Communication and the arts

By Martin Li, 16 September, 2020
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Abstract (in English)

There is a peculiar method in the area of procedural narrative called emergent narrative: instead of automatically inventing stories or deploying authored narrative content, a system simulates a storyworld out of which narrative may emerge from the happenstance of character activity in that world. It is the approach taken by some of the most successful works in the history of computational media (The Sims, Dwarf Fortress), but curiously also some of its most famous failures (Sheldon Klein's automatic novel writer, Tale-Spin). How has this been the case? To understand the successes, we might ask this essential question: what is the pleasure of emergent narrative? I contend that the form works more like nonfiction than fiction—emergent stories actually happen—and this produces a peculiar aesthetics that undergirds the appeal of its successful works. What then is the pain of emergent narrative? There is a ubiquitous tendency to misconstrue the raw transpiring of a simulation (or a trace of that unfolding) as being a narrative artifact, but such material will almost always lack story structure.

So, how can the pain of emergent narrative be alleviated while simultaneously maintaining the pleasure? This dissertation introduces a refined approach to the form, called curationist emergent narrative (or just curationism), that aims to provide an answer to this question. Instead of treating the raw material of simulation as a story, in curationism that material is curated to construct an actual narrative artifact that is then mounted in a full-fledged media experience (to enable human encounter with the artifact). This recasts story generation as an act of recounting, rather than invention. I believe that curationism can also explain how both wild successes and phenomenal failures have entered the oeuvre of emergent narrative: in successful works, humans have taken on the burden of curating an ongoing simulation to construct a storied understanding of what has happened, while in the failures humans have not been willing to do the necessary curation. Without curation, actual stories cannot obtain in emergent narrative.

But what if a storyworld could curate itself? That is, can we build systems that automatically recount what has happened in simulated worlds? In the second half of this dissertation, I provide an autoethnography and a collection of case studies that recount my own personal (and collaborative) exploration of automatic curation over the course of the last six years. Here, I report the technical, intellectual, and media-centric contributions made by three simulation engines (World, Talk of the Town, Hennepin) and three second-order media experiences that are respectively driven by those engines (Diol/Diel/Dial, Bad News, Sheldon County). In total, this dissertation provides a loose history of emergent narrative, an apologetics of the form, a polemic against it, a holistic refinement (maintaining the pleasure while killing the pain), and reports on a series of artifacts that represent a gradual instantiation of that refinement. To my knowledge, this is the most extensive treatment of emergent narrative to yet appear.

By Mads Bratten Myking, 16 September, 2020
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9780355131376
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445
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Abstract (in English)

Stories in released games are still based largely on static and predetermined structures, despite decades of academic work to make them more dynamic. Making game narratives more playable is an important step in the evolution of games and playable media as culturally relevant art forms. In the same way interactive systems help students learn about complicated subjects like physics in a more intuitive and immediate way than static texts, more dynamic interactive stories open up new ways of understanding people and situations. Such dreams remain mostly unrealized in released and playable games.

In this dissertation I will describe a number of design and technical solutions to the problem of creating more expressive and dynamic storygames, informed by a practice-based approach to game production. I will first define a framework for the analysis of games, including especially the terms storygame (a playable system with units of narrative where the understanding of the interconnectedness between story and system is crucial) and the notion of narrative logics (the set of processes that define how player input affects the next unit of story presented by the system). I will exercise this framework on an existing and well-known storygame genre, the adventure game, and use it to make a number of claims about the mechanics and dynamics of narratives in this genre that are borne out by an analysis of how contemporary games adopting some of its aesthetics succeed and fail. I will then describe three emerging storygame modes that are still in the process of being defined, developing a critical framework for each informed by close readings and historical analysis, and considering what design and technical innovations are required to fully realize the new mode's potential. These three modes I discuss are sculptural fiction (which shifts the focus from navigating to building a structure of narrative nodes), social simulation (games that explore the possibility space created by a set of simulated characters and rules for social interaction), and collaborative storygames (in which the lexia are generated at least in part by the participants during play). Each theoretical chapter is paired with a case study of one or several fully completed and released games I have created or co-created in that mode, to see how these design ideas were realized and technical advancements implemented in practice. I will conclude each section with applied advice for game makers hoping to work in these new spaces, and new technological developments that will help storygames continue to evolve and prosper

By Anika Carlotta Stoll, 16 September, 2020
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978-1-321-10993-1
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Abstract (in English)

Electronic literature (e-lit) constitutes one of the most innovative and exciting literary forms occurring today; it is the unique child of this new technological age. Scandinavian e-lit is no exception, yet it has frequently been overlooked by literary academics in both the United States and Scandinavia. This dissertation investigates how Scandinavian e-lit engages with printed Scandinavian literature, and how critical analysis of Scandinavian literature can benefit from an understanding of e-lit. In this dissertation I argue that, far from relegation to the outer margins of Scandinavian literary research and studies, Scandinavian e-lit, and scholarship on such works, ought to occupy a central position in the field, alongside print-based counterparts. Such a shift in focus would create a new vantage point from which Scandinavianists could analyze canonical and contemporary works of print-based Scandinavian literature.

Chapter one addresses the effect of the corporeal body on the electronic text and the reading experience, while the second chapter examines Scandinavian works of e-lit to investigate how these resemble and/or distinguish themselves from codex-based literature. Chapter three provides a detailed, close reading of Primärdirektivet/The Prime Directive by Swedish poet-artist Johannes Heldén, as an example of analytical approaches to works with multi-modal capacities. Finally, chapter four discusses the institutional support, and new analytical tools Scandinavian literary scholars are developing to effectively research, evaluate, and teach this form of literature. In short, this dissertation explores what Scandinavian e-lit is, what its relationship to conventional literature is, how it functions, and how we can understand it.

My hope is that future Scandinavian literary scholarship, and academic study will not only incorporate works of Scandinavian e-lit into these activities, but that their inclusion will become routine. Integrating the study of e-lit into established literary practice not only offers opportunities to understand literary movements, themes, styles and relationships among works of Scandinavian literature (as its print-based counterpart does), but it also affords the opportunity to reconsider the nature and potential of literature itself. As such, it is a bright field of potential, as well as an innovative, fascinating form of contemporary literary art.