visual novel

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

Author Rachel Visser wrote a unique insta novel about Farihah, a young Afghan refugee who just like other teenagers dreams about a future. At a young age, Farihah flees from Afghanistan and arrives in the Netherlands, where she is eventually living in a refugee centre. Together with her friends Noor and Lucas she dreams of going to secondary school and to become an artist. This dream is severely interrupted when she received a letter from the Dutch government.

Description (in original language)

Rachel Visscher schreef een bijzondere instaroman over Farihah, een jonge Afghaanse vluchteling die net als andere tieners droomt over de toekomst. Farihah komt op jonge leeftijd in Nederland aan en woont daar in een asielzoekerscentrum. Samen met haar vrienden Noor en Lucas droomt zij ervan om naar de middelbare school te gaan en om kunstenaar te worden. Deze droom wordt verstoord wanneer er een brief komt van de Nederlandse overheid.

Description in original language
By Akvile Sinkeviciute, 3 October, 2018
Language
Year
License
All Rights reserved
Record Status
Abstract (in English)

This paper reports on an the initial stages of compiling a comprehensive, historically deep "atlas" of the structures of interactive stories, with initial surveys in branching narrative genres including gamebooks, hypertext fictions, visual novels, and Twine games. In particular, it considers the "gap" between approaches to two highly related yet radically different archives of branching works: an archive of over 2500 interactive print gamebooks stretching from the 1920s to the present, and contemporary collections of the approximately 1500-2000 extant Twine games available in popular public repositories such as the Interactive Fiction Database (IFDB) and itch.io. What do we find when we consider these forms of electronic literature (and their crucial precurors) as one comprehensive atlas of a vast transmedia territory of interactive storytelling? Which methods may be adapted between print and digital works, and which demand new approaches?In summer 2017 the Transverse Reading Project began surveying an archive of over ~2500 interactive gamebooks in the Katz Collection at UC Santa Barbara -- and began building a collection of visualized interactive plot structures that shape a reader's choices. Mapping interactive stories is a tradition in gamebook culture, with examples of mapping by authors and readers dating back to at least the 1930s. Writers created hand-drawn maps as an aid to writing -- and then readers re-created their own maps as an aid to tracking the explored and unexplored options of interactive reading. In this project, data visualized "story maps" use similar network graphs that simultaneously reflect the branching plot structures of each gamebook or digital game, the way scenes are ordered in the pages of the codex, and the order of individual choices on each page. In addition, the patterns of an "interactive periodic table of elements" are extracted for each work.In print, data was collected by student researchers using a custom format for rapidly encoding gamebooks (~30 minutes on average), and data-mined / visualized using the open source and cross-platform software tool Edger -- which was custom written for this project. These techniques of data collection, visualization, and exploration will are of particular interest to scholars in related popular interactive genres such as visual novels, Twine games, or life sims. In the second case study, on Twine, automatic harvesting and mapping methods where used to extract network patterns from a large subset of publicly available Twine works -- with results bringing in to focus both the deep similarities and the surprising differences in interactive works from the 1930s to today.

(source: ELO 2018 website)

Pull Quotes

In particular, it considers the "gap" between approaches to two highly related yet radically different archives of branching works: an archive of over 2500 interactive print gamebooks stretching from the 1920s to the present, and contemporary collections of the approximately 1500-2000 extant Twine games available in popular public repositories such as the Interactive Fiction Database (IFDB) and itch.io.

Database or Archive reference
Description (in English)

A computer mystery/romance set five minutes into the future of 1988. I can guarantee at least ONE of the following is a real feature: discover a vast conspiracy lurking on the internet, save the world by exploiting a buffer overflow, get away with telephone fraud, or hack the Gibson! Which one? You'll just have to dial in and see. Welcome to the 20th Century.

(Source: Authors's statement, ELC3)

---

Christine Love’s Digital: A Love Story is a visual novel set “five-minutes into the future of 1988” and invites the player back into the early days of the Internet through the interface of an Amiga-esque computer. The graphical interface of white text on a blue background accompanies the metaphor of the local BBS (bulletin board system) as a happening space for conspiracy and flirting. All the core interaction takes place through dialing into this system, which has multiple characters and threads that can be explored through sending out replies to advance the story. The work is strongly grounded in early hacker culture and William Gibsen-inspired models of artificial intelligence.

(Source: Editorial Statement, ELC3)

Screen shots
Image
Screen shot_1
Technical notes

Windows, Mac, and Linux versions available (downloadalbe at ELC3 site).

