Artists Statement

I wanted this piece to tell a story but at the same time be a bit of a puzzle for the reader to solve. In coming up with the idea for this story it needed the right platform to feature it. In that regard, Twine felt like the perfect fit for what I wanted to achieve. The way that it gives the option of making a multilinear story is what drew me in. Also the capability to have things like audio, images, and be able to delay the text for dramatic effect when needed.
Twine was always the platform I wanted to work with for this story. I had worked with it once before but wanted the opportunity to work with it some more. I feel like it is a very user-friendly and one is able to do so much to further enhance the story.
I was inspired by some of the digital literature pieces such as Howling Dogs by Porpentine and First Draft of the Revolution by Liza Daly. Both of these works are stories that are click based and certain choices can determine the outcome of the story. The story by Daly specifically deals with a whole host of characters that through clicking through we learn their backstory as the story moves along. This is all done through the clever back and forth of people communicating through letters.
I think in creating a digital literature piece one needs to decide what is going to be the it factor that grabs the audience to experience this piece. In taking on this story I was at first going to take a very different approach. What actually helped me write it was finding the media for it. As I gathered audio and pictures the story started to piece itself together and manipulate into something else. Media is a big influencer in the majority of digital literature so it felt fitting that the media I chose would help me grasp what I feel like is a more layered story than my original piece.
The story is about an ordinary girl who is drawn to the unusual that is happening on this day. Although it questions if the unusual the right choice, or should she stick to her everyday routine. Will she be better off for it? This all done as strange objects and people come into her life. I wanted it to have some Alice in Wonderland vibes. The user decides the outcome as there are a few endings. And like I said before there is some bounce back if certain decisions are made, so choose wisely. Or don’t, it’s entirely up to the reader on the path that is taken.
I wanted my story to have some crazy elements but still be well grounded and easy to follow. I didn’t want the reader to get too lost searching for the deeper meaning but slowly guide them to the message.
Lastly, I hope those who click through my piece will enjoy it so much so that they might explore other digital literature pieces.

Here’s a link for my project:

http://dtc-wsuv.org/ddolphin18/digital%20lit/

 

DTC FINAL

http://dtc-wsuv.org/ssims18/final/

My story “The Empty Shell” tells the story of Richard Trentarion, part of a once proud family in the Holandus Republic, a family wiped off the map after The Great Betrayal, which saw the destruction of Richard’s entire family.

The story starts in the aftermath of the harrowing event, where Richard is confronted with Eric Riveris, the military officer who ordered the attack on his home. The reader is presented with three choices. Either he can kill the man outright with a gun found on the ground, he can spare Eric and head east, or he can drag Eric to where he used to live, where Richard tortures the officer. The idea I’m trying to get across is that choices do matter. Should you choose to torture or kill Eric, Richard will see multiple ghosts of his past. These were originally supposed to be completely random but I could not get random text to work in SugarCube.

The choice becomes more complex in the ending, in which there are three. The three endings admittedly end cliffhangers, especially the torture ending, which is because I plan on continuing this narrative beyond the class.

My goal with this story is to tell a character story, with elements of world building. Stories that take their time in developing and fleshing out their worlds are the stories I enjoy the most. Ideas of family and their importance in this narrative is inspired from Game of Thrones, where family is central part of the books and television show.

The realm of politics is also explored, where Richard is placed in a situation where he must choose to either side with a long time ally, or back stab them for the chance of better prospects. In this complicated decision is Richard’s friend Andrew, who is trying to sway Richard to support the Ispaden claim to the throne of Typhos. Depending on the choice you make early on will determine whether or not you find out what drives Andrew to support the Ispaden family.

There was some inspiration from PRY. Throughout the early chapters, where Richard was at his lowest point, there are many words that you can click on, which give brief snippets into Richard’s subconscious mind, and what he is thinking or feeling in that specific moment in the story. These texts are made bold, italicized, and occasionally colored red depending on context. Depending on the path you choose, will determine the prophecy you receive from the faceless ghost. The mystery I leave the reader to think about is whether or not what Richard is seeing is real, or if it is merely paranoid delusions.

I chose Twine because I love multilinear narratives, they have always been an interesting medium to explore and over the course of the semester, my fascination with them only grew stronger.

