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.

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”

 

Blog 5: IF & NGs

I chose to look into With Those We Love Alive and Deviant: The Possession of Christain Shaw. The first thing you will notice when playing these games is how they choose to tell their story. Deviant uses graphics an animation, similar to an amateur flash game, to showcase the reader what is going on while music is added to establish an atmosphere. The music changes as you progress throughout the game and things take a turn for the weird. Characters’ mouths move but no sound can be heard, monsters appear and disappear with the flick of your mouse, for something so simple it sure does a good job of being creepy. When I first played this game I was a bit unsure of how to progress but when I played through it the second time I had a better idea of how to progress. Little X’s would take you to the next “scene” but sometimes you just couldn’t help but feel like you missed something important.

The gameplay in Deviant relies entirely upon hovering your mouse and/or clicking on things. Hoovering over flowers makes them wilt and causes berries to become demonic supposedly? According to the text provided at the end of the game Deviant: The Possession of Christain Shaw is based on one of the most well-known cases of ‘demonic possession’ in Scotland’s history that happened in 1696. The game illustrates this by showing the interactor some disturbing events that supposedly happened in 1696. As you go through the story, Christain’s condition gets worse and worse. She has a rash on her stomach, her eyeballs start sinking into the back of her skull, and at one point she pukes up a lump of coal that is extremely hot to the touch. One could argue that the goals in this game are unclear. While you could say the imagery for Christain’s condition is your “health bar” it is rather unclear whether or not you were helping Christain or not. Sure, in the end, she turns out to be fine but according to the event that this is based on

“She, an 11-yr-old child, was able to sustain herself against and repel the devil from her body”

So were we the savior or the demon?

In the IF With Those We Love Alive the narration takes a different approach. Unlike Deviant, this IF depends entirely upon words and your imagination. The music in the background is calming, as if oblivious to the giant bug queen. The goal in this game is to make the giant larvae queen happy by crafting items for her. Progression through this game takes a little while to figure out but it almost plays like a modern game. You can either explore the area or fast forward to the next day by sleeping. Not much of your surroundings changes other than what the queen’s hounds are doing. Other than giving the queen gifts on the occasionssion there isn’t much else to do. The game doesn’t offer the reader any puzzles, they aren’t pressured to do anything until the queen demands it, it’s almost as if the game is lacking in areas. The game loves to pick at your brain. From customizing the queen and her accessories, to the idea of what’s real and what isn’t. Although the game may be lacking in “objectives” the story really pulls the reader in, especially after the queen releases her spores. The little details and the anticipation as the action begins to pick up really grabs the reader’s attention.

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.

IF and Games: A Look into Twine Narratives

Both of Porpentine’s Twine narratives engulf the interactor into the work, immersing them in the fiction as their eyes trace the words along each line.

Porpentine’s earlier work, “Howling Dogs,” truly portrays a dark sense both with the language used–the way the first line alone reads the moment the user goes to read the work–and also by the colors on the page, immediately opening to an inverted color scheme as though the thin white letters on the page would be sucked in to the massive darkness surrounding them. Not too far into this work, the interactor is provided with a sort of map or at the very least a text description of the environmental layout.

Upon exploring the various areas, more times than not a dead-end will be reached, providing a sense of stuck-ness or being trapped. Visiting the lavatory then the shower within gave an even stronger sense that reinforced that very feeling of confinement.

The shower is a peaceful time for you, a way of demarcating space within extremely limited space, moisture and temperature standing in for spatiality. This is wet space, warm space, flowing space.

Porpentine is very purposeful about what type of language to use in certain situations. Even so, when it comes to goals or puzzles, the text itself is a giant mystery to be unraveled. The user must explore various areas and put the pieces of information together to simply figure out what is going on and then what they feel they are supposed to do. This is true of both “Howling Dogs” and “With Those We Love Alive,” both of which were created by Porpentine.

The difference between the two however, is how complexly they are laid out, the stories themselves, and that the later created IF (“With Those We Love Alive”) also uses sound and various other color schemes to immerse the interactor and communicate certain, very specific feelings and messages as they explore the work.

They are both a matter of solving the big unanswered question by finding and putting together the puzzle pieces hidden throughout the text. Sometimes you get it, sometimes you don’t, and sometimes you just have to try again. Can’t that very same thing be said about everyday life?

 

Sources:
Porpentine’s “Howling Dogs”
Porpentine’s “With Those We Love Alive”

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.