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.

Mason Stiller Artist Statement

I wrote this piece to explore the possibilities of interactive fiction on Twine. I was trying to replicate the experience of navigating a place that you can’t physically view, like in works such as Colossal Cave Adventure or With Those We Love Alive. I feel as if this is the main draw of text based adventure, as the mystery of not being able to visually see a space encourages the user to explore the space in order to increase their understanding and gain context for the story.
Unlike Colossal Cave Adventure, I wanted to give the user reasoning for exploring the cave. In Colossal Cave Adventure, is a series of events that take place within the cave but the user ventures into the cave because the cave itself is the objective of the game. I felt that giving the user a reason to explore as well as endings that involved not venturing into the cave at all deepened the fictional world of the work.
A main component of the game is the passages that the player finds on sections of the floor of the temple. At the end of the journey, the passages combine to form a short 3 line poem. Each tunnels passages took on a certain theme, the leftmost being courage themed, the middle being knowledge themed, the right tunnel focusing on the desire for power. Writing a poem that made sense if the player chose different paths was a definite challenge, that was ultimately solved by limiting the players access to certain rooms. Creating separate adventures to go with specific poems soon became the ultimate goal.
Though the piece is very simple, it utilizes some of the unseen functions of Twine. At many points throughout the work, the dialogue of a room is changed by either the history of you being in another room or a variable noting an experience in another section of the cave. These variables gave me total control of how a user experiences the narrative because it allowed me to control the perception of the user within the story. The variables not only serve as a room history but also as a player inventory. When a player encounters a passage or an item within the work, the variable of that object within the code gets set to one and those items and passage last then follow them through the story.
I think I will come back to this piece and greatly expand it, making the temple a more perilous journey for the user and adding potential side stories within the major story. I was originally trying to make some ambient music to accompany the work, much like Porpentine does in their works. I think that music and sound paired with a some different styling in CSS would enhance the user’s level of immersion into the narrative. Another function I would love to add, would be a player journal that would allow the user to track their progress through the temple and what they currently have in their inventory. This could be made with a large amount of simple boolean functions but I think it would be a nice touch, especially if it was styled to look like the journal of a seasoned explorer.

Below is the link to my work:

Passages

Final Project: Kinetic Poem

Artist Statement

Mallory Hobson

Video Link

For my E-Literature Final Project, I created a kinetic poem in video format. Inspired by both kinetic poetry and cinema writing, I took a poem written for my Creative Writing: Poetry class and adapted it into a fully digital piece of literature. My intention was to evoke the feeling of running from a stressful situation, juxtaposing clear, calm reality with hazy, anxious memory through both text in motion and video cuts.

My first source of inspiration was MUDs and SOFTIEs by David Jhave Johnson. Johnson’s works were the first time I had seen poetry in a video form that wasn’t simply a recording of slam poetry (or written poetry being read aloud) but a truly multisensory experience; I was struck by how intriguing, even intimate, his poetry was, and I wanted to attempt to replicate the emotions he inspired within me.

Other inspirations were Stephanie Strickland, with her piece The Ballad of Sand and Harry Soot, and Young-Hae Chang Heavy Industries’ Rain on the Sea. Strickland’s piece was delicately evocative, weaving a compelling narrative through abstract pieces of poetry; meanwhile, the flashing words of Rain on the Sea forces the reader to take in the story behind the poem almost more quickly than they are able to. In my piece, I tried to capture the fragile nature of Strickland’s piece, while drawing inspiration from Young-Hae Chang Heavy Industries’ quick-moving text in order to capture and keep the attention of my audience.

The topic of cinema writing was another very helpful source of inspiration for my piece, particularly the app Pry by creative media studio Tender Claws, as well as in-class discussions of using shots and montage to create projective, imaginary, and even narrative space. My intention was to employ the unedited daylight shots in such a way that the audience feels they are driving with the character, following her in her flight, within a created space; the more heavily edited nighttime shots were designed to create a stark contrast, an imaginary space that provides backstory through internal narrative. I was greatly inspired by Pry’s use of different styles of footage to switch between thoughts and reality, and I tried to echo that by flickering between night and day footage, showing how my poem’s subject is flickering between what she’s seeing and what she’s frightened of. I added and layered several copyright-free audio pieces from YouTube in order to further heighten that dualistic atmosphere.

In order to create draw all of these pieces together—ideas, inspirations, footage, sound clips, and original poem—I drew a rough storyboard, then created a script that outlined what effects and shots were to pair with which lines. After finding similar footage from YouTube to what I had in mind, I used Adobe After Effects to begin animating my writing. Inspired by David Jhave Johnson’s 3D focal words, I left the opening line ‘she drives’ as a static line throughout my poem, with ‘RUNS’ overlaid onto ‘drives’ during the night footage for added emphasis on the character’s emotional state. While I did use some effects such as curves and posterize on my footage, the text effects were all done using ‘source text’ keyframes. The night footage was shot driving through Portland, mainly on the I-5, while the daytime footage was shot on the I-5 northbound near Castle Rock.

