That spark of interaction that happens during a successful and inspired collaboration is as important as it is elusive. Said spark involves friends having fun together, and may be beyond the grasp of traditional academic language. Chemistry is an apt metaphor, and while it is unreasonable to expect a theoretical chemical formula to reproduce the web of motivations, sensibilities, and techniques that underlie a collaborative work of art, some strands can be identified. I am particularly concerned with the role of Producer, as well as certain types of feedback between machines and artists that shape the artists' intentions.
drugs
Mahasukha Halo -- snapshots, pleas, and confessions from a future world of alien sex and alien gods, where humans do the dirty work and put on the dirty shows. Lost missionaries, sex addicts, hyacinth men, and post-millenium religious fanatics poulate these street scenes where sex and religion are polyvalent, and body parts proliferate. (Source: Eastgate)
Hors Catégorie is an interactive fiction by Chris Calabro and David Benin developed in 2007.
It is possible to play it on almost every system, even on Smartphone.
The used Software is a z-machine Interpreter, which is a game’s requirement as the player needs it in order to emulate an Infocom machine.
It takes place entirely in a single hotel room, with several subrooms. Unlike many adventure-like interactive fictions, location, possessions, and strength are not the main obstacles of this game, but rather player knowledge and moral choices. The point is to explore the inner conflict of the protagonist and shape his character. This is why the typical presence of interactive fictions’ obstacles makes Hors Catégorie innovative and different because here they are the player moral choices.
The title of the game comes from the 'out of category' classification of difficult climbs in the Tour de France, where the game is set. The protagonist is a rider in the Tour, just waking, getting ready to take on the day's current stage.
How to play:
Like most interactive fiction, the game is played in rounds, each consisting of typing an English-language command at a prompt and getting a response, telling you how the state of the world has changed. Only commands that the parser allows cause game time to pass. By the way, not all the commands are accepted by the parser. There are two reasons why: the command has not been understood or it cannot be allowed by the rules of the game. It is up to the reader to figure out what is allowed or not. The use of imagination is a mandatory requirement.
The game ends when the protagonist's charater is sufficiently determined and so his behavior and attitude has reached a high level of determination.
(Source: Author's description)
The interactive fiction work "Hors-Categorie" stages a virtual encounter between bodies in a hotel room along the Tour de France bicycle race. In the story, the player is confronted with a number of decisions regarding his or her body, which, in the game state exists virtually. Various bodily choices—blood doping, shaving one's legs, peeing in a cup—lead to the generation of affects that alter the game state. My effort in writing this work—concerning doping, cyclists, bodies, and ethics—is to think through the potentialities for engaging, designing, and theorizing new media with an emphasis on the embodied nature of affect. I argue that by thinking through together the indeterminacy of affect, the indeterminacy of the bodies that generate affects, and the virtuality of new media, we can experiment with the capabilities and capacities of each of these concepts. The rich inter-animation of affect, the body, and new media can co-produce virtualities that not only enliven each terms' potentiality, but indeed can contribute to what I suggest is an "ethics of experimentation" that is needed to think through relations of the body, feelings, technology, and new media. Put differently, I wish to mobilize these concepts together to suggest an inherent affinity that expands our theories of the embodied nature of affect and its crucial role in new media work. "Hors categorie" is a designation for climbs in the Tour de France that are "beyond classification." That is, the intensities of the climbs—the grade of the climb, the altitude, the weather possibilities—do not fit within the classificatory scheme the race uses elsewhere. I choose this pun for my interactive fiction experiment to highlight the indeterminacy—the virtuality, even—of the sporting body when it encounters emergent technologies that threaten systems of classification—classifications of bodies and their capacities, of drugs, and of ethical codes of conduct—and elude the very technologies designed to produce those classifications—drugs tests, ethical charters, etc. My presentation, both a work of interactive fiction and an academic essay, is an attempt at creatively staging a number of theoretical encounters in order to experiment with bodies, affects, interactive fiction, and ethics. My presentation takes advantage of the configurative possibilities of game play