interactive fiction

By Milosz Waskiewicz, 27 May, 2021
Language
Year
Record Status
Abstract (in English)

The possibilities for interaction in electronic literature (e-lit) are heavily shaped by the platforms on which that interaction occurs, yet audiences are rarely aware of the extent to which the digital interface may influence, if not define, their sociality. These limitations take the form of community moderation tools and explicit censorship (such as in the case of profanity filters), but also in the designs of emote systems and content popularity systems, and achievement and reputation systems, and even in gameplay design. Often players, users, and audience members must oscillate rapidly and continually between determining the affordances of the tools available to them and evaluating the capacity of those tools to provide the social aims they desire.

This panel explores the current limitations of contemporary literary and art criticism when applied to interactive narratives in order to build a richer dialogue attentive to sociological factors affecting platform-based literary activity. A diffusion of social and literary perspectives, we argue, is ultimately more appropriate for understanding the complex role networked communication and collaboration plays in the very fabric of these works. Considered together, the presentations on this panel will look deeply into how social media platforms generate increasingly innovative experiments in narrative structure by adapting interpersonal communication and live social exchange to online writing and reading practices. Digital network culture, dating back to the earliest text adventure games and first BBS servers, marked a fascinating conjunction between art works and participatory activity, aligning in the process many established literary and artistic aims with an array of diverse social behaviors and habits. The narrative structure of interactive fiction tends to offer the same points of reference key to any story, beginning with its setup followed by examples of conflict and resolution. Upon migrating to platform-managed media tools, narrative design has continued to sponsor a variety of coordinating behaviors among users, including what we’ve identified as consistent patterns of aggregation, accumulation, and competition. In addition, as critics like Manuel Castells, Lev Manovich, and more recently Manish Mehta have shown, networked media platforms invoke powerful programmable determinisms in the process of managing, and, in some cases, defining our cultural and social interactions.

Aligning these behavioral patterns with new literary guidelines and frameworks, the panel will look critically and, we hope, provocatively at narrative construction as collaborative digital network interaction. As these technologies continue to entwine human agents into increasingly complex actor-network systems, the resulting shift in writing practices and attitudes compares well to the new linguistic consciousness Russian theorist Mikhail Bahktin attributed a century ago to the emergence of the novel within modern literature. Panelists Kirill Azernyi, Stephanie Jennings, Andrew Klobucar, Rebecca Rouse, and Kate Tyrol will contribute presentations covering a variety of perspectives on these considerations, including online conspiracy theory, classroom gamification, player and user experience, interactive sculpture, and the role of debate in public discourse.

The panel will consist of traditional oral presentations, and attendees will also be invited to concurrently experience the panel through a custom-built Twine narrative.

Multimedia
Remote video URL
By Lene Tøftestuen, 25 May, 2021
Language
Year
Record Status
Abstract (in English)

Electronic literature and computer games share a common history beginning from the earliest adventure games (Rettberg 87). As both the “technological platforms” that host electronic literature and games, and the “social contexts” that inform them evolve, so does the content, gameplay, and types of interactions they facilitate (Rettberg). The development of the Tinder platform and other mediated dating applications has precipitated the incorporation of interactive fiction games into the dating experience.The conception of dating as a game is by no means a new phenomenon. The “pickup” model of dating considers interactions between potential sexual partners to be governed by a set of rules that participants can learn in order to “win”(Almog and Kaplan). While such practices existed long before digitally mediated dating sites, applications like Tinder extend the gamification of dating; the Tinder platform further gamified these experiences with the release of the electronic literature game, Swipe Night, which debuted in October 2019. Swipe Night, in the model of hypertextual fiction, allowed users to play through a narrative, making choices that impacted the resulting storyline.Swipe Night was intended to connect users in new matches based on their choices as they navigate through the Swipe Night story, a deviation from Tinder’s usual matching via geographic proximity alone. The game played out over four weeks, with each week continuing the story from the week before. The in-app interactive narrative was largely successful, with over a million people tuning in each week (Perez). The Swipe Night trailer began making its rounds on tinder and other social media apps in late September 2019. In the 45 second trailer, users were introduced to the concept of the narrative: “Every Sunday, experience an interactive adventure where your choices can lead to matches. But you only have till midnight until the adventure is over” (Timmermans and De Caluwé).While the Tinder application has, since its inception, facilitated the gamification of dating through its fast-paced, turn-based interactions, the debut of the hypertextual fiction Swipe Night further underscored the game-like interactions of the platform. However, Swipe Night also enabled community development based around common choices within the narrative, and fostered discussion among Tinder users on a variety of platforms. While users’ Tinder data is ephemeral and not publicly available, cross platform conversations offer insight into user perceptions and experiences navigating the Tinder platform, and Swipe Night in particular. This study examines user reactions to the Swipe Night event on the subreddit r/Tinder; some users praised the unique matches they were able to form through interaction with the electronic narrative, while others lamented the effectiveness of the fiction for facilitating the development of actual relationships. As the formation of both communities and romantic relationships increasingly occurs via digitally mediated communication, a study of Tinder’s Swipe Night event provides essential insight into both the gamification of human interaction and audience reception of these developing interactive fiction technologies.