Final Project

For my final project, I wasn’t entirely sure which genre of E-lit that I wanted to pursue as we have explored so many interesting types. Upon exploring various works over the semester, one work in particular that I was inspired by was heyharryheymatilda by Rachel Hulin. Hulin’s work is a perfect example of how we interact with the social networks we participate in. One of the things that really brought this to my attention was the use of the Instagram platform itself. In his book, Electronic Literature, Rettberg states that “Networks are both technological and social structures. For electronic literature, networks are both platform and material.”(152). I knew that I wanted to create a work that mimicked the type of intimate narrative that Hulin’s work achieves. I chose to create a piece of network fiction, specifically digital vernacular fiction.

I knew that I wanted to create a work that took a socially common practice, such as text messaging, as a way to highlight how we interact with one another through various social networks and how these interactions can be considered narratives.

For my piece, I chose to tell the story of two childhood friends through their text message conversations. Along with text shared back and forth between the two characters, I also include images in the same way that individuals share imagery with one another in social network spaces. By utilizing such a well known and commonly used platform to tell my story, the reader is able to easily connect with the narrative and the characters. To me, this is one of the best things about network fiction.

My creative process for writing this story was somewhat challenging. I am not a creative writer by nature, so it was important for me to make my narrative interesting. I didn’t want it to be seen as just a mundane conversation between two people. I wanted there to be relatable themes with interesting twists along the way.

After writing down all the separate texts between my two characters, I then went and found images from creative commons sources that would go along with certain moments in the story. After searching for what seemed like hours trying to find the perfect app or online software to create my text conversations, I finally settled on an app called “Fake Chat Story”. One of the reasons why I chose this app in particular was because I was able to personalize various settings such as the names of my characters as well as select avatars for each. This app also allows you to send images which was a feature that was important to tell my story. After recording each day’s conversation of the narrative, I then compiled all the video footage and imported them into Adobe AfterEffects. I was then able to merge all the separate videos into one cohesive piece. Overall, I enjoyed the entire process. I found it to be a fun and challenging journey exploring network fiction along with all the other types of electronic literature.

Final Project

http://dtc-wsuv.org/jwjackson18/twine/

My Twine work, “Vivid”, is a multilinear look at the concepts of intrusive thoughts and maladaptive daydreaming. Taking heavy inspiration from Robert Coover’s work “The Babysitter”, I wanted to make a work that dips in and out of reality as a serene way to explore the topic of mental illness. I felt that this would be effective because of the often random and unpredictable tendencies of mental illness.

Maladaptive daydreams are extremely intense daydreams that can often be confused with reality by the sufferer. Combined with intrusive thoughts, involuntary thoughts that are upsetting or distressing, these maladaptive daydreams can be extremely intense and disturbing for the victim. With my work, I attempted to recreate this sensation in a written form in order to raise awareness of what living with mental illness can be like.

“Vivid” is an interactive fiction that also has some combinatory aspects at its core. The multilinear structure of this work makes it participatory, immersive, and experiential, allowing for the interactor to influence how the story progresses. However, the interactor does not have complete control, as my work also uses randomly generated story progression. These two mechanics combined allow for multiple playthroughs that each detail how mental illness is both the same and different on a daily basis.

My goal with this work was to raise awareness about mental illness by writing about a topic that everyone experiences. Everyone has had thoughts about harm to themselves or a loved one, but it can be much more intense when combined with mental illness. I wanted to create a piece that could combine both the experiences of those who suffer from mental illness and those who do not. In doing this, I aimed to make a work that everybody could understand and that created an immersive representation of mental illness that those who do not suffer from it could better understand.

Achieving a work that could explore mental illness while still being relatable and understandable to those who do not suffer from mental illness was both easy and difficult. As someone who does not suffer from this kind of mental illness, I was able to make sure that the work was easy to understand, but actually writing about the mental illness was challenging. My girlfriend, who suffers from mental illness, was a tremendous help in describing how it manifests and what kinds of maladaptive daydreams she has experienced. She was also able to make sure that the way I approached mental illness was accurate and respectful, which was extremely important to me.

The biggest challenge with this project was definitely finding a stopping point, Often the problem that writers can find with Twine and multilinear fiction is making too large of a web that eventually becomes daunting and impossible to finish. I attempted to avoid this problem, but I would love to expand this work at a later date if it seems necessary or potentially beneficial. Getting lost in a multilinear, interactive work can be an amazing experience, such as in Porpentine’s works. I wanted to create a similar experience while adding a powerful, important message to the heart of the work.

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.