and links that to the configurative possibilities of bodies and of the virtual, by staging a virtual encounter between bodies in a hotel room along the Tour de France race. In the story, the player is confronted with a number of decisions regarding his or her body, which, in the game state exists virtually. Various choices—blood doping, taking aspirin, shaving one's legs, opening doors, watching television, peeing in a cup—lead to the generation of affects, both offered by the game state, or parser, and as experienced in the player. How does the player experience his or her body? Does the player avail themselves of the medical technologies present? How do these alter how the player feels? How do the various—and temporally fleeting—judgments imposed upon players influence their relationships to their virtual/real bodies, and the movements that arise from these relationships? What emerges from the confluence of affective intensity and provisional judgment of this intensity? How does this influence subsequent action? How do these bodies—parser, virtual bodies, "real" bodies -intermingle and co-constitute new bodies through the generation of affects? My hope is that the game provides an amusing (!) platform for meta-reflection on these questions and, I imagine, their somewhat indeterminate, provisional answers. This type of experimentation allows us to introduce affect and virtuality into "regimes of living" (Collier and Lakoff, 2002), which allows for a certain type of animation of ethical questions. At the level of design and coding, this project attempts an experiment with what has been discussed as Silvan Tomkins' (1995) "cybernetic" theory of affect. Tomkins' theory of affect emerged in the context of, and was influenced by, the cybernetic theories of Norbert Weiner. In a conceptualization that greatly informs my efforts here, Eve Sedgwick and Adam Frank (1995) discuss Tomkins' critical distinction—countering Freud—between drives and instincts as analogous with a distinction between digital and analogue: drives exist as binary motivations (on/off) while affects have qualitatively differently possibilities. If drives operate in a "stop/start" way, then affects, which Tompkins claims are instinctual, are more "and/and/and". For Sedgwick and Frank, this model allows us to understand how things differentiate: how quantitative differences turn into qualitative ones, how digital and analog representations leap-frog or interleave with one another. My interactive fiction work experiments with at the level of writing how various affects can combine with each other in certain configurations following actions—and how this can be written into code. The translation of analogic affect into digital code back into analogic affect through the virtual possibilities of thought and bodies interests me—so I have written "hors-categorie."
(Source: Author's abstract, 2008 ELO Conference)
This hypertext poem is based on a set of images of a wrecked car— ostensibly the result of a joyride. Each image focuses on a detail of the crashed (or trashed) vehicle, punctuating the violence of the result with a sound associated with its frame of reference. The words are placed tactically to comment on the image and situation, directing our attention towards aspects of the image they’re arranged on. More importantly, they point at what isn’t in the images, developing an event in our minds. The node displayed in the image above, for example, plays with the positioning and frames of reference of the words “upper” and “downer.” The placement of the words gestures towards the relative positions “up” and “down,” but they also can represent types of drugs: stimulants versus depressants. When juxtaposed with the word “w(hole)” and the image of a shattered windshield with a hole in the middle, the words could also suggest a body flying through that hole (up) to land (down) on the ground we cannot see. Seen as a whole (pardon the pun) the “verbivocovisual” composition tells a story larger than the sum of its parts.
As does this work.
(Source: Leonardo Flores)
Richard Holeton's Figurski at Findhorn on Acid is a hypertext novel released for Storyspace by Eastgate publishers in 2001. The story follows the main character Frank Figurski’s quest to acquire a legendary mechanical pig. As Alice Bell points out, this was one of the last major hypertext works created using Storyspace, as authors began to move to web-based tools and CD-ROM based platform became outmoded (150).
Background:
Holeton's hypertext work originated as an award-winning short story “Streleski on Findhorn on Acid" published in 1996 (Grigar et al). That same year, he took part in Robert Kendell's online writing class "Hypertext Poetry and Fiction" at the The New School for Social Research, where he reworked the print story into an electronic text. He produced a novel-length draft for his masters thesis at San Francisco State University; it was the first electronic thesis approved by SFU (Grigar et al). The "canonical" version of Figurski at Findhorn on Acid was released on CD-ROM by Eastgate publishers in 2001.
