Published in issue 1:3 of the Eastgate Quarterly Review of Hypertext (1994), Kathryn Cramer’s short poetic hypertext fiction, “In Small & Large Pieces” came bundled with Kathy Mac’s “Unnatural Habitats”, first as two 3.5-inch floppy disks for Macintosh and PC, and later on a single CD-ROM requiring 2 MB RAM and a hard disk drive. A “dark fantasy” and “postmodern Through the Looking Glass” (folio back cover), Cramer’s work aligns with numerous remediations of Alice in Wonderland in contemporary history of art, narrative, and digital culture. The titular broken looking glass becomes a metaphor of “obsessive fragmentation” (blurb) throughout the text, and of how readers move between different types of texts, such as poems, hand-written notes, and captioned images “illuminates this moment of shattered self” (ibid).
gothic
What motivates games of make-believe—collaborative creative play—is not the overcom- ing of an unnecessary obstacle, but the resolution of unavoidable and intolerable tension. Like seismic forces in the earth’s crust, inner wars among our own sub-personalities with their conflicting motivations, as well as outer social tensions among members of social hier- archies, we find rebalancing in the earthquake of laughter. A core piece of advice from the renowned Chicago theatrical improv company Second City is: “There is a wealth of humor available through status differences and the playing thereof. Realize it and play with it. The changes and shifts that are inherent are ripe for the taking” (Libera 2004). Satirization of status and the status quo through travesty, impersonation, and formal mimicry is a long tra- dition in literature and theater. This play of mimicry, parody, and satire is vital to reveal and rebalance relationships of power. An un-satirized world is unlivable. For me the goals of each netprov are: laughter, insight, and empathy. Therefore here is my reformulation of Suits, the flag under which I play: Netprov is the voluntary attempt to heal necessary relationships.
When serious communications are made silly, the world goes cuckoo. Cuckoo birds are brood parasites. They lay their eggs in the nests of other birds. Cuckoo chicks hatch earlier and grow faster than the others, often kicking them out of the nest. We netprov players are cuckoo birds: we lay our eggs in other birds’ nests; we hijack available media for our own nefar . . . er, I mean . . . hilarious purposes. We come from a proud line of cuckoo birds. Like the London riverbank players who took the crazy tradition of court- yard morality plays and hijacked them by asking: could these become as good as the clas- sical tragedies and comedies? Let’s look at some other of our cuckoo ancestors.
This manga-inspired graphic novel app is about thirteen-year-old Tavs, who chooses his name (meaning “silent”) when he writes a declaration to his parents: “From now on I will be silent”. The story is about the loneliness and loss Tavs feels upon the death of his twin and his family’s move to Tokyo. TAVS is a fantasy narrative with gothic, humorous and boy-meets-girl elements and references to haiku and manga. The app mixes text, music, still images, sound effects and animation into an immersive aesthetic experience. For example, as we read of Tavs’ sorrow and frustration the words begin to fall down from the screen and the reader has to take an active part in the reading process by grabbing the sentences. The chapters show great variation, operating between expressive powerful animations and stills and black pages, between strong sound effects and silence and between spoken and written words, right up to the final fight between the twins; between life and death. (source: ELO 2015 catalog)
"Psyco" by Felix Rémirez is about the conversation between a psychiatrist and a patient who suffers from schizophrenia. In this hypermedia the hypertext appears automatically without the reader's intervention in the reading process, the images and hypertext change rapidly and in some sequences the reader does not have enough time to read the whole story. The only option the reader can choose is clicking on underline sentences which give the reader descriptions of medical terms and information about a woman the patient was in love with. The patient explains that he is scared of some people who are at the back of the psychiatrist, the latter tries to distract him asking him to talk about the period in which he studied music. There is an open ending and the reader does not know if the patient attacks the nurse, the psychiatrist or himself at the end. This hypermedia has been programmed with Flash CS5 and the narrative is told in different shots: two shots show the characters' conversation, other shots show what they think at the same time and there is another shot in which images move to create a mysterious and frightening atmosphere accompanied with Music for Strings, Percussion and Celesta by Béla Bartók (Maya Zalbidea 2014)
"Psyco" de Féliz Rémirez trata de una conversación entre un psiquiatra y un paciente que sufre esquizofrenia. En este hipermedia el hipertexto aparece de forma automática sin permitir al lector/a que intervenga en el proceso de lectura, las imágenes y el hipertexto cambian rápido y en algunas secuencias al lector/a no le da tiempo a leer toda la historia. La única opción que el lector/a puede elegir es hacer click sobre las palabras subrayadas que proporcionan descripciones de términos médicos e información acerca de una mujer de la que el paciente estaba enamorado. El paciente explica que está aterrorizado porque ve a personas detrás del psiquiatra, éste trata de distraerlo pidiéndole que le hable de la época en la que estudiaba música. El final es abierto y el lector/a no sabe si el paciente ataca a la enfermera, al psiquiatra o muere al final. Este hipermedia ha sido programado con Flash CS5 y la narración está contada en distintos planos: dos planos que muestran la conversación de los personajes, otros planos que muestran lo que ellos piensan, un plano en el que las imágenes se mueven y crean un ambiente de misterio y terror acompañado de la Música para cuerda, percusión y celesta de Béla Bartók (Maya Zalbidea 2014)
Described by Robert Coover as “perhaps the true paradigmatic work” of the “golden age” of hypertext literature, Shelley Jackson’s Patchwork Girl (1995) provides not only a rewriting of Mary Shelley’s Frankenstein (1818), but an opportunity to consider the ways in which the gothic as a genre serves to problematize the somatic dimension of our writing technologies. In its capacity to touch the reader directly, at the level of the nerves, tissues, and fibres of the body, Patchwork Girl recalls the debates concerning the affective force of the gothic novel, and, in particular, the threat it was thought to pose for women readers. The gothic, in this sense, emerges as the deep and unsettling recognition that the technological is the formative ground of subjectivity, the very condition of our becoming. What Jackson calls “the banished body,” the monstrous materiality of subjectivity, haunts not only the eighteenth-century faith in the powers of rational powers of intellection, but our own post-human dreams of transcendence.
