Acoli

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In the hypertext story La hermandad de los escribanos the reader becomes the main character. The story is in a folder that can be directly downloaded from the website. A fraternity founded in the Middle Ages takes control of the user and he must read the narrative in a determinate time with enough attention to answer to a number of questions. The work combines text with multimedia elements once it is incorporated characteristics of interactive games. It is different from a game in the fact that the most important thing is the story and not the interactivity. It is a narrative in which everything is put in the right order and apart from the interactivity it can be read coherently.

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Heavy Rain is an interactive drama action-adventure video game developed by Quantic Dream and published by Sony Computer Entertainment exclusively for the PlayStation 3 in 2010. The game is a film noir thriller, featuring four diverse protagonists involved with the mystery of the Origami Killer, a serial killer who uses extended periods of rainfall to drown his victims. The player interacts with the game by performing actions highlighted on screen related to motions on the controller, and in some cases, performing a series of quick time events during fast-paced action sequences. The player's decisions and actions during the game will affect the narrative. The main characters can be killed, and certain actions may lead to different scenes and endings. There is no immediate "game over" in Heavy Rain; the game will progress to a number of different endings depending on the sum of the player's performance even if all the characters become incapacitated in some manner.

Heavy Rain was a critical and commercial success, winning multiple Game of the Year awards and selling over three million copies. In 2016 a remastered version was released for the PlayStation 4. 

(Source: Wikipedia)

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CALYPSIS: A HYPERTEXT FICTION is based on a role-playing campaign featuring nine participants (seven player-characters and two game masters) that took place in three stages: world building, character creation, and a series of six role-playing sessions, mostly conducted online but also over email and a few face-to-face gatherings. These game narratives accompany each vignette, a storytelling segment derived from the game play. Calypsis was a creative PhD dissertation, accompanied by a critical introduction.

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Myst is a graphic adventure puzzle video game designed and directed by the brothers Robyn and Rand Miller. It was developed by Cyan (now Cyan Worlds) and published by Brøderbund. The Millers began working on Myst in 1991 and released it for the Mac OS computer on September 24, 1993; it was developer Cyan's largest project to date. Remakes and ports of the game have been released for Sega Saturn, PlayStation, 3DO, Microsoft Windows, Atari Jaguar CD, CD-i, AmigaOS, PlayStation Portable, Nintendo DS, iOS, and Nintendo 3DS. Myst puts the player in the role of the Stranger, who uses a special book to travel to the island of Myst. There, the player uses other special books written by an artisan and explorer named Atrus to travel to several worlds known as "Ages". Clues found in each of these Ages help to reveal the back-story of the game's characters. The game has several endings, depending on the course of action the player takes. Upon release, Myst was a surprise hit, with critics lauding the ability of the game to immerse players in the fictional world. The game was the best-selling PC game until The Sims exceeded its sales in 2002. Myst helped drive adoption of the then-nascent CD-ROM format. Myst's success spawned four direct video game sequels as well as several spin-off games and novels. (Source: Wikipedia)

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Drive a thousand miles from the left/right coasts and you reach the sporadically populated plains, the supposed heart of the United States. But this flatland organ is sick and leaking, the young are fleeing, and consumerism, the addiction to purchase, has replaced the pride of working the land, growing crops and communities. And exploring these small American towns, reaching into the houses and malls and streets, is a modern harvest. This interactive digital poem harvest those objects from the living room gardens, the acres of shopping centers, picks the gaudy attachments of our lived environments. Through five sections, the living room, the bedroom, the kitchen, the garage and the mall, readers can harvest these modern croplands, the trinkets and objects filling our surroundings. And in the heart of the US, “to purchase” replaces “to create”, a crippling harvest of plastic and ceramic. (Source: GalleryDDDL description)

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A green and ceramic dress doesn't hide an obsession with straightly numbered and right angled putty flora, green and cut, carpeting the view between those eating and those wary of the giant floor bitter at those who do not shop enough, enough