Holeton immediately connected with the “unbounded” format of hypertext, comparing the act of creating and exploring hypertext works to an unrestrained “animal joy”: “I created spider webs of linked and nested writing spaces and wanted to leave my scent in all the corners of the Map View” (Holeton 1998).
Holeton counts authors like Laurence Sterne, Vladimir Nabokov, Mark Leyner, and Marc Saporta among his influences. These writers flirted with the “proto-hypertextual” form in works that were “digressive, multilinear, playfully self-referential genre-shifters” (Holeton 1998). At the same time, he speculates that were these authors alive today, they might shun digital technology and return to paper-based technologies and straightforward plotlines (Holeton 1998). The implication is that the history (and future) of hypertext is itself nonlinear, continually invoking and remediating past forms.
Overview of the Novel:
The Storyspace platform allows the text to be represented in multiple ways. In Figurski at Findhorn on Acid, users can switch between the following modes:
- The MAPVIEW is a diagrammatic representation of overall structure. The main directors are represented as folders connected by arrows.
- The NAVIGATOR is a table of contents divided into three main sections (character, artifact, place). The user can select one or more from the sections. Various nodes link back to the main NAVIGATOR.
- The TIMELINE presents the events chronologically. The dates range from the prehistoric to the far future, but most of the events take place during two periods: the present day from 1993-2000 and the Stardate period from 9312-0012.
- The NOTES are a metacommentary on the main narrative. There are 147 notes in all, which are divided thematically into nine categories.
- The DESCRIPTIONS describe elements. There are 60 descriptive spaces, which is also the number of navigational spaces.
The novel does not have a linear plotline. Instead, scenes are generated by combining 1, 2 or 3 characters with 1, 2 or 3 artifacts and 1 location. For instance, “The No-Hands Cup Flipper and Fatima Michelle Vieuchanger on the Holodeck with Spam.” There are three main characters (Frank Figurski, Nguyen Van Tho a.k.a. the No-Hands Cup Flipper, and Fatima Michelle Vieuchanger), three artifacts (acid/LSD, Spam, and Rosellini's 1737 Mechanical Pig) and three locations (Findhorn, the Holodeck, and Shower-Lourdes). These elements can be combined in 147 unique ways, each generating a different passage.
In addition to the main scenes, there are 147 footnotes and 60 descriptive passages for a total of 354 individual lexia. These passages are connected together with 2001 links. Some of the links are visible, while others are intentionally hidden. Holding down the Option + Control keys reveals these hidden links.
The novel does not have a conventional beginning or end to the text. However, users can select a “default route” that will guide them through the entire text. The opening scene in this default path is the titular node “Figurski at Findhorn on Acid” (Traversal, pt. 1). Alice Bell points out that the reader’s choices do not impact the content, only the order in which it is presented (Bell 150). In this sense, the novel is more like an archive (or a book of recipes?) than a choose-your-own adventure story.
The encyclopedic form of the novel satirizes academic language and research culture. The scenes alternate between various genre styles, both fictional and non-fictional, including: poetry, dramatic dialogue, and email exchanges (Bell 151, Ensslin 89). Holeton appears especially fond of pedagogical rhetoric and both invites and pokes fun at practices of scholarly inquiry. One scene, for instance, is written as a conference abstract. Others are presented in the form of “Questions for Discussion” (Bell 165, Traversal, pt. 4).
In terms of the structure, the meta-commentary is just as prominent as the main storyline, with the number of notes (‘147’) being equal to the number of scenes. In this sense, the meta-world is designed as a perfect mirror of the story. The notes are embedded directly into the text, but can also be accessed through the NOTES sub-directory in the MAPVIEW. The sub-directory further categorizes the notes into nine subjects: 1) doorway/structure, 2) hallucination/dreamvision, 3) freedom/fear_o’writing, 4) pig_love, 5) automaton!, 6) meat/death, 7) devil/god/angel, 8) digestion/cannibalism, 9) time/end_o’journey.
