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Posts Tagged ‘Interactive Fiction’

My Digital Humanities Origin

In its original draft, this was part of the introduction to my MA thesis.  After some discussion, I ended up pulling this out to keep my thesis more focused on the matters at hand.  I really like what I wrote here so I decided to excerpt it on my domain for my readers.  I wrote this right around this time last year.

Everything I found in electronic literature upon discovery, the intellectual aesthetic and interplay with computers, which had been my cherished companion since childhood, I had been looking, searching, for in my literary studies.  As a child I had played some text adventures, known as interactive fiction, and certainly remember their printed cousins the Choose Your Own Adventure book. I loved how interactive those books were and the agency which readers were given to decide their own fate and reading path.  Growing up, I had a lot of problems with motor development and coordination.  This led to many other problems including very poor penmanship. A wise teacher, when I was in elementary school, suggested my parents buy me a computer. She claimed that I would end up ahead of the curve because personal computers were going to takeover classrooms before I left for college. Wisely, my parents took her advice and purchased an Apple II for me to do my school work on and, because I did not play well with other children, to have an outlet for play and creativity.

Long before I became an avid reader in my teens, my creativity came almost exclusively from computers. Game designer Jane McGonigal’s recent weblog post about her experience creating detailed narratives out of Apple II games that did not already have them like Summer Games brought back memories from my own childhood. I had a similar experience at almost the same time by creating forms in a word processing program with different countries and names. I created brief backgrounds for each character and had them compete against each other on screen. Scandal, same gender romance, athletic achievement, and other intrigues played out in this interpretation of my gaming experience. I would not call that literature, obviously, but I tell this story to show how my creativity was electronically nourished before I embraced print culture later in my teens.

I have been on the Internet since sometime in early 1995. Immediately I became involved with participatory online culture by writing fan fiction, posting to newsgroups and listservs, chatting on Internet Relay Chat (IRC) and, on and off, creating journals which nowadays would be called a weblog. At the same time, I published print based punk rock fanzines periodically until 2005 when I began Signifying Nothing, a webzine, archive of my earlier fanzines, and podcast devoted to my endeavors in hardcore punk which continue to this day.

My interest in electronic literature came to fruition while taking a senior seminar on postmodernism with Scott Rettberg in the spring of 2004. While being turned onto writers like Italo Calvino, John Barth, Jorge Luis Borges, and theorists like George Landow, Roland Barthes, and Julia Kristeva I realized that not only were these fiction writers exactly what I had longed for all of my life from literature, but the bridge between literary theory I fell in love with from Kristeva and Barthes, which I had struggled with until this time, and computers which Landow and others like Rettberg himself bridged via their theories was a dream come true. The beginning years of my college career were filled with frustration, failure, and difficulty. The first step of my recovery came when I embraced electronic literature.

Reading hypertext fiction and the theories of Barthes and Kristeva in Rettberg’s seminar improved my readings of previously read authors like Faulkner, Woolf, and Wallace. I began researching electronic literature and exploring the links on Rettberg’s weblog. Through these links I was able to explore the work of other hypertext and New Media theorists like Nick Montfort, Angela Thomas, and Jill Walker. I experimented with and clicked through Rettberg’s hypertext novel, The Unknown, and began actively participating in the sticker novel he authored with Montfort. As the semester wound down, two classmates and myself began our own weblogs, inspired with Rettberg and Walker especially, and I moved mine to its own domain later that summer.

Since the rise of the novel the past few centuries have had some hypertextesque works of literature. Novels like Tristram Shandy, Infinite Jest, and Ulysses can seem to those familiar with the workings of electronic literature to have qualities which “stand out for the first time.” (Landow 1982) When I read Sterne’s novel in an undergraduate course on the history of the novel, I came in one morning and remarked to my professor that the novel had a lot of the qualities of hypertext fiction which I was learning about in Rettberg’s seminar on postmodernism the same semester. Without knowledge of electronic literature I would have never made the connection, which made my reading of Sterne’s novel much more pleasurable. Experimental works of literature like Pavic’s Dictinary Of The Khazars and Nabakov’s Pale Fire also exude qualities which are emphasized by an understanding and familiarity with hypertext and electronic literature.

As Janet Murray argues in Hamlet On The Holodeck: The Future Of Narrative In Cyberspace, “the impending dissolution of Yugoslavia,” in Dictinary Of The Khazars, “is preconfigured by the fragmentary account of a mythical lost tribe” of three separate, conflicting, dictionaries (Murray 37). The “multicursally” seen in Pale Fire has been seen as a branch between not only modernism and postmodernism but as a text that has hypertextesque qualities (Aarseth 8). Writers like Robert Coover, a longtime advocate of electronic literature, Borges, and other postmodernists from France and South America also write literature which embodies many aspects of hypertext fiction.


