Radical Books of 2012 (1/7)

The Oregon Trail is the Oregon Trail

The Oregon Trail is the Oregon Trail
Gregory Sherl

Mud Lucious Press · 65 pages

Consciousness wobbles between the “real world” of Barry Manilow concerts, streetscapes that look like Frogger, and private Facebook messages on the one hand and a fabled simulation bleeding beyond the phosphors of the computer-connected CRT television on the other. Amid tender moments featuring the wife, child #1, and child #2, these poems also offer reminders of the political context in which Westward expansion was undertaken. “The Oregon Trail 2 Starring Mel Gibson Directed by Mel Gibson” notes, for instance, “We have Manifest Destiny in our cocks.” This book about the American journey, not the destination, may appear to be a nostalgic romp. (Perhaps the book’s dedication, “FOR YOUTH,” and the theme of adult responsibilities invites such an attitude.) There is no home to ache over, though, in these 39 poems that join intimate imagination to a famous if floppy American document, showing that however personal or national memory flows past, in whatsoever form, you can’t ford the same river twice.

Tracy Fullerton this Thursday at MIT on “Walden, a game”

Tried of thinking about well-defined regions of red and blue?

… start thinking about PURPLE BLURB, the digital writing series at MIT.

We’ll have our next event with TRACY FULLERTON, an experimental game designer, professor and director of the Game Innovation Lab at the USC School of Cinematic Arts where she holds the Electronic Arts Endowed Chair in Interactive Entertainment. The Game Innovation Lab is a design research center that has produced several influential independent games, including Cloud, flOw, Darfur is Dying, The Misadventures of P.B. Winterbottom, and The Night Journey – a collaboration with media artist Bill Viola. Tracy is also the author of Game Design Workshop: A Playcentric Approach to Creating Innovative Games, a design textbook in use at game programs worldwide.

Fullerton’s talk “Finer Fruits: Experiment in Life and Play at Walden” will take place:

November 8
5:30pm
In MIT’s 32-155 (Stata Center)

This is a joint event with the CMS Colloquium, and supported by the Angus N. MacDonald fund.

Walden, a game, is an experiment in play being made about an experiment in living. The game simulates Henry David Thoreau’s experiment in living a simplified existence as articulated in his book Walden. It puts Thoreau’s ideas about the essentials of life into a playable form, in which players can take on the role of Thoreau, attending to the “meaner” tasks of life at the Pond – providing themselves with food, fuel, shelter and clothing – while trying not to lose sight of their relationship to nature, where the Thoreau found the true rewards of his experiment, his “finer fruits” of life. The game is a work in progress, and this talk will look closely at the design of the underlying system and the cycles of thought that have gone into developing it. It will also detail the creation of the game world, which is based on close readings of Thoreau’s work, and the projected path forward for the team as we continue our sojourn in experimental in play.

We have also *added* a Purple Blurb event this semester. Prof. Al Filreis of the University of Pennsylvania Kelly Writers House will join us for a conversation with Nick Montfort on December 10 at 5:30pm in 6-120. He’ll discuss his experience teaching modern poetry to 34,000 students online. More about this as the time nears …

For now, I hope to see you this Thursday for Tracy Fullerton’s presentation about Walden, a game.

Purple Blurb at MIT this semester!

Yes we have Purple Blurb! The first event is in less than a week – sorry for the short notice; I hope you locals can join us. Here are the details:

Monday October 1, 5:30pm in 6-120

Rafael Pérez y Pérez, Fox Harrell, and Nick Montfort

In conversation about narrative generation and MEXICA, GRIOT, and Curveship

Three creators of poetic and imaginative systems speak about computational creativity, narrative generation, and the way systems for this sort of work are culturally generated. Rafael Pérez y Pérez is creator of the plot-focused MEXICA system for the generation of stories and is Profesor/Investigador Titular C in the Departamento de Tecnologías de la Información at the Universidad Autónoma Metropolitana, Unidad Cuajimalpa, México D. F. Fox Harrell is creator of GRIOT and the Alloy algorithm, which generates literary and multimedia texts based on conceptual structures. Harrell is associate professor of digital media at MIT in CMS/WHS, a principal investigator at CSAIL, and head of the Imagination, Computation, and Expression Laboratory. Nick Montfort developed Curveship, an interactive fiction and text generation systems that allows for parametrically controlled narrative variation. Montfort is associate professor of digital media at MIT in CMS/WHS and head of the Trope Tank.

