fictional narrative

By Jeremy Hight, 26 January, 2020
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Abstract (in English)

A fictional narrative is an agitated space. A story world is constructed with attention to selection of detail and level of its description (setting and its establishment of tone, subtext and above all, physical place). The traditional role of the author has been to carefully use these tools to create the other world. The city is also an agitated space. A city is a collection of data and sub-text to be read in the context of ethnography, history, semiotics, architectural patterns and forms, physical form and rhythm, juxtaposition, city planning, land usage shifts and other ways of interpretation and analysis. The city patterns can be equated to the patterns within literature: repetition, sub-text shift, metaphor, cumulative resonances, emergence of layers, decay and growth.

Read more: http://www.neme.org/texts/narrative-archaeology

 

Description (in English)

November 2008, mid-GFC. Kim Powe, Australia’s once wealthiest citizen, is depressed and obsessed with the $3.9 billion he lost in overseas investment. He writes ‘business plans’ for his personal life. March 2014. Paige Bligh, a runaway from Karratha, recounts her experiences for Right Now! Weekly’s follow-up feature article: Confessions of an Australian Sex WorkerPaige & Powe is a digital epistolary novel that depicts Australia’s wealthiest citizen losing considerable money, and Australia’s poorest citizen coming into considerable money. As their two lives eventually intersect, it explores controversial social issues, specifically the impact of recent Western Australian casino and prostitution legislation.

Description in original language
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Technical notes

Interface made for PC. Mobile viewing is not recommended.

Contributors note

David Thomas Henry Wright - Author

Karen Lowry - Digital Interface

Julia Lane - Illustrator

Description (in English)

Juan and Ichel are recruited for a spy mission to find their birth parents, only to find that the reunion is not what they expected. As they navigate the gadgets, villains, and flying beds, they must also sort through their feelings of hurt and loss.

Contributors note

Author's Comment: “As part of a larger collection of games from Mrs. Wobbles and the Tangerine House, Spy EYE offers the first tale to reflect on the emotions of foster care children coping with separation from their birth parents. Written with my forever family, this choice-based tale offers the opportunity to choose the character's Point of View in a middle grade tale in which the ultimate adventure confronts us with the most powerful challenges: our own emotions. Features poems by Margaret Rhee and Lyla Joy Hinchey and illustrations by Brian Gallagher.”

Description (in English)

John, a single father and computer engineer, inherits a collection of arcane objects from Mo, his mysterious Aunt. Over time, the engineer and his daughter Charlotte begin to realise that the objects have unusual physical properties – and that the more they are exposed to them, the more their realities and memories appear to change.

“All the Delicate Duplicates traverses time and alt-realities via a layered character driven narrative world.” – Dr Andrew Burrell

"I could lose myself in this for hours. This feels so new, unlike anything I’ve ever seen." – Beta Tester at the 2016 Game City Festival.

“Played one of the most cerebral walking sims I've experienced yet.” – Michael Nam

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Description (in English)

Alice is nineteen in Episode six. She's at college and working at the gas station on the outskirts of the city, striving to make ends meet. Late in submitting her college work, Alice stumbles from one crisis to another...

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By Christine Wilks, 16 June, 2016
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Abstract (in English)

The world of game development is heavily male dominated and sexism is notoriously endemic in online gaming and videogames. In this context, as a feminist woman and sole writer, developer and designer of an interactive digital narrative, I am something of a rarity. Doing it all myself may seem perverse, especially in a field where collaboration is common, but the ability to author code myself is empowering and, crucially, gives me independence - a development environment of one's own - a classic feminist goal. In this presentation, I will discuss how these factors are reflected in the interplay of genre, narrative, discourse, gameplay, game logic, character development and thematic content in my interactive digital narrative, Stitched Up (currently a work-in-progress).

In an extremely rare inversion of the 'Damsel in Distress' trope, a common plot device in video games, the central male character in Stitched Up is a 'dude in distress' (Sarkeesian 2013). A powerful female antagonist has trapped Joel in a perilous situation and he must be rescued by his wife, Sarah (both Joel and Sarah are player characters). However, rather than action adventure, I describe Stitched Up as a psychological thriller. Moreover, its feminist narrative themes, problematizing the idea of home, significant others, working women, parenthood and masculinity, suggest similarities with the emerging literary sub-genre of Domestic Noir.

To create an interactive narrative that is capable of exploring these issues, I am drawing together concepts from second-order cybernetics with Possible Worlds theory from narratology. Combining these abstractions provides me with a framework for not only thinking about character-driven playable narratives, but also a methodology for authoring and designing them. I am drawn to Possible Worlds theory because, unlike structuralism, it does not regard fictional characters as purely semiotic constructs but regards them as make-believe life-like persons, able to arouse emotions in the reader. Influenced by cybernetics, along with the concept of feedback and 'the art of steering' (cybernetics' etymological root), I am exploring the idea of the fictional character as a Black Box in order to simulate psychological depth.

An observer can only infer what is going on inside a Black Box from its inputs and outputs. Stitched Up is text-driven but highly visual and I am coupling my dialogue-based game engine with a responsive abstract visualisation system for the characters' internal emotional data to deliver subtextual layers of meaning. These combined outputs will affect the choices that reader-players make, the inputs. This stimulus-response model, which is my core gameplay loop, functions as a kind of rudder for the reader-player to steer a course through Stitched Up's narrative universe of Possible Worlds. How the reader-player chooses to interpret the characters' behaviour will determine the kind of story they experience and its outcome. The 'Damsel in Distress' trope invariably decrees a revenge-driven story, Stitched Up's 'dude in distress' device challenges that edict.

Pull Quotes

I am drawing together concepts from second-order cybernetics with Possible Worlds theory from narratology. Combining these abstractions provides me with a framework for not only thinking about character-driven playable narratives, but also a methodology for authoring and designing them.

Creative Works referenced