Description (in English)

Analogue: A Hate Story is a visual novel in the style of many Japanese titles in the same genre . It was first published on the author's website and then on the gaming service Steam. The game tells an interactive story of transhumanism, traditional marriage, loneliness, and cosplay. The journey through the final section of the history of a generation spaceship before its failure. The two major characters you interact with in the story are the ships two remaining AI, an archivist AI named *Hyun-ae and a security AI named *Mute, the two ask the player vastly different questions and give entirely different views on the fall of the generation ship. The player is tasked with finding the truth of the tale by listening to both AI as well as building a sort of relationship with them and can end the story at any time by downloading what data they have and leaving the ship to its final fate, however this presents us with the worst of the possible endings. The choices the player makes throughout the story also affect the sequel of the work Hate Plus continuing the interactive work to show another section of the generationships story and gives more insight into the AI themselves. The game also features more traditional gaming segments where the player must solve puzzles in order to continue the story using a console system similar to modern computers the ending of which locks the player into one of the two AIs paths for the rest of the story, though a third alternate path is possible if the player knows specific keywords to unlock specific conversations early though this would require the player to either have researched the game before playing or have played the game before. The story itself keeps the player engaged by asking questions about the themselves and while the story is primarily about the history of this space ship, some might say the true story is the player and their burgeoning relationship with *Hyun-ae and *Mute

Screen shots
Image
Image
Image
Image
Image
Image
Image
Image
By Stig Andreassen, 25 September, 2013
Language
Year
Record Status
Abstract (in English)

The line between electronic literature and digital games has started to blur more than ever. For example, Christine Love’s 2012 Analogue: A Hate Story can be read as a literary “story” that builds on the visual novel form. However, critic Leif Johnson (of IGN) reviewed Analogue as a “game-like experience” and even a “game” that “neatly sidesteps the label of mere ‘interactive fiction’ like Love’s other games thanks to some smart design choices.” Phill Cameron (of Eurogamer) describes Analogue repeatedly as a “game” and also reflects on its deviation from the “interactive fiction” category. The slippage between the language of fiction and games, in such mainstream reviews, reveals a fascinating taxonomic undecidability. Though Analogue’s “textual” focus makes it a natural boundary object between electronic literature and digital games, this tension extends to games that incorporate minimal text or even no text at all. In this presentation, I focus on Thatgamecompany’s third and most critically-acclaimed game, Journey, which was also released in 2012. In Journey, the player guides a mysterious robed avatar through a desert and up a mountain. At different moments, the player can discover other players but cannot communicate with them via either speech or text. The journey on which the player embarks is suggestive of many things but ultimately unsolvable at either a ludic or narrative level. As Ian Bogost observes, “It could be a coming of age, or a metaphor for life, or an allegory of love or friendship or work or overcoming sickness or sloughing off madness. It could mean anything at all.” Rather than determining the “literariness” of Journey, I explore how it uses the affordances of both electronic literature and digital games to produce complex narrative networks. As such, my analysis focuses both on the shared gameplay experience of Journey itself and on the fan-created “Journey Stories” Tumblr space that collects emergent narratives of interactive play. This experience, I contend, helps us think through and across the boundary between electronic literature and videogames, and their once-discrete cultural orientations.

(Source: Author's abstract at ELO 2013 site: http://conference.eliterature.org/critical-writing/digital-games-and-el… )

Multimedia
Remote video URL
Attachment
Description (in English)

TOC is a multimedia epic about time: the invention of the second, the beating of a heart, the story of humans connecting through time to each other and to the world. An evocative fairy tale with a steampunk heart, TOC is a breath-taking visual novel, an assemblage of text, film, music, photography, the spoken word, animation, and painting. It is the story of a man who digs a hole so deep he can hear the past, a woman who climbs a ladder so high she can see the future, as well as others trapped in the clockless, timeless time of a surgery waiting room: God's time. Theirs is an imagined history of people who are fixed in the past, those who have no word for the future, and those who live out their days oblivious to both.

(Source: Author's description on TOC website)

Screen shots
Image
TOC by Steve Tomasula
Image
TOC Cover
Technical notes

TOC requires a Minimum System consisting of: iPad, or Macintosh: OSX 10.4 or later, Universal (PowerPC G4 or Intel processors). 500 MB of memory, A hard drive with 4 GB of free space, Quicktime 7 or later, DVD drive or PC: Intel Pentium IV 600MHz or higher, Microsoft® Windows® XP Service Pack 2 or later or Microsoft Windows Vista, 512 MB of memory, A hard drive with 4 GB of free space, Quicktime 7 or later, DVD drive

Contributors note

Stephen Farrell, creative direction and design.Matt Lavoy, animation. Christian Jara, DVD authoring, programming, sound . See website for complete credits.