Thursday November 8, 5:30pm in 32-155

Tracy Fullerton

“Finer Fruits: Experiment in Life and Play at Walden”

A joint event with the CMS Colloquium

Walden, a game, is an experiment in play being made about an experiment in living. The game simulates Henry David Thoreau’s experiment in living a simplified existence as articulated in his book Walden. It puts Thoreau’s ideas about the essentials of life into a playable form, in which players can take on the role of Thoreau, attending to the “meaner” tasks of life at the Pond – providing themselves with food, fuel, shelter and clothing – while trying not to lose sight of their relationship to nature, where the Thoreau found the true rewards of his experiment, his “finer fruits” of life. The game is a work in progress, and this talk will look closely at the design of the underlying system and the cycles of thought that have gone into developing it. It will also detail the creation of the game world, which is based on close readings of Thoreau’s work, and the projected path forward for the team as we continue our sojourn in experimental in play.

Tracy Fullerton, M.F.A., is an experimental game designer, professor and director of the Game Innovation Lab at the USC School of Cinematic Arts where she holds the Electronic Arts Endowed Chair in Interactive Entertainment. The Game Innovation Lab is a design research center that has produced several influential independent games, including Cloud, flOw, Darfur is Dying, The Misadventures of P.B. Winterbottom, and The Night Journey – a collaboration with media artist Bill Viola. Tracy is also the author of Game Design Workshop: A Playcentric Approach to Creating Innovative Games, a design textbook in use at game programs worldwide.

As always, all events are free and open to the public. The Purple Blurb series is supported by the Angus N. MacDonald fund and Comparative Media Studies / Writing and Humanistic Studies.

T-CIAIG (Computational Narrative & Games) Due October 5

The tickets are now diamonds!

Ian Horswill, Michael Young and I are editing a special issue of IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG), and your submissions are invited — until October 5, 2011. We have extended the deadline two weeks.

Specifically:

The T-CIAIG Special Issue on Computational Narrative and Games solicits papers on all topics related to narrative in computational media and of relevance to games, including but not limited to:

  • Storytelling systems
  • Story generation
  • Drama management
  • Interactive fiction
  • Story presentation, including performance, lighting, staging, music and camera control
  • Dialog generation
  • Authoring tools
  • Human-subject evaluations of systems

I posted the full call here way back in February: “Call for papers: Special Issue on Computational Narrative and Games.” We are very interested in submissions dealing with computationally involved work on the important topic of narrative.

Friday’s the Deadline: Special Issue on Computational Narrative and Games

As mentioned here before, Ian Horswill, Michael Young and I are editing a special issue of IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG), and your submissions are invited. Specifically:

The T-CIAIG Special Issue on Computational Narrative and Games solicits papers on all topics related to narrative in computational media and of relevance to games, including but not limited to:

  • Storytelling systems
  • Story generation
  • Drama management
  • Interactive fiction
  • Story presentation, including performance, lighting, staging, music and camera control
  • Dialog generation
  • Authoring tools
  • Human-subject evaluations of systems

I posted the full call here way back in February: “Call for papers: Special Issue on Computational Narrative and Games.” So it seems appropriate to remind everyone now, as the deadline for submissions is this Friday, September 21, 2012.

All author/submission info is online. Submission is done through Manuscript Central.

Let me know (soon!) in comments or by email if you have questions.

