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Description (in English)

Opening in the center of the international refugee crisis, this playable story places the interactor in the position of the refugee. As the tale opens, an explosion sends the interactor from the comfort of a ship into the salt immortal sea. Rescued by a mysterious boat the player encounters eight other passengers, drawn from the present and the ancient past. However, one of these passengers has angered the gods, and unless the player can discover which, all will face their wrath. However, finding that secret is no easy task. Each passenger harbors secrets that pit them against each other in an allegory of contemporary global crisis. Choosing from one of nine iconic positions in the refugee crisis, the interactor can explore tales of misfortune while trying to keep the shipmates in balance by collecting and circulating secrets. In this tale, we recast figures in the contemporary refugee crisis against the mythos of the quintessential traveler, Odysseus, for the refugee likewise travels cursed, unable to return home. It is a tale of the eternal return to proxy wars and the challenge of achieving some semblance of world peace. The story of the refugee is a harrowing reality reimagined here in terms of sirens and cyclops, not to make the horrors of war fanciful but to render the tale of the contemporary global conflict in timeless, epic terms. What does it take to survive this existential journey with humanity in tact? How can one negotiate the turbulent waters and the whims of unseen gods and foreign powers in the human tragedy of a proxy war? The Salt Immortal Sea will be set up as an installation that invites a primary interactor to make choices while a larger group can watch the story’s progression play out.

The primary interface will be an iPad. LED lights spread in the room will represent the characters aboard the ship, lighting up when the player interacts with them. The reading experience can take 5-30 minutes, depending on depth of exploration. Platform: Ink + Unity Displays on IPad, (also PC or Mac).

(Source: ELO 2017: Book of Abstracts and Catalogs)

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By Hannah Ackermans, 27 November, 2015
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Abstract (in English)

On April 10th, 2014, game designer Porpentine released a game called Everything you swallow will one day come up like a stone with the intention of deleting it at the end of the day: “This game will be available for 24 hours and then I am deleting it forever. You can download it here until then. What you do with it, whether you distribute, share, or cover it, is up to you.” The game has lived on through what Porpentine predicted as “social means,” but it was designed as an ephemeral text, and one which the author deliberately destroyed as part of the act of creation. This idea of a vanishing text is interwoven with the experience of electronic literature, as Marjorie C. Luesebrink notes, as part of a practice of “text erasure” as embracing “self-undermining, undecidability, disdain for commercialization, ambivalence about technology, struggle against the presence of text itself, and response to overwhelming data” but also “the fragility of memory” (2014). Porpentine’s work, built using the hypertext platform Twine, is a reminder both of how easy it is to delete an electronic file but also how difficult, as the ghosts of “Everything you swallow will one day come up like a stone echo across the internet. Likewise, it asks us to engage with the aftermath of the “deletion” of a human life in a manner that makes use of the particular affordance of Twine, which Jane Friedhoff has noted as particularly suited to experimental works at the margins (2014).

The poetics of Twine embrace the uneasy boundary between the ephemeral and fixed text, as each traversal of a Twine text marks a path visible only as it is traversed. They question the assumptions of game systems, recalling Espen Aarseth’s question “what player…would actually commit suicide, even virtually?” (2004). That question, posed ten years ago, as part of a discussion of the contradictions and possibilities of “interactive narrativism,” is one Twine games are well on their way to answering by crafting literary contexts in which an apparent choice is no choice at all. In Twine game, there is often no way to win in the conventional sense, and certainly the outcome of Everything you swallow is pre-determined. Such works also recall the structures and mechanisms of hypertext novels and similar choice-driven interactive fiction. I will examine the engagement with suicide and the destruction of self and text through several Twine works: Porpentine’s aforementioned Everything you swallow, collective Tsukerata’s You Were Made For Loneliness (2014), Gaming Pixie’s The Choice (2013), Pierre Chevalier’s Destroy / Wait (2013), and Zoe Quinn’s Depression Quest (2013). In each, the reader-player is invited to consider the mechanisms and social pressures surrounding the “choice” of suicide, and in doing so to confront the consequences of the erasure of self and text.

(Source: ELO 2015 Conference Catalog)

By Jill Walker Rettberg, 7 June, 2013
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0472111140
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205
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Approved by librarian
Abstract (in English)

J. Yellowlees Douglas looks at the new light that interactive narratives may shed on theories of reading and interpretation and the possibilities for hypertext novels, World Wide Web-based short stories, and cinematic, interactive narratives on CD-ROM. She confronts questions that are at the center of the current debate: Does an interactive story demand too much from readers? Does the concept of readerly choice destroy the author's vision? Does interactivity turn reading fiction from "play" into "work" - too much work? Will hypertext fiction overtake the novel as a form of art or entertainment? And what might future interactive books look like?

(Source: Book jacket)

Creative Works referenced
Description (in English)

This satirical game poem creates a small deterministic universe— a system into which a player is faced with choices, real and illusory, as they shape their “life.” Conceptually patterned after the Hasbro “Game of Life,” this hypertext version presents similar choices to its players but using an interface that lays out the general structure yet retains the element of surprise. Coverley uses this to drive home a critique of gender roles, career choices laying bare how they determine and limit one’s choices in a supposedly free and open American society. Her tongue-in-cheek tone, hokey music, prosy lines of verse, and a humorously generous ending soften the biting commentary enacted in this game, inviting readers to play, explore, and reflect.

