novel machine

By Alvaro Seica, 19 June, 2014
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Abstract (in English)

My Winchester’s Nightmare: A Novel Machine (1999) was developed to bring the interactor’s input and the system’s output together into a texture like that of novelistic prose. Almost fifteen years later, after an electronic literature practice mainly related to poetry, I have developed two new “novel machines.” Rather than being works of interactive fiction, one is a demoscene production (specifically, a single-loading VIC-20 demo) and the other a novel generator.

These two productions, one collaborative, one individual, offer an opportunity to discuss how my own and other highly computational electronic literature relates to the novel Nanowatt is a 3.5 KB assembly-language program for a 1981 computer that can display only 22 characters on a line. This demo was completed and first shown publicly at Récursion, a demoparty in Montréal, on November 30, 2013. I developed the concept and programmed the demo working with French and Beckett expert Patsy Baudoin and with Michael Martin, who wrote the music and programmed the music system, Soundnaif Nanowatt is not simply inspired by Samuel Beckett’s second novel,Watt; it, like Jorge Luis Borges’s famous author Pierre Menard, produces a long passage from Watt (and from the French translation of Watt) verbatim. In this way, it is a stand-alone computational artifact analogous to the more network- and search-based How It Is in Common Tongues, by John Cayley and Daniel C. Howe.

World Clock, both the novel and the novel-generating program, was created
for Darius Kazemi’s NaNoGenMo (National Novel Generation Month) and posted/released on November 30, 2013. It draws on “The Chronogram for 1998” by Harry Mathews and the short prose work “One Human Minute” (collected in the book of the same name) by Stanislaw Lem. Building on my generator Lede and similar programs, it portrays 1440 actions, all of them instances of reading, each being undertaken throughout the world at a different minute of one day. Compared to Winchester’s Nightmare and earlier electronic literature that is explicitly related to the novel, such as Robert Pinsky’s Mindwheel (“An Electronic
Novel”), Nanowattz and World Clock are less interactive (actually, non-interactive) while connecting computation and language in new ways. They are not wellunderstood as traditional texts, rather than cybertexts; nor are they complex textual surfaces (hypertexts) or systems based on the retrieval of remote data. Both manipulate text at a finer level of granularity than does Winchester’s Nightmare, even if the result of this textual engagement is deterministic, as in Nanowatt, or without high-level variation, as in World Clock. I will discuss these aspects, considering to what extent novel-like computational literature in general is becoming less interactive and more fine-grained in its engagement with language.

(Source: Author's Abstract)

Description (in English)

Author's description:Winchester's Nightmare is a work in Inform, premiered at Digital Arts and Culture '99 on October 29 in Atlanta. In its "hardback" form, it is a novel-length interactive fiction which includes a computer running software: a novel machine. The work consists of a primitive portable computer running this cybertext in the literary fiction genre, with a text-adventure interface. Ten hardbacks were manufactured for sale;some are still available. The softback, available free, contains the entire text of the hardback edition.The main character of Winchester's Nightmare is the historical figure Sarah Winchester, née Pardee, 1837-1922. Sarah is remembered for building onto her San Jose house constantly for more than thirty years. The official, and rather simplistic, explanation for this eccentric enterprise is that she was following the instructions of a spiritualist, seeking redemption for the many killings effected by the Winchester rifle, made by her husband's company. Sarah was made rich by the mass production of weapons, gave her name to the Winchester hard drive, and built an ever-sprawling house that serves as a metaphorical target for today's American city. In this work which treats themes of technology and American urban life, the interactor acts and explores through her.Winchester's Nightmare is about Sarah's psyche, and does not portray her house directly. While the Winchester Mansion seems rich in narrative possibilities, Winchester's Nightmare takes place instead in the composite metropolis of Sarah's dream, United City. This city is peopled with other characters and a plot (driven by Sarah's search for redemption) organizes the narrative. The setting, however, is the dominant element.United City is like Rockvil in Steven Meretzky's A Mind Forever Voyaging. It is an American city, one which the main character sees as home, and it is transformed through time. It is also like the landscape of Robert Pinsky's Mindwheel, in that it is a "mental map" of a character's psyche. Exploration of the world reveals aspects of the protagonist and her particular obsessions. The interaction with and completion of the text is motivated by series of challenges, as in text adventures. The puzzles presented are constructed for thematic appropriateness, and present to motivate exploration and reflection. The interactor will hopefully be able to engage with the work as literature, rather staying in a jigsaw-puzzle mode of thinking during all of the interaction.

(Source: http://nickm.com/if/wn_description.html)