Games by the Book, an Exhibit

Games by the Book
Videogame Adaptations of Literary Works in the Hayden Library

The Hayden Library (in MIT’s Building 14) is hosting an interactive exhibition starting on September 7th. Visitors to the second floor will be able to play four videogames that are adapted from literary works, from Sophocles and Shakespeare to F. Scott Fitzgerald and Douglas Adams. The exhibit explores the range of approaches taken to create video games of literary works, The result is often whimsical, turning the worlds of these stories into spaces to be explored, often transforming them according video game conventions.

The games featured in the exhibit invite players to become Nick Carraway, the narrator of The Great Gatsby, dodging drunken partygoers in his way to meet Gatsby; explore the world of Shakespeare’s plays; carry out an exercise of introspection based on Sophocles’ Oedipus at Colonus; or revisit the events of The Hitchhiker’s Guide to the Galaxy.

Games by the Book, curated by Clara Fernández-Vara and Nick Montfort, will be open to the public until October 8th, in the Humanities library, on the 2nd floor of the Hayden Library. Further details can be found at:

http://trope-tank.mit.edu/games_by_the_book/

The exhibit is sponsored by the De Florez Fund for Humor, the MIT Council of the Arts, the MIT Game Lab, the Electronic Literature Organization, and Comparative Media Studies.

Fire Up Your Computational Narrative and Games Submissions

Ian Horswill, Michael Young and I are editing a special issue of IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG), and your submissions are invited. Specifically:

The T-CIAIG Special Issue on Computational Narrative and Games solicits papers on all topics related to narrative in computational media and of relevance to games, including but not limited to:

  • Storytelling systems
  • Story generation
  • Drama management
  • Interactive fiction
  • Story presentation, including performance, lighting, staging, music and camera control
  • Dialog generation
  • Authoring tools
  • Human-subject evaluations of systems

I posted the full call here way back in February: “Call for papers: Special Issue on Computational Narrative and Games.” So it seems appropriate to remind everyone now, as the deadline for submissions is September 21, 2012.

I recently updated the URL for author/submission info. Submission is done through Manuscript Central.

Let me know in comments or by email if you have questions.

The Problem with “Videogames”

For years, many people have been use the word “videogames” to describe various different things – often a similar category of games playable in arcades and at home thanks to digital electronic technology and using video displays. Sometimes this category is distinguished from “computer games” which are played on general-purpose home (or, if one is lucky, office) computers. Often people nowadays who think about gaming don’t think of specific classic titles (_Zork,_ _Hunt the Wumpus,_ _Star Trek_) as videogames but are willing to consider them computer games.

It’s not universal to use the single-word term. The OED has only an entry for “video game” (with 1973 and 1983 references), although “videotape” is listed as a single word. In _Racing the Beam,_ Ian Bogost and I compromised on using “videogame” as the adjective form and “video game” as the noun form, so we wrote phrases such as “videogame players” but also wrote of “popular video games.” Perhaps this was the worst of both worlds, but no one, not even our copy editor, railed at us about it.

The problem that I see is that I like to explain to people, often in writing, that I study “computer and video games.” If I use the term “videogames,” what would I say? “I study computer games and videogames”? “I study computer. Also, I study videogames”? “I study video- and computer games”?

In an effort to make videogames seem like their own special thing (which was provided to me by one editor as an explanation for why the one-word version was used), _Bioshock_ for PC is verbally classed in an entirely different category from _Bioshock_ for Xbox 360. Given my work as an editor of the MIT Press Platform Studies series, I certainly recognize the real importance of the subtle difference between these two – but it seems awkward as a digital media scholar to actually go and call them different things, and it seems like that is what the sleek and special term “videogame” compels us to do. Maybe I need to become retro and go back to the two-word version of the term.

Islands of (Text) Adventure

In the “Michelangelo” room of the Portofino Bay hotel, at Ascendio (the latest and last in a long series of Harry Potter fan conferences), just down the lagoon from The Islands of Adventure and the Harry Potter area of that theme park, Flourish Klink presented her interactive fiction, “Muggle Studies.”

