literary hypertext

By Amirah Mahomed, 5 September, 2018
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Abstract (in English)

Twine’s accessibility and ease of use have allowed more people to write and develop videogames. Merritt Kopas writes in Videogames for Humans: “Twine’s financial and technical accessibility are major reasons for its broad adoption, especially among economically marginalized, nontraditional game designers...” (10). These ‘nontraditional game designers’ have produced an influx of narrative and gaming content, and, as Stuart Moulthrop notes, despite the fact that Twine games can be seen “as an evolution from literary hypertext in the late 1980s,” many in the Twine community insist they develop games, not electronic literature (2016). This defiance should not go unnoticed, as Moulthrop asserts: “This resistance is important... Their return to the story/game problem implies a working- through of earlier issues, if not clear dialectical progress. Their willing embrace of the ludic also signifies an ability to stand among and against hegemonic interests like the videogame industry” (2016).

Developing Moulthrop’s observation further, I argue that Twine game creators’ insistence to ‘play through’ the game vs. story debate is theoretically significant in terms of otherness. For instance, some Twine games have been defined as ‘empathy games,’ a term coined by established game designer Vander Caballero: “They [empathy games] help us put ourselves in other people’s shoes” (Huffington Post 2014). Unfortunately, when Twine games, such as Dys4ia,are labeled as empathy games, they can be used to illustrate otherness as a single story (Christian Science Monitor 2017).

Of course, the issue of representation and otherness is a recurrent topic within literary scholarship. James Meffan and Kim Worthington, for example, highlight the ethical implications of ascribing otherness through representation, which reduces “the Other to the order of the same” (“Ethics Before Politics: J.M. Coetzee’s Disgrace,” 133). I argue the impulse to label certain Twine games as empathy games, to define and situate them against other works of literature or videogames, ultimately reduces the games ‘to the order of the same.’ I suggest examining Anna Anthropy’s The Hunt for the Gay Planet as an example of the political resistance and ethical issues of representation of the Other in games. Moreover, The Hunt for the Gay Planet emphasizes the importance of play when resisting hegemonic definition, and it is this commitment to the ludic that offers hope.

Developing the topic of play within Anthropy’s game, I turn to clinical psychologist Shachaf Bitan, who explores the writings of Donald Winnicott and Jacques Derrida and how they “proposed a playful turn” in their theoretical work. Bitan stresses the importance of Winnicott’s ‘transitional space’ as a space for play, where play can avoid hegemonic definition (“Winnicott and Derrida: Development of logic-of-play,” 34). In the same light, when Twine game creators resist the definitions of play, stories, and games, their work remains in a transitional, undefined, and ludic space. Therefore, the political and categorical ambivalence of certain Twine games, along with their devotion to the ludic, demonstrates how these games can ‘play in the gap’ and potentially serve as an undefined space for the Other to play.

 

(Source: ELO 2018 Conference; Pinpointing Twine's Others Panel; There’s An Other Gap in Play Speech)

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Twine game creators’ insistence to ‘play through’ the game vs. story debate is theoretically significant in terms of otherness.

By Audun Andreassen, 20 March, 2013
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Abstract (in English)

Since the demise of the 'Golden Age' of literary hypertext (Coover 1999) and the theoretical debates surrounding online and offline electronic literature that followed in its wake, the study of digital fiction in particular has undergone a significant paradigm shift. Recent research has moved from a 'first-wave' of pure theoretical debate to a 'second-wave' of close stylistic and semiotic analysis. While the theoretical intricacies of second-wave digital fiction theory have been well debated (e.g. Ciccoricco 2007, Ensslin 2007, Ensslin and Bell 2007, Bell 2010 forthcoming), the discipline and practice of close-reading digital fiction require a more systematic engagement and understanding than offered by previous scholarship. With this in mind, the Digital Fiction International Network ('DFIN', funded by The Leverhulme Trust since January 2009) has been exploring new avenues of defining and implementing approaches to close-reading, with the tripartite trajectory of developing a range of tools and associated terminology for digital fiction analysis; of providing a body of analyses based on the close-reading of texts, which are substantiated by robust theoretical and terminological conclusions; and of fostering a collaborative network of academics working on inter-related projects.

In following this agenda, this paper offers a comparative approach to second person narration in two exemplary digital fictions: geniwate and Deena Larsen’s satirical flash fiction, The Princess Murderer (2003), and Jon Ingold's interactive fiction mystery, All Roads (2006 [2001]). We aim to explore the extent to which print-oriented narratological approaches to the textual 'You' (e.g. Herman 1994) apply to the texts under investigation and suggest theoretical tenets arising from their distinct (inter-)medial and ludic qualities (cf. Ryan 1999). Of particular interest will be the ways in which the reader and his/her role in the cybernetic feedback loop are constructed textually and interactionally.

(Source: Authors' abstract for ELO_AI)

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By Audun Andreassen, 14 March, 2013
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Abstract (in English)

Seventeen years have passed since Coover's inspiring call to defy the tyranny of the line through hypertext, "where the line in fact does not exist unless one invents and implants it in the text." The profound influence of that clarion shaped the development of electronic literature and attracted the scorn of critics — Sven Birkerts, Laura Miller, Michiko Kakutani – who villified hypertext in defense of the line. Overlooked in the controversy is the embarrassing fact that, even today, we know remarkably little about inventing, implanting, and cultivating the narrative line in its organic richness. We know sequence and rhizome well, but the contours of recursus, timeshift, and renewal remain, for most writers, an arcane craft.

How may we render a satisfactory account of complex events, fictitious or historical? We want hypertext narrative to do things we cannot achieve in print, and though we may occasionally use links or actemes to introduce variation in presentation or in story, it is now clear that hypertext will most frequently prove useful in changing (or adapting) plot.

Stretchtext reacts against the perceived incoherence of hypertext narrative, promising stability and context -- free and knowing navigation -- as a defense against the perceived anarchy of exploratory and constructive hypertexts. Rich stretchtext formalisms are now readily supportable through javascript libraries and AJAXian services, but the narratological restrictions that conventional stretchtext imposes on hypertext narrative have not been fully appreciated. This paper describes those limitations and introduces an implemented generalization of stretchtext that matches the expressive and formal capabilities of classical hypertext systems while appearing to be a conventional stretchtext and while running within the confines of a Web browser.

(Source: Author's abstract for ELO_AI)

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