(Source: Leonardo Flores, I ♥ E-Poetry)

I ♥ E-Poetry entry
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By Scott Rettberg, 8 January, 2013
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Abstract (in English)

This essay discusses a series of projects that use horizontal scrolling composition. The essay considers how the digital panoramic and scrolling formats combined with techniques of layering and compositing provide makers with ways to integrate diverse modes and disciplinary materials in a common environment and how they allow uses means of path-making and choice-making. Works discussed include Cultures In Webs (Eastage 2003), Something That Happened Only Once (2007), and Unknown Territories (2008).

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Description (in English)

Rush is a hyper-narrative consisting of text, image and animation. The text moves across the screen slowly. At certain intervals the reader has to make a choice that has consequences for the story that follows. The hypertext and the reader's choices are also visualised for the read in a map. The hypertextual narrative demonstrates the seriousness in the reader's choices. And as the reader will understand, there is never a "second chance".

Description (in original language)

Rush er en hyperfortelling bestående av skrift, bilde og animasjon. Skriften beveger seg over skjermen i et rolig tempo. Ved visse intervaller må leseren ta et valg som får konsekvenser for det videre handlingsforløpet. Samtidig er hyperteksten og de ulike veivalgene som leseren må ta, visualisert for leseren gjennom et kart. Hyperfortellingen viser fram det alvorlige og forpliktende ved de valgene leseren må ta. Og som leseren vil forstå, er det aldri noen ”second chance”

Description in original language
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Contributors note

Programming: Novelty/Hege Vadsten, Paul Brady

Description (in English)

(Author's description:) Almost Goodbye is an experiment in minimalist procedural content generation for interactive narratives. It does not try to generate a whole story or plot points from scratch, but instead asks what is the minimum amount of procedural generation that can be added to a hand-authored story to produce something both computationally interesting but still narratively sound. The resulting narrative, about a scientist leaving Earth forever and saying her final goodbyes, generates “satellite” sentences that color the narrator’s description and perception of her conversations based on the choices made by the player in prior conversations and other player-influenced contextual cues.

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Technical notes

Procedural generation code written in Python. Front-end a modified version of UnDum, a Javascript/jQuery framework for hypertext-like narratives.

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Description (in English)

(From website): There are always at least two ways to tell a story...

For his first fiction since the Booker Prize-shortlisted The Reluctant Fundamentalist, Mohsin Hamid has taken his inspiration from the Tales from the Thousand and One Nights. In this story, Hamid writes about the melancholic meanderings of a former general's life. Choose a path round his palace, and shape the story as he considers his role and listens to the tales of his loyal aide.

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CC Attribution Non-Commercial Share Alike
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Author description: Blue Lacuna is a long-form work of parser-based interactive fiction containing nearly 400,000 words of prose and natural language source code, an explorable novel telling a serious story about the nature of choice and happiness. Lacuna simplifies standard IF syntax with a unique interface: to advance the story, readers type highlighted keywords indicating objects of interest, directions to explore, or topics to pursue during conversation.

Blue Lacuna’s story revolves around a complex reactive character, the castaway Progue, who evolves over the course of the story based on the reader’s interactions with him. The climax of the story and resolution of Progue’s character arc—whether he becomes a friend, a mentor, a lover, a sycophant, or one of eight other archetypes—is dependent on how the reader treats him in up to 70 distinct scenes and conversations over the work’s ten chapters. The structure of Blue Lacuna is thus best represented not by a branching tree but a braided rope, with countless ways each reader may braid the threads of story into a personal and meaningful narrative.

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Inform 7

By Jill Walker Rettberg, 14 January, 2011
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21 June 1992
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Abstract (in English)

Coover's "The End of Books" essay in the New York Times significantly introduced hypertext fiction to a wider literary audience. The essay describes that ways that hypertext poses challenges for writers and readers accustomed to coventional narrative forms, including assumptions about linearity, closure, and the division of agency between the writer and reader.

Pull Quotes

Much of the novel's alleged power is embedded in the line, that compulsory author-directed movement from the beginning of a sentence to its period, from the top of the page to the bottom, from the first page to the last. Of course, through print's long history, there have been countless strategies to counter the line's power, from marginalia and footnotes to the creative innovations of novelists like Laurence Sterne, James Joyce, Raymond Queneau, Julio Cortazar, Italo Calvino and Milorad Pavic, not to exclude the form's father, Cervantes himself. But true freedom from the tyranny of the line is perceived as only really possible now at last with the advent of hypertext, written and read on the computer, where the line in fact does not exist unless one invents and implants it in the text.

Although hypertext's champions often assail the arrogance of the novel, their own claims are hardly modest.

With hypertext we focus, both as writers and as readers, on structure as much as on prose, for we are made aware suddenly of the shapes of narratives that are often hidden in print stories. The most radical new element that comes to the fore in hypertext is the system of multidirectional and often labyrinthine linkages we are invited or obliged to create.

How does one resolve the conflict between the reader's desire for coherence and closure and the text's desire for continuance, its fear of death? Indeed, what is closure in such an environment? If everything is middle, how do you know when you are done, either as reader or writer? If the author is free to take a story anywhere at any time and in as many directions as she or he wishes, does that not become the obligation to do so?