(Source: Authors' own abstract)

Multimedia
Remote video URL
Critical Writing referenced
By Lene Tøftestuen, 25 May, 2021
Author
Language
Year
Record Status
Abstract (in English)

This paper shares the story of the rise and fall of The Adventure Game Toolkit (AGT), a Pascal-based design system written in 1987 by David Malmberg, based on Mark J. Welch's 1985 Generic Adventure Game System (GAGS). It was the leading platform for parser-based interactive fiction in the late 1980s and early 1990s, with Text Adventure Development System (TADS) as its upstart competitor. The use of these early (pre-Graham Nelson’s Inform 6) parser-based interactive fiction platforms was supported by an annual AGT contest, and a design community that stayed in touch through BBS-communities, the largest of which was Compuserve’s Gamer’s Forum. Malmberg ceased to support AGT in 1992, (the final release was AGT 1.7) but the contest continued until 1994. The competition was rebranded under new management, and with an expanded community and continued on as the Interactive Fiction Competition, (which has been run since 2016 by the Interactive Fiction Technology Foundation). A game that I wrote for the AGT contest in 1992, CosmoServe, featured a simulated DOS environment, featuring the frustrating use of dial-up software and the aesthetic of CompuServe screens from that era, as well as the more visceral experience of BBS communication -- wailing modems, paying by the minute, long download times and corrupt files, hard-drive destroying viruses etc…). Ironically, this game is now all that appears to be left of CompuServe's rich gamers’ and game designers’ lifeworld. A collaboratively written work of IF that I organized, Shades of Gray: an adventure in Black and White, written in AGT, was designed and coordinated in a CompuServe Gamer’s Forum private room, and represents the heyday of bulletin board IF collaboration. When CompuServe died in the mid-1990s, after having been assimilated in a borg-like way by its longstanding and hated rival, AOL, nothing of CompuServe remained to be archived digitally, except what individual users might have downloaded to their own computers and backed up on floppy disks. I will soon be launching, through IFTF, a crowdsourced “Digital Archeology” project asking old users of CompuServe Forums (chiefly Gamers and Science Fiction forums, the two places that gamers and game designers hung out), to go into their own basements and see what they can find of media they might have downloaded from CompuServe in its final years. This includes transcripts of conferences, listings and files from libraries, public postings and private email. I will share the history of AGT as a e-lit platform, its code, games, contest, and disappearance from the scene and describe the CompuServe Gamer’s Forum Digital Archeology project, particularly as our finds shed light on the life and times of writers of e-literature and interactive fiction who used early platforms, like GAGS, AGT, and TADS to write and share their work, uploading and downloading it to and from BBS-services. It is a world that has vanished from the digital record – in this paper, and the project it describes, I'm hoping to bring some of it back.

(Source: Author's own abstract)

By Daniel Johanne…, 25 May, 2021
Language
Year
Record Status
Abstract (in English)

Drawing parallels between the open web platform and the open way a fictional body can be constructed from a text, this paper explores the creative and ethical strategies employed in the creation of a feminist interactive digital fiction for body image narrative therapy, advocacy and plurality. The digital fiction was created with and for young women and gender non-conforming individuals from diverse intersectional backgrounds.If, as Possible Worlds theory posits, the real world serves as a model for the mental construction of textual fictional storyworlds, it follows that our experience and knowledge of real bodies, including our own bodies, serve as a model for the mental construction of textual fictional bodies. Unless a text draws attention to the physical appearance of a fictional character, the reader will tend to assume, according to Ryan's 'principle of minimal departure' (1991), that their body conforms to a familiar or generic norm (two eyes, two arms, two legs, etc.).The main character of the Writing New Bodies project's digital fiction, Jordan, has body image issues relating to her size and shape. This becomes evident from her negative self-talk. Jordan describes herself as fat, flabby and repulsive, but is that true in the textual actual world or is it a distortion of her body image problem? In our interactive text-based fiction, where the reader-player makes choices on Jordan's behalf that can affect her body image, there is no narratorial voice to authoritatively describe her body and none of the characters are ever depicted in mimetic visual form. Therefore Jordan's body is open to interpretation, open to (re)construction. Although normative concepts of the body are insidious, the reader-player has some latitude to give body to her in their own idiosyncratic way, perhaps empathically shaping her in their own self-image. This openness is a deliberate strategy to make the bibliotherapeutic benefits and socio-political commitments of the work as fluid and widely accessible as possible.Similarly, with accessibility in mind, we chose to build the digital fiction on and for the open web platform using a mobile-first, responsive web design approach for the greatest reach. But the affinity between these twin approaches runs deeper. Both the refusal to visually represent a (female-gendered or sexed-coded) body in a digital fiction and the refusal to use proprietary closed platforms represent a form of resistance to the normative forces of cultural hegemony within neoliberalism; not least because the big tech platforms that want to lock us in to proprietary systems are amongst the most prolific purveyors of imagery and messaging that contribute to body dissatisfaction in young people. In this context, choosing the open web platform is a feminist strategy that pragmatically and aesthetically underpins the concerns of our digital fiction, where the body is relatively open to (re)construction rather than defined and limited by the restrictive norms and unattainable ideals commonly found in digital media representations of bodies.