Kinetic and interactive Poetry

Image result for jörg piringer sound poems

The first piece of work that I wanted to explore was Jörg Piringer’s sound poems. I never was big into poetry but the word sound poem had me interested and I was curious and wanted to see what it was. What I thought it would be and what it turned out to be were two completely different things. I thought it was gonna be a bunch of random voices reciting poetry but what it turned was a bunch of random voices saying sounds. This made me question what the definition of poetry. What is a poem? Though it reminded me of when Scott Rettberg discussed how Readers can change sounds created in different ways. That is just what I did as a reader for Jörg Piringer’s poems. I created and changed multiple sounds just by clicking.

The second poem I explored was Cruising by Ingrid Ankerson and Megan Sapnar. This poem also uses sound but also uses images as well. The images can travel either fast or slow depending on how you control it and a woman’s voice is reading the text. I found that helpful to be immersive in the poem as I made the images travel fast so it felt like I was in a car looking out a window. It made a lot more sense to me as well than the sound poems did. It told a story that was easy for me to follow as the sound poems didn’t really seem to have any direction whatsoever.

Blackbar and device 6

 

Image result for device 6 chapter 2 Two games that I explored were Blackbar and Device 6. Blackbar told a very unique and interesting story and had difficult puzzles. It was somewhat easy at first to solve but then became increasingly more difficult as some of the words I had to type were backwards or even had to be spelt wrong. The goal in the game was clear, I had to uncensor what the department of communication didn’t want me to know. It made the story very interesting because the more I played, the more I found out that mostly everything that was censored involved words of negativity. I play lots of word games so I was eager to solve what certain words would be. It got easier for me as I continued to play since I saw how Kenty’s writing style was.

Device 6 was very intriguing and mysterious which caused me to love it. I enjoyed it a lot more than Blackbar as I would explore the environment to try to find out what was happening. It took me forever in chapter one since I was a bit unsure with what I had to do but I eventually figured it out. After I passed chapter one I kinda figured out what this story was gonna be like and I had to pay very close attention to the environment that Anna was in. I needed a pen and paper to write down every clue I would find whether it was in text, pictured, or audio. I passed chapters 2 and 3 quickly using this method but couldn’t quite pass chapter 4. This game was great with exploring though as multiple times I would choose the direction to go. I actually got scared playing the game in chapter 2 when I came across a creepy doll and it started screaming at me.

Pry-Part 2

Instead of just jumping in and finishing from where I left off, I chose to start from the beginning and read all the way through. I also took my time on each section and let each video play through its entirety. This really helped me fill in some missing pieces and helped me understand more of the story.

One of the things that I wasn’t completely sure about when I first experienced this work was whether or not Luke as James’ brother or his friend, but it was confirmed after going through and re-reading this story. In one of the sections, James mentions that Luke was Squad Leader and that he saw him as an older brother. There is also mention of how the demolition company that Luke hired James’ to work for is his dad’s company.

Some of the themes of this work were made even more obvious the more I explored it. Unrequited love, jealousy, coping with a medical condition, PTSD, friendship, guilt, anxiety, OCD, loss, the struggle of re-acclimating to life post-war to name a few.

This story about a man who joins the military and becomes friends with a woman named Jessie.It is apparent in the story that James begins to have feelings for Jessie (and borderline becomes obsessed with her), however, she and James’ buddy Luke enter into a secret relationship while they are all serving together. James becomes jealous of Jessie and Luke’s relationship and exposes it, which causes Jessie to be re-assigned. James brought an album from home with him and he puts pictures of Jessie alongside his mother’s photos, thinking that she would be flattered. However, when he shows her the album, she is not amused. James and Jessie end up having an argument about him revealing her secret relationship and as a result, Jessie does not show up for a scheduled poker game the three friends had scheduled that night. Their camp was bombarded that night, and Jessie died during the attack. James blames himself for Jessie not being at the poker game, and ultimately blames himself for her death. 6 years after serving, James and Luke return home and Luke hires James to work for him as a demolition consultant. James’ eyesight begins to worsen and it affects his performance on the job. This creates conflict and tension between the friends.

While reading this story, there is a moment where you can clearly understand how James is processing Jessie’s death. He reminds himself that she was her own person, who made her own choices.

 

One of the things that really stood out to me was at the very end where you see George W. Bush on the television talking about war, and when you pinch James’ eyes shut, it shows a flashback of George Bush Sr. also talking about war. I found it to be an interesting way to connect how life was for James pre and post-war.

I thoroughly enjoyed exploring this work. The use of various media elements kept me engaged the entire time and I really enjoyed going back and re-exploring sections to make various connections.