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At heart any scandal is a story, or a thing of many stories; sc4nda1 is even more peculiar, but also begins with a telling.What you have before you started as an essay (or intent to rant) about an observation I kept reading in recent criticism, that electronic writing has not been properly dressed for the serious table. Where, the questions ran, are the publishers, the editors, the established and establishing critics? In a time of intense experiment and innovation, who says which textual deviations make real difference, and which are just bizarre? More ominously: where are the naive, casual readers, the seekers of pleasurable text who ought to move design's desire? To spin an old friend's epigraph, just who, exactly, finds this funhouse fun?While there have been some strong attempts at answers, the issues remain largely unresolved. As a whole, electronic writing raises more questions than it answers. There seemed, I initially thought, something scandalous about the work I care about: an inherent slipperiness or resistance to specification; a tendency to chase technologies down untried channels of expression; a refusal, shared with many kinds of digital work, to conform to commercial or market-informed models of reception. The problem can be framed in terms of exchange. New media practices do not simply or adequately substitute for old. They give us what we never asked for, take us where we didn't know we wished to be.Some of the questions that sprout in these strange, unsought destinations are simply categorical. For example: is hypertext fiction a kind of novel? Not in my view, though I respect differing opinions. Is born-digital writing part of literature? Interesting question. Since I don't want to answer that one, let's try another. The value of digital games as an expressive medium has just been recognized by U.S. courts. If games are thus legit, should we restrict them to the cultural kiddie pool, or other perceived shallows? Janet Murray memorably asks for better language, some term more just than "mere games." Perhaps, while we're at it, we also need new names for literature and culture.About the time I thought these things, I began to dream about something called post-seriousness.Dreams can be seriously disturbing. Listen to your brain some slow-waking morning as it drums out skeins of raw association, hovering in tumbling columns of benthic language, calling names that might belong to ancient college bands, lost dotcoms, or forgotten devils. The merchants of hominy. Bitumen from reefs of space. Return chairs to the brave dog for assured critique of hair. And of course: Center for post-serious studies.Happily, I can still recognize a symptom when I say one.Symptom of error at least, if nothing worse: I had the language wrong. In drifting toward the post-serious, and specifically, in thinking about scandal in new media, I began to re-play overspliced and time-worn tapes, coming back with late retort to arguments ruled moot many years back. In other words, scandal is the wrong word, largely because it implies someone capable of enough shock and prurient investment to be scandalized. If any in the audience still match that description, they're probably my age. We need to be younger than that now.On the subject of words-between-the-lines-of-age, I recall something a senior colleague said many years ago, speaking patiently to the academic rookie I then was. I had just told her about hypertext, this marvelous new thing I had found, and what it might imply for writing. She replied: "Ah, but now you will have to create a new language."My colleague was right, of course. These days you should always change your language every six months or three thousand revolutions, whichever comes first. So I have dropped scandal from my wordlist in favor of the more appropriate sc4nda1, a string produced not so much through troplogy or erasure, but bitwise transformation. Like other key terms -- e.g., the Tetragrammaton, or the equally numinous http:// -- sc4nda1 is properly unutterable, or at least unpronounceable; though borrowing from from someone who proposed to voice http:// as hoopla, you can always say thingy if need arises.What does it mean, this new term of art? My best reply to that question is the present work, with which you might play along; but I will venture that sc4nda1 is less a matter to be propositionally defined, than an occasion for differentiating practice.That is, when I made the pivot from scandal to sc4nda1, it became clear the work in question needed something other than the standard form of writing. This is partly because it is meant for people whose literacy practices involve manual operations other than flipping pages or clicking hypertext links. Also, I am trying to frame an argument that is as much in new media -- or the domain of the Universal Turing Machine -- as it may be from anywhere else.And so to the thing itself: probably more exploration than investigation, though who knows what offenses may come to light. You may find it (inevitably) a post-serious entertainment for hand, eye, ear, and brain, other organs optional. If the thingy deserves a generic name, try arcade essay, a cross between philosophical investigation (well okay, rant) and primal video game. Duly object-oriented, the work no doubt inherits bad attributes from both parent classes, but hopefully some virtues as well. There is one sure way to find out.· · · into the gameThere are two modes, gameplay and reading; reach the latter through the former, and vice versa.