Overall, this was an intriguing and educational exploration into kinetic and cinematic poetry. While I still have a lot to learn about the field of electronic literature and digital poetry, I am proud of what I have accomplished with this project.

Final Project: A Twist on Nick Montfort’s “Taroko Gorge”

Taroko Gorge was one of the first works we addressed and looked over in class at the beginning of the semester. It is different than many other works considered Electronic Literature in that it is completely randomized poetry specifically. Each line is created through the use of JavaScript arrays that have specified words in which to pull from. While it does not always create coherent sentences, since it is poetry, each line could be interpreted in a number of different ways and meanings. It is up to the reader to decide what is being said.

There was also this massive community of artists forming around Nick Montfort’s creation, taking the code and transforming it in different ways to create something new.

Not identifying as a poet myself, I found this work to be particularly interesting in how it used the code behind the scenes and specified words set in a particular order to generate poetry. Even when taking into account that it did not always create sentences that made sense, it did create a ripple, allowing the reader to comprehend the results in independent and unique ways.

I decided to take that idea and expand upon it to create a sort of tool for myself (and others, should they feel inclined or drawn to use it). While I do not identify myself as a poet, I do write creatively and collaboratively with an inclination toward fiction. However, as many writers discover, they reach certain points where ideas are difficult to come by, whether they are new ideas for a story overall or ideas for specific events that may take place.

“Writers block” can be incredibly difficult to overcome. For that reason, I felt inspired by Nick Montfort’s Taroko Gorge and saw a potential to adapt it into a tool to generate such ideas. By incorporating the combinatory, generative poetry that Taroko Gorge allows and adding in a kinetic aspect, I have done what numerous other artists in the community have done by creating my own variation of Taroko Gorge but for the purpose of using it as a tool or device to generate ideas for fictional creative writing.

The words that are set in the arrays of the code also reflect that emphasis on fiction. Additionally, the kinetic feature of this project is reflected in the typing animation that takes place as the line is written out across the screen. Both the monotype font and the animation itself assist in emphasizing the generating of ideas as though someone were typing out the ideas themselves on their computer.

This choice of a project was both interesting and beneficial in that it gave me a chance to work with JavaScript to better understand the structure and functionality. I had to research syntax in order to figure out the best way to form the most coherent sentences based on what was generated. Originally, I was also going to add in a level of interactivity that I have since decided to do without. Since the poetry is already generated at random, there was not any added benefit to having another layer of randomization.

From start to finish, this was a learning experience in every sense. Though the project did not turn out the way it was originally envisioned, this work of kinetic and generative/combinatory poetics still accomplishes and meets the purpose and goal it was intended for. For that, I’d like to share Fantasy, a poetic tool to help inspire fictional creative writing.

Final Essay

https://twinery.org/2/#!/stories/3f0a145a-c957-457a-a58f-dbada952a788/play

Artist Statement

I’m not that experienced with hypertext but working on this helped me get a lot better at it than I was previously.  I read a lot of tutorials in order for me to create the time system that I would need. I wanted to explore the idea of interactive fiction and hypertext fiction. I wanted to create a story with one ending but I wanted the player to get to that ending in their own way. This work was mostly inspired by Device 6 by Simon Flesser. I really like in Device 6 how you didn’t know what was going on and how you had to try to figure out what was going on by exploring. I incorporated that idea by having the player explore the area and to find clues on how to escape just like in Device 6. Device 6 used clips of audio as hints, I used notes that were scattered around the house. I also took a few ideas from With Those We Love Alive by Porpentine. I liked how she had a time system that caused the game to advance as days would go by. I wanted to incorporate a similar idea with time advancement. I decided to make a time system that would allow time to slowly advance based on the players actions. The more time would advance the harder it would be for the player. For example, every room in the house (except certain rooms you would need special items for) is accessible. But as time would advance, some of those rooms would be no longer accessible and would cause the player’s character to die. I made it so the main rooms the player would need to complete the game are accessible as long as the player has items that they need. Another idea I like in Device 6 I wanted to use was it’s puzzles. Device 6 is filled with difficult puzzles that challenged the reader to solve them. I’ve never made a puzzle, riddle, or any type of problem like that before so I wanted my puzzle to be more exploration based. In order to succeed, the player would has to have a key that is locked in a four digit safe. Each digit is hidden in the house among one of my eight notes. If the player finds the four notes that have the code then the player can access the safe. All eight of the notes tell the history of the cursed house. Some of those notes however have certain requirements to access. Some can only be accessed before a certain time and some can be only accessed after a certain time and with certain objects. To be able to plan an area this big I made a personal map for myself to have a layout. I did this from the video we watched in class about Colossal Cave Adventure. The guy in the video printed out a map to help him navigate through the game so I wanted to do the same just for my own benefit to help me stay organized. The notes that I wrote were slightly inspired by The Babysitter. I wanted them to be spread out for the player to find somewhat out of order. I wanted the player to try to find them all and to try to make sense of what happened just like I did when I read The Babysitter.