily routine eventually takes its toll on the users, who lose hope of finding any meaning within the story besides the themes I listed. A third technique Porpentine uses is offering limited options when it comes to navigation. Users can only click on the hyperlinks shown on screen, limiting their ability to explore the world freely. By utilizing repetitiveness, a dark tone, and limited freedom for exploration, Porpentine imposes ideas of struggle and hopelessness upon the user.  

However, Emily Short utilizes interactivity and exploration to portray hopeful ideas. Because Galatea is an interactive fiction, players can enter their own commands, involving them more deeply with the story’s possible meanings. In addition, Galatea’s personality and reason for existence are not initially specified, offering the player power over determining these factors through the dialog choices they make. And when Galatea relates her personal experiences to the reader in fragments, the player is further engaged by trying to put the pieces of the story’s puzzle together in their imagination. By allowing players freedom and providing a complex NPC to interact with, Short portrays the idea that fate is not predetermined, while simultaneously encourages them to seek out conversations and establish new relationships. 

One similarity between these works is the lack of a player “goal”. In Howling Dogs, the player merely watches on as things decay around them. And in Galatea, the player simply speaks to Galatea until some conclusion is drawn. The works are mainly focused on using their frameworks to explore literary ideas. Porpentine’s goal was to experiment with presenting multiple narratives to the player that were different yet cohesive to the story. And Short’s goal was to explore the potential of NPC interaction as a deeper, more complex process. 

To conclude, both Howling Dogs and Galatea utilize varying levels and modes of interactivity to get their messages across. Despite being so different, I found both works equally intriguing to explore.

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.

What is Grammatron?

I spent hours last night, lost in the surreal world that is Mark Amerika’s Grammatron. Not knowing how to approach this unique piece, I did the only thing I could think of and dived right in. I looked at the “about” page, clicked begin, then  clicked the first link I was prompted with, marked ‘high bandwidth version,’ because heck, compared to the internet of ’97, I should hope my rig will hold up. A new window pops up, blaring surreal synth music and artificially altered vocals, I’m redirected to a web page with bright, clashing colors, distorted cyber-punk images, and text that appears just a little faster than I can comfortably read them. The assault of strangely retro-future-cyberspeak and neologisms, along with trying to process the unusualy pictures and understand the voice playing in the background, created an uncomfortable disorientation as my brain struggled to keep up with all the information being presented. Then just when I became accustomed to it, it stopped…

The rest of my experience with Grammatron what, in comparison to the previous multi-media onslaught, could be called a more traditional HyperText experience. Text appeared on the page in front of me, only periodically punctuated with images and audio. The blue hyperlinks in the text prompted me to continue the narrative, but as I struggled to understand the meaning of the words in front of me, I found myself clicking links randomly, hoping to progress the story in some way and hopefully find clarity.

The text seemed to circle in on itself, never quite the same, becoming more legible as time went on. Looking back, I’m unsure how much of the actual text changed and how much of it was merely my perception with my growing understanding of the strange world of Grammatron. My previous experiences with kabbalah and cyberpunk tropes helped me little at first as I attempted to reconcile the metaphysical and digital aspects of the story, as well as the overtly sexual aspects of the narrative. But sure enough, it started to make a strange sort of sense.

The next day, I’m looking back and trying to remember my experience going through Grammatron. The details of the narrative still seems largely unclear to me, as well as the finer aspects of the world-building. What I’m left with is more an impression, an impression of being lost in a sensory whirlwind, a struggling for clarity that seemed to mirror the bizarre protagonist.

HyperText fiction has a unique ability to allow us to tap into and interact with the experience of a story. In Grammatron, the viewer is thrown into the stream-of-consciousness of Golam’s inner thoughts. The use of multi-media, both audio and video, are made of excellent use to help reinforce this. Although chaotic, the experience is certainly carefully constructed, and I know I’m hitting just the tip of the proverbial iceberg.

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.

How my Boyfriend Came Back From the War is set apart

In My Boyfriend Came Back From the War, Lialina immediately captures the user’s attention with the affordances hypertext provide. People who are used to print might be thrown off by the black background with white text. Combinatory poetics are used greatly. The story is organized by several boxes that each contain their own string of dialogue or thought. When the user clicks on a box, the next phrase appears. As the about page points out, the user can click on the boxes in whichever order they want, thereby putting the user in a spot where they potentially must memorize the content of several boxes at a time. This personally makes me interpret the structure of work as something akin to the person’s mind constantly jumping between several thoughts when they meet a person they care about for the first time in a long while. The images used are reflective of the author’s present situation and those like the clock and 20th Century Fox logo are symbols. It’s important that many of the images are also things that can be clicked on, oftentimes appearing instead of text. Images aren’t used to compliment the story, but also partly tell it. This and the other works differ from earlier hypertext by being quicker, having more variety in their content, and being free to access online.

“With its use of browser frames, hypertext, and images (both animated and still), My Boyfriend Came Back from the War highlights the parallels and divergences between cinema and the web as artistic and mass mediums, and explores the then-emerging language of the net.”