In typical postmodern fashion, Figurski at Findhorn on Acid blurs the boundaries between fiction and reality, and both the metacommentary and the main storyline incorporate real-world elements (See also: Bell 155-164). The mechanical pig is modelled after 18th century automatons, such as the Mechanical Turk. Findhorn is an actual town in Scotland. The Holodeck is a “real” fictional place from Star Trek. The three main characters are also fictionalized “extensions” (or simulated versions) of actual people. The No-Hands Cup Flipper is based on Eugene A. Zanger, who won acclaim for wowing customers with his coffee cup tricks at his roadside diner. As told in the novel, Zanger did in fact perform his cup-flipping routine on David Letterman in 1987 (“Obituary: Zanger was Casa de Fruta icon, ‘cup flipper’”). Fatima Michelle Vieuchanger was similarly inspired by Michel Vieuchange, a French explorer from the 1930s. Vieuchanger was himself greatly influenced by his love of literature and cinema, and his travel memoirs reflect his flair for the theatrical (Vieuchange 1932, Garber 2012). Figurski’s backstory is also drawn from the true crime case of Theodore Streleski, a graduate student who bludgeoned his professor to death after 19 years of trying and failing to successfully complete his PhD (Crewdson). In one scene in the novel, which takes place in the far future (‘Stardate 0012’), the simulated versions of the characters spontaneously revert into their “meat-world” counterparts. The passage comes with a “disclaimer” that suggests it is a “bug” in the system (Holeton 1998).
Figurski at Findhorn on Acid has limited design features, though even these minor additions were considered quite innovative for the time (See: Bell, Ensslin 187-188). For instance, each of the main elements (character, artifact, location, time) appears in a different colored font. The novel also incorporates visual media, embedding photographs and illustrations into the text. The description of Rosellini's 1737 Mechanical Pig, for example, includes a diagram of pork cuts (For more on ‘Visualizing Figurski’ see: Bell 175-183). The novel even has an auditory dynamic. The note on "freedom/fear_o'writing” opens up a suggested playlist. The track titles include well-known artists like sixties folk band Peter, Paul, and Mary, and certain scenes in the novel reference specific titles. Amusingly, the playlist also includes arbitrary, even unpleasant, sounds, like the “beep-beep-beep-beep of large trucks.”
Works Cited:
Bell, Alice. “The Colourful Worlds of Richard Holeton’s (2001) Figurski at Findhorn on Acid,” The Possible Worlds of Hypertext Fiction, Palgrave MacMillon, 2010, pp. 150-184.
Crewdson, John. “Professor’s Killer Free, Not Sorry.” Chicago Tribune, 9 Sept. 1985, https://www.chicagotribune.com/news/ct-xpm-1985-09-09-8502280966-story.html. Accessed 2 November, 2019.
Ensslin, Astrid. Canonizing Hypertext: Explorations and Constructions. Bloomsbury Academic, 2007.
Garber, Marjorie. Vested Interests: Cross-dressing and Cultural Anxiety. Routledge, 2012.
Grigar, Dene, Nicholas Schiller, Holly Slocum, Kathleen Zoller, Moneca Roath, Mariah Gwin, and Andrew Nevue. Rebooting Electronic Literature, Volume 2. Vancouver, WA: Nouspace Publications, 2019. http://scalar.usc.edu/works/rebooting-electronic-literature-volume-2/richard-holetons-figurski-at-findhorn-on-acid.
Holeton, Richard, "Don't Eat the Yellow Hypertext: Notes on Figurski at Findhorn on Acid" Kairos, vol. 3, no. 2, 1998, http://technorhetoric.net/3.2/response/Kendall/holeton/. Accessed 29 Oct. 2019.
MOVE Lab, Washington State University. “Traversal of Richard Holeton's' "Figurski at Findhorn on Acid," Part 4.” Vimeo, commentary by Richard Holeton, 22 Feb. 2019, https://vimeo.com/326081944.
“Obituary: Zanger was Casa de Fruta icon, ‘cup flipper’.” San Benito Live, 4 April, 2019, https://sanbenitolive.com/obituary-zanger-was-casa-de-fruta-icon-cup-flipper/. Accessed 2 November, 2019.
Vieuchange, Michel. Smara, the Forbidden City: Being the Journal of Michel Vieuchange While Traveling Among the Independent Tribes of South Morocco and Rio de Oro. Ecco Press, 1932.