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.

Why “Galatea” is Great, but “Stories Untold” Is Better

Farinsky Blog Post 5: Interactive Fiction & Narrative Games

Stories Untold Episode 1: The House Abandon.

Interactive fiction like Galatea by Emily Short or Narrative Games like Deviant: The Possession of Christian Shaw by Donna Leishman offer a reader experience unique from, yet similar too video games. Readers are presented with a prompt and allowed to control mouse or keyboard inputs to advance the story.

Within Short’s work readers must type phrases such as “look around” or “ask about” in a dialogue prompt to further the conversation with the sentient statue of Galatea.Typing a phrase that matches a command in the program’s directory produces an output with hints about Galatea’s past, thoughts about sentience, and creation.

Each click in Leishman’s predominantly visual work exposes new imagery with objects to explore. Going through each pathway of images and clickable items reveals the story loosely based on the 1696 witch trials. This work also offers a soundtrack to accompany the reader which contributes to the unsettling nature of the story as it becomes apparent something is terribly wrong.

Both of these works are great, however for someone who did not grow up playing text based interactive fiction games navigating “Galatea” can be maddening. This is why Stories Untold from developer No Code is perfect to introduce Interactive Fiction to a new generation of Internet Natives.

Stories Untold is 4 short stories which seem non-linear, but come together in an extremely rewarding way. The first chapter is similarly structured to Galatea, but the text prompts in Stories Untold give strong hints to what the user should input to advance the chapter making it easier to guess what terminology will advance the game. The following chapters expand on the text based adventure to include puzzles, different graphic interfaces, and brief linear paths to walk through similar to other video games. It is a brilliant combination of modern video game design mixed with an 80’s vibe and older mechanics. There are many elements that are also reminiscent of older electronic literature studied in this class making Stories Untold the next step in the evolution of Hypertext and Interactive Fiction.

This game is available on Steam for under $10.00. Also, many people on YouTube have posted a video play-through with commentary, or not, making the game just as accessible financially to other works, but also more available to players who are unfamiliar with the terminology necessary to play interactive fiction and want to see the full story play out.

WARNING: Some scenes in this game may cause epilepsy due to brief patterns of flashing light on the emulated monitor interface. 

Click Here to be directed to the list of videos available on YouTube or Click Here for a recommended version from Jacksepticeye which has excellent commentary.

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

Blackbar and Device 6

In the mobile game Blackbar, the meaning of its story and the gameplay are very closely tied together. It is full of censorship and it is up to the player to figure out what is being covered by the black bars. My first reaction to it was that it felt kind of like Mad Libs. The difference is that there are specific correct answers. The key to figuring out what the censored words are is by using the context of the sentences they are placed in and how long the black bar is. This sort of progression system is the only thing that keeps this format from being just like the more traditional format of text. That is why it is so engaging. Device 6 is a more complicated interactive story. Rather than being presented with traditional paragraphs, the user must slide the text and other content all around and solve puzzles. The solutions to these puzzles are found within the content itself. They require thinking, but not as much guessing. For both of these games, the extra time I spend thinking about the solutions of the puzzles oftentimes passively make me consider the overall themes of the works.

“Electronic literature can be thought of as situated somewhere between a number of related practices and cultures, including print literary culture, arts practice, computer science, and performance.”-Rettberg pg. 88

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.

More Tools in the Toolbox

As technology progresses, the toolbox of content creators gains ever more tools. As we saw in Grammatron, Hypertext fiction could be integrated with multimedia, sound and video, to enhance and create unique experiences. Distancing itself from the roots of Hypertext fiction, video games as a form of interactive e-literature can offer yet more tools to be utilized; through the mechanics of the game and the way the game interfaces with the interactor, the game experience add another layer of nuance.

In Game, Game, Game and Again Game, the interactor engages would could be considered, at least in a mechanical aspect, a typical platforming game such as the classic Mario Bros. games. However, while the interactor is probably used to the shiny graphics of professional games, they instead find themselves confronted with intentionally raw and handmade graphics. The interactor moves through levels, named after different world views such as “capitalism” or “fundamentalism,” gathering objects and navigating to the door at the end of the level. Whenever an object is collected, a piece of text or an image appears on the growingly cluttered and chaotic screen.

A screenshot from Game, Game. Game and Again Game, showing the many media objects that can be discovered in a typical level.

Rather than clicking on links to progress the text as one did in Hypertext, it is instead by navigating the game environment that the experience is pushed forward. Once all objects in a level are collected, an icon appears that allows the interactor to start a video while the finish the level. Sometimes, arrows appear as one interacts with the game, guiding them towards the end of the level. The levels themselves probably won’t be a challenge for anyone who’s played other games in the fashion, and any difficulties arise more frustration in the interactor than feelings of genuine challenge. Between the old home videos, showing sincere moments of humanity, and the snarky cries of “Come on and meet your maker!” at the sometimes frequent incidences of player death, and the scattered bits of text and level titles that hint a larger philosophical design, the interactor is merely left to wonder, what is the point of the experience? Is it a metaphor for life, the struggle for meaning, to understand truth? Is it a game? An interactive art piece? Is there a difference? At the end, when answers would normally be given in a game, the interactor is left with a bizarre, rambling video that begins “In the beginning, there were five potatoes…” but no answers are found.

To contrast, Howling Dogs is a Twine experience that borrows heavily from Hypertext and Choose-Your-Own-Adventures. The game paints a bleak story of a person living a tedious life, surviving on the bare minimum and spending all their time in digital simulations. Dark, atmospheric, poetic, the interactor has a chance to explore a logical space, unlike the abstract thought-space of Game… and of which Grammatron wove in and out. The narrative branches and allows the interactor to experience a story, character, and places rather than concepts, but the experience is almost entirely done through text, fading in and out on the screen as the player clicks through.

A screenshot from Howling Dogs that shows the choices available to the interactor as the explore the virtual space of the story.

The focus on the words ensures that the interactor doesn’t loose valuable information in the chaotic mash of multimedia, putting complete emphasis on the prose of the creator.

In the end, we have two very different examples of e-literature. Game… explores a synthesis of ideas and mediums to find what emerges in interactive gameplay. Howling Dog tightens its usage of media down to text and links to focus the interactor’s experience on the presentation of a cohesive story. Both are examples of different tools content creators can use.

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.

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.