(In Michelangelo the women come and go, talking of rooms…)

We had a reading/playing of the game, to start, in the People’s Republic of Interactive Fiction public reading style. It worked well; another option would have been to “demo” the game using the successful format we tried out at the New School, Penn, and some Purple Blurb IF readings. The audience was game to try commands, though, and a volunteer read the game’s text aloud.

Then, Flourish provided some context, describing a bit about IF and Inform 7.

Given the vigorousness of fandom and the way interactive fiction production continues apace, it’s particularly good to see a demonstration of and call for more crossover work.

A Note on Stacking

In February 2011 Tim Schafer’s Doublefine Productions released a game, Stacking, in which the anthropomorphic figures are Russian nesting dolls. Set in a nicely developed Victorian world of social ills and technological marvels and making use of a toy-like mechanic, Stacking is somewhat like Lego Star Wars without either the Lego or the Star Wars brand. It combines charming play with plenty of cutscenes.

Some aspects of the game don’t seem to have been mentioned online in the past year and a half, so I’m compelled to mention them now: You play by controlling a young boy and nesting this character, and then others, inside one another to gain access to different areas and accomplish tasks. Your current stack of dolls can grow only by entering another doll. It’s not possible to stack another doll if it’s facing you and looking at you, only if you sneak up on it. That is, it’s necessary to enter dolls from behind. When you do pop yourself inside, onlookers gasp in shock.

Just saying.

Deus Ex Machina 2

Mel Croucher created an amazing computer game in 1984: Deus Ex Machina, a ZX Spectrum game that takes the player on an abstract journey through different stages of life in segments of fixed duration; it was sold with an audiotape that provided a synchronized soundtrack. The game is unrelated to the later and more famous Deus Ex. It was ported to the Commodore 64 and the MSX.

Croucher, who has been a writer on computing and was also apparently the first person to broadcast computer games over the radio as digital data, is now developing Deus Ex Machina 2, which will star You (Time’s 2006 Person of the Year) and Sir Christopher Lee.

Gamer vs. Scener, or, Scener Theory

_I delivered this as the opening keynote at DiGRA Nordic 2012, today, June 7._

#### 1. The World of the Scene

Welcome to the world of the scene, to the summer of 2012, to that Earth where the demoscene is pervasive. Computers are mainly part of our culture because of their brilliant ability to produce spectacles, computationally generated spectacles that are accompanied by music, all of which is produced from tiny pieces of code, mostly in assembly language, always in real time. The coin of the realm is the demoscene _production,_ which includes graphics and chiptunes but is principally represented by demos and their smaller cousins, intros. The coin of the realm – although these are not exchanged commercially, but freely shared with all lovers of computation and art, worldwide.

The ability of these programs to connect the affordances of the computer with people’s capabilities for aesthetic appreciation, and the ability of programmers to continually uncover more potential in machines of whatever vintage, is the leading light in our world’s cultural activity and in the development of new technology as well. And it burns so brightly.

Computers, originally imagined as instruments of war, as business machines, as scientific apparatus, now are seen as platforms for beauty, as systems that can be rhythmical and narrative and can present architectural and urban possibilities as well as landscapes. One plays with the computer not by picking up a controller that is ready to receive one’s twitches but by thinking and typing at great length, by loading and storing, by writing programs.

People congregate in immense gatherings to program together and to appreciate intros, demos, and other productions running on the appropriate hardware. Of course they attend the classic parties such as Assembly in Helsinki, where they fill the Hartwall Areena. They come as well to the edgy and artsy Alternative Party in Finland. They also travel every summer to this world’s largest American demoparty, Segfault, which takes place at the Los Angeles Convention Center. Few of the sceners are even aware that a small but dedicated group of gamers is meeting at the same time in the same city, in a hotel, for their so-called “E3” gathering.