The year is 1792 and in his Paris laboratory, Victor Frankenstein is building a man... Guide his tale with your choices in this unique literary app.
Written by best-selling author Dave Morris, designed and developed by creative studio inkle and published by award-winning independent publisher, Profile Books, Frankenstein is a new way of experiencing Mary Shelley's classic tale of terror and revenge.
The original text has been fully adapted into interactive form, allowing you the reader to visit Frankenstein's workshop, help him make his monster, and guide him through the disastrous events that follow.
(Source: Publisher's description in the iTunes store)
This study examines how themes, conventions and concepts in Gothic discourses are remediated or developed in selected works of contemporary interactive fiction. These works, which are wholly text-based and proceed via command line input from a player, include Nevermore, by Nate Cull (2000), Anchorhead, by Michael S. Gentry (1998), Madam Spider’s Web, by Sara Dee (2006) and Slouching Towards Bedlam, by Star C. Foster and Daniel Ravipinto (2003). The interactive fictions are examined using a media-specific, in-depth analytical approach.
Gothic fiction explores the threats which profoundly challenge narrative subjects, and so may be described as concerned with epistemological, ideological and ontological boundaries. In the interactive fictions these boundaries are explored dually through the player’s traversal (that is, progress through a work) and the narrative(s) produced as a result of that traversal. The first three works in this study explore the vulnerabilities related to conceptions of human subjectivity. As an adaptation of Edgar Allan Poe’s famous poem “The Raven,” Nevermore, examined in chapter one, is a work in which self-reflexivity extends to the remediated use of the Gothic conventions of ‘the unspeakable’ and ‘live burial’ which function in Poe’s poem. In chapter two, postmodern indeterminacy, especially with regard to the tensions between spaces and subjective boundaries, is apparent in the means through which the trope of the labyrinth is redesigned in Anchorhead, a work loosely based on H. P. Lovecraft’s terror fiction. In the fragmented narratives produced via traversal of Madam Spider’s Web, considered in chapter three, the player character’s self-fragmentation, indicated by the poetics of the uncanny as well as of the Gothic-grotesque, illustrates a destabilized conception of the human subject which reveals a hidden monster within, both for the player character and the player. Finally, traversal of Slouching Towards Bedlam, analyzed in chapter four, produces a series of narratives which function in a postmodern, recursive fashion to implicate the player in the viral infection which threatens the decidedly posthuman player character. This viral entity is metaphorically linked to Bram Stoker’s vampire, Dracula. As it is the only work in the study to present a conception of posthuman subjectivity, Slouching Towards Bedlam more specifically aligns with the subgenre ‘cybergothic,’ and provides an illuminating contrast to the other three interactive fictions.
In the order in which I examine them, these works exemplify a postmodern development of the Gothic which increasingly marries fictional indeterminacy to explicit formal effects, both during interaction and in the narratives produced.
(Source: Author's dissertation abstract)
A video installation.
Zoe Beloff’s "Influencing Machine of Miss Natalija A." is a Flash adaptation of a multimedia installation of the same name created by Beloff in 2001. This web-enabled version combines video, text, audio, and animation to tell the story of Natalija A., a psychiatric patient who was unable to communicate except through writing. Natalija believed that she was being controlled remotely by an “influencing machine,” a mechanical model of her body created by a doctor in Berlin which could be manipulated to control her telepathically. Based on an actual 1919 account of Viennese psychoanalyst Victor Trausk, Beloff’s work contains passages from Trausk’s notebooks, simulated effects of the “diabolical machine,” surrealist footage of medical procedures, and video clips of the actual broadcast technologies that emerged during the early twentieth century to influence populations worldwide.
(Source: Davin Heckman's description in the Electronic Literature Directory)
This project was created in Flash MX. It is 3MB. Playing it requires the Flash 6 plug-in and the QuickTime plug-in.
View in Internet Explorer 5.1 or greater. Netscape Navigator 6. 2 or greater.