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Related posts

Weekly Reader

  • Amanda French’s creative use of Ada Lovelace Day to discuss Mary Shelley.  I really like her argument that Shelley was the first science fiction novelist.
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  • Emily Short on the role of agency in Interactive Fiction.
  • Lauren Elkin discusses the new collection of Susan Sontag’s journals in the new issue of The Quarterly Conversation.

This week’s video doesn’t need much explanation. Here is Black Sabbath playing War Pigs in 1970.


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Ron Weasley & The Quest For Hermione

Emily Short has a review up of a new interactive Harry Potter fan fiction, Ron Weasley & The Quest For Hermione. Like her, I am not too interested in the adult part but I am interested in the idea of fan fiction being adapted for interactive fiction. Much like my post about Prom Queen from a few days ago, the concept is a lot better than the actual final output.

 


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History Of Interactive Fiction

Via Slashdot, Moby Games has an article chronicling the history of Interactive Fiction. While a lot of might be common knowledge to many gamers, I would highly recommend this for someone new to IF or who was interested in seeing how IF has gotten to where it stands today.


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Galatea

This was originally written for Dr. Scott Rettberg‘s Intro To New Media Studies class.

This paper was written about Emily Short’s Galatea

Galatea is one of the most interesting pieces of interactive fiction I have ever played. This interactive fiction retells the story of a sculptor named Pygmalion, who falls in love with a statue that comes to life. The statue, here named Galatea, is interactive and offers her views on a variety of subjects. She also expresses anger and annoyance depending on her mood. There is a decent amount of depth to the character.

Story wise, this piece of interactive fiction does a good job. I really like the idea of taking an earlier myth and recreating it for modern times. In Galatea this is done effectively. The plot in Galatea is pretty simple. The reader interacts with the statue. No one ever leaves the one room the story takes place in.

The character of Galatea develops as the story goes on. Depending on her mood, when I asked her a question she would answer differently. When the class viewed this story we seemed to make a good amount of progress with getting Galatea to answer our prompts. Sometimes she got upset, but for the most part we made progress. When I played through this last night I only got as far as asking her if she was in love and she answered:

>ask galatea about love

“Were you in love with him?”

She turns so that she is looking at you straight on — level gaze, smoky eyes, brows pale and washed out in the light. Not her most beautiful angle, which might be why she avoids it.

“I know I loved him,” she answers. “And there was a time when I might even have said that he loved me, too. Things seemed simpler before I began to move, before I woke up. I didn’t realize that you could loathe your own creation.”

“So now you know. That’s all there is — my one and only secret.” She smiles, but it doesn’t reach her eyes. “All the rest of my life’s just circumstance.”

“So far,” you reply. And she smiles again, this time for real.

*** The End ***

This time around she gave up her “one and only secret” right away. I restarted and after politely opening with a “hello” I proceeded to ask her about love immediately. She replied:

>ask galatea about love

“What do you know about love?” (As long as you’re catechizing her, you might as well be thorough.)

“That it makes people behave like idiots,” she replies harshly. “That it takes more than it gives.”

Depending on the time and previous discussion she answered differently. The reader’s interaction with Galatea changes how she answers. Seemingly, this doesn’t just involve the current conversation but is an amalgamation of the entire discussion.

The dialog is complex and interesting. Galatea has opinions about a variety of things and reacts different depending on, as stated above, the collective conversation you have had with her. Asking the same question at different points in the text receives a different answer. I also tried to ask the same question (the one about love) twice in a row and got a different answer each time.

The biggest way I can think of that Galatea functions differently than other interactive fictions is that it takes place in one room. Most pieces of interactive fiction take place in complex and decently large worlds or cities. Galatea, for the reasons noted above, is no less complex despite it’s spacial limitations.

As a game, Galatea has no real puzzles to solve. There are a variety of ways to finish the story, and finding all of them would be interesting. I looked around in the game and could not find anything about scores other than when you finish a game. For example, I started a new game and decided to leave the room right away:

>leave

You turn away, suddenly tired of this exhibit.

“Bored so soon?” she asks, in a flat voice.

You turn and look at her one last time. “I have other things to do,” you say. “And even your creator would admit that you’re — shall we say a bit rough around the edges?”

She doesn’t have any response to that. You head off to get yourself another glass of champagne.

*** The End ***

Would you like to RESTART, RESTORE a saved game or QUIT?

Unless finishing the game can be counted as a “score” there is no mention of scoring at all. There is no clock anywhere in the game, but when I didn’t reply quick enough to the first prompt I quoted above about love, Galatea filled that in for me and ended the game. I was able to get that same response later in another sitting after a series of other questions, so it isn’t just native to a delayed response.

As a game, this functions differently than other interactive fictions because the only “goal” seems to be to converse with Galatea and finish the game or leave. Despite the lack of “goals” Galatea is complex enough that there is as much to do with the game as there is in other pieces of interactive fiction.


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