Multimedia
Remote video URL
Content type
Author
Year
Language
Platform/Software
License
CC Attribution Share Alike
Record Status
Description (in English)

An adventure game about a wander's attempts to return home, involving imagination and chance.

Pull Quotes

“I must decide as if it all depends on me,trust as if it all depends on the gods,in my... Amazing Quest”

Technical notes

The underlying implementation of this game is a Commodore 64 BASIC program that, when typed in, will fill exactly one screen.

Content type
Author
Year
Language
Record Status
Description (in English)

Interactive fiction is a game genre that has been around for quite some time now and has a rather in-depth history to it. We’ve already taken a look at part of the genre, primarily text and graphical adventures. But today I’m going to talk about some other things that are important to interactive fiction!

So, I’m sure that many of us as kids read Choose Your Own Adventure books (or CYOA); novels where at the end of each page you were asked to make a choice as to what to do and then would be directed to a different page depending on your actions. Sometimes you’d make it to the end, sometimes not.

And if you’re wondering just what these books have to do with video games, the answer is a surprising amount! So let’s take a look at these types of books.

By Martin Li, 16 September, 2020
Author
Publication Type
Language
Year
Record Status
Abstract (in English)

This thesis explores a niche field of Computer Science called Interactive Fiction, a field that utilizes the conventions of a regular story to offer multiple variations on how the story plays out. Our goal is to explore the possibility of developing a game that can generate a story file during game play that not only reads like a short story but reflects the events that transpire during a given game play. During development, we have determined that keeping track of various "states", we can simulate a narrative based on actions that transpire in the game.

We developed the game using a language called Inform 7. Inform 7 is a language developed for Interactive Fiction. It contains classes with functionality similar to real-life objects from a narrative stand-point and provides a system of rules that can be edited to simulate real-life actions and events. The language also bases its syntax on English and is thus easy to read and understand.

By Mads Bratten Myking, 16 September, 2020
Author
Publication Type
Language
Year
ISBN
9780355131376
Pages
445
Record Status
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 Jill Walker Rettberg, 15 September, 2020
Publication Type
Language
Year
Record Status
Abstract (in English)

In searching for literary models for digital writing, current scholarship will often suggest James Joyce, yet pioneering writers working directly indigital forms looked repeatedly instead to British Romantic authors. This dissertation examines the early history of electronic literature, showing the significance of a Romantic tradition with which a selection of digital authors self-consciously identified themselves and their goals. Electronic literature is an emerging genre of literary works which are designed to be read on a computer, and by focusing on the pre-Web 2.0 era, my project looks specifically to the largely text-based sub-genres of interactive fiction and hypertext fiction, non-linear works which respectively enable progression through text inputs from users or clicking hyperlinks. Though many major scholars of digital humanities are Romanticists by training, the critical history of electronic literature focuses heavily on the genre’s modernist and postmodernist contexts. Expanding our set of media histories, my dissertation offers a new genealogy of electronic writing. An early work of interactive fiction, for instance, A Mind Forever Voyaging, draws specifically on William Wordsworth’s autobiographical epic poem The Prelude in its vision of datascapes, the value of the imagination inforesight, and the role of a witnessing subject in recording social changes. A few years later, in developing the first work of hypertext fiction, Michael Joyce is thinking explicitly of Goethe, Keats, Byron, and Mary Shelley in envisioning what this new medium could become. The influence of Mary Shelley in particular on hypertext is established already through Shelley Jackson’s Patchwork Girl, one of the most widely analyzed works of hypertext, a story of Shelley piecing back together the female creature from Frankenstein herself. Even here, though, the Romantic influence has not yet been analyzed in-depth, nor has it been shown how this point of influence extends further through all three of Jackson’s hypertext projects. In writing on online interactive fictions, Indra Sinha traced the lineage of online explorers back to Coleridge and De Quincey. These writers saw the Romantic imagination as central to their practice, and by mapping out these influences, I open new possibilities in our understanding of this medium.

Creative Works referenced
Language
Author
Year
Record Status
Abstract (in English)

This is the final project guidelines for an undergraduate course in Electronic Literature. Originally the project asked students to adapt a fairytale into Twine, but as the pandemic hit in Spring 2020, the guidelines expanded so that students had the option of making an interactive story about their experience during the pandemic.