(Source: Author's abstract)

I ♥ E-Poetry entry
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 PlayThough I have taken large liberties, the game will be familiar to anyone of a certain age, and should be easy enough for beginners. The left-side paddle is yours, operated by the mouse or other pointing device. Unlike in the original, you score simply by returning the ball, with no need to defeat the opponent, who cannot miss. If you fail a level, it will automatically repeat.If you've had enough, close window or browser altogether. Navigate elsewhere. Read a book! However, do not expect to reach more of the reading phase here (assuming you want) without playing the game.As you play, especially on more advanced levels, certain distracting or annoying things may happen on the screen, sometimes involving text of dubious value. These are not necessarily malfunctions.ReadingText in the reading phase is animated and evanescent. That's a technical description, not a stylistic claim. Writing streams in, one character at a time, hangs around for some seconds, then melts to nonsense in the heat of your gaze.Clicking at any point left of the midline of your screen will cause the program to re-stream either the current passage, if it has not yet completed its appearance, or the previous passage, if the stream is complete. You may use this option to recover a text that has changed beyond recognition. The recovery option is not available when your screen says "LEVEL UP."Clicking to the right of the midline advances to the next passage, or eventually the next game level.Various noises and voices may hector you as the text rolls in. Best not to respond.· · · technicalitiesWith apologies to the audibly challenged (a class I seem to be joining), this project includes sound elements, so speakers or headphones are suggested; though the work is no less (or more) intelligible in silence.I built the project originally using Asynchronous Javascript And XML (AJAX), with a bit of HTML 5 for audio. However -- to my enormous irritation -- browser support for these technologies is limited and unreliable at this writing (Q411).I thereore re-engineered the entire system using Adobe Flash and Actionscript, and that is the only version now available. A reasonably recent version of the Adobe Flash plug-in is required. Version 11 is current at this writing.Because the project uses only words, simple graphics, and brief sounds, it does not require heavy bandwidth; however, performance may degrade on older or less powerful systems. At this point the project is not accessible on Apple's iOS, and I have not tested on Android.

(Source: Author's description)

By Patricia Tomaszek, 4 July, 2013
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978-3823343134
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Vespers is an interactive fiction game written in 2005 by Jason Devlin that placed first at the 2005 Interactive Fiction Competition. It also won the XYZZY Awards for Best Game, Best NPCs, Best Setting, and Best Writing. Set in a 15th century Italian monastery, it is chiefly a horror-themed morality game, where the player takes moral decisions, which then affect the ending. However, whilst playing the game, it isn't obvious that these are moral dilemmas, and the game actively encourages the player to take the evil path.

Description (in English)

To experience “Living Will,” a story-game and interactive fiction, the reader must choose to be one of the heirs of Coltan-magnate E.R. Millhouse, who has made his fortune in the Democratic Republic of Congo. While reading, the heir navigates this unique legal instrument, slowly accruing medical and legal fees, while also grabbing bequests from her fellow heirs. The piece explores the long shadow of colonialism, the conflict minerals buried in our mobile phones, and the heart of darkness of a dying imperialist seeking to extend his control beyond the grave.

I ♥ E-Poetry entry
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This is a narrative running app, activated when you take your smart phone for a run. Players take on the person of ‘Runner 5,’ a scavenger in the app’s post-apocalyptic setting; their running playlist is sporadically interrupted by voice-recorded messages from other survivors, leading them to nearby supplies or warning them of approaching zombie hoards – so that half-hearted runners know that it’s time to pick up the pace. Narrative fragments are embedded between songs, and timed so that a story arc of 4-5 episodes will complete every twenty minutes, and that each subsquent fragment ends with a hook so the runner-reader will want to return for more. The narrative is locative but works anywhere, providing a fictional layer on top of an actual map of your surroundings where you can collect supplies and medicines, and where you must avoid zombies. The first season consists of 24 twenty minute episodes and there are plans for a second season. 

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Runs on iPhones, iPods and Android phones.

Contributors note

This is an iPhone app published by the company Six to Start. Naomi Alderman is the writer on the project.