To exchange creative computer programs with one another, to annotate them and discuss them, a number of widely-used social media platforms have sprung up in our scener world. Some people used the video sharing service YouTube, but it is far less popular than YouCode, which allows the full power of the computer to be tapped and facilitates the exchange of assembly language programs.

In our scener world, a vibrant group of game developers and game players remains, of course, although they are not much talked about in the popular press, in the art world, or in academic discourse. California is something of a backwater in this relatively small pond of game development. Some development of games is still done there – first-person shooters, moderately multiplayer online role-playing games, and so on – but the games that have gained some purchase with the public come from elsewhere.

The two most prominent game developers are from Japan and Wales: Tetsuya Mizuguchi and Jeff Minter. Mizuguchi’s _Rez,_ as with with his many other excellent games, connects music and actions in a way that mainstream computer users – sceners – find particularly compelling. Minter’s graphical prowess, seen in _GridRunner_ and many other games, appeals to the popular crowd of sceners, too, as does his whimsical inclusion of ungulates in his games. The games by these two consistently have earned the highest level of praise from the world at large: “that could almost be a production.”

#### 2. Scener vs. Gamer

Now, as enjoyable as this vision is, let’s put this scener world on hold for a moment – not, of course, by pressing select on our XBox 360 controller, but by pressing the freeze button on our Commodore 64’s The Final Cartridge III – or, if we must resort to emulation, by selecting File > Pause from the VICE menus.

How does the scener world that can be glimpsed in the real Summer Assembly in Helsinki relate to this other universe we have surely heard about, the gamer world of Winter Assembly and this summer’s DiGRA Nordic in Tampere? How do the origins of computer and videogaming relate to the origins of the scene?

To relate gaming and the scene, something of course must be said about the nature of the demoscene. I am not here to provide a history of the scene, which is, of course, almost entirely a Northern European phenomenon and which is particularly strong in Finland. It would be absurd for me to come here and pretend to be an authority on the scene, ready to tell you the special things that I know and that you should know about it. It would be as absurd as my coming to tell you about how to properly use a sauna or about the strategic virtues of land mines. I come not to bury the scene in a dense, pedantic explanation – I come to praise it and to offer it my imagination, to embrace and extend it in the most non-proprietary way. My interest is in making the scene mine – and everyone’s. To do so, I will describe a bit about how the scene originated.

The idea of creating an impressive demo that will do something pleasing, playful, and impressive, and that will make use of computing technology, is probably a good bit older than the general-purpose computer. In the early days, it made no sense to divide the category “demo” from that of “game.” Consider the amazing computational project by Spanish engineer Leonardo Torres y Quevedo. This individual, who as part of his day job devised a type of semi-rigid airship that still excites steampunks, created a special-purpose automatic electronic chess player. This system was like the famous mechanical Turk, but with no dwarf inside. Torres y Quevedo’s incredible demo could play a chess endgame perfectly and even had a voice synthesis system – a phonograph – that enabled it to annouce check and checkmate. Since there were no demo parties at the time, his system was permiered at the World’s Fair, in 1914. Possibly the first demo (not on a general-purpose computer, to be sure, but an incredible and impressive demo nonetheless) was executed almost one hundred years ago, and was also possibly the first computer game. If World War I had not ensued the demoscene might have begun in full force the early years of the twentieth century, anticipating and perhaps inspiring general-purpose computers.

There were other demos and other game-demos in the days before the demoscene proper. In the former category were “recreational computing” programs developed at MIT to convert numbers from Arabic numerals to Roman numerals and back and the remarkable joke called “Expensive Typewriter,” which is possibly the first word processor; in the latter were _Tennis for Two,_ perhaps the playful TX-0 demo _Mouse in the Maze,_ and certainly the PDP-1 program _Spacewar._ The scene would have certainly applauded projects like these, along with the work of those who made the line printer produce music and who made pleasing sounds with radio interference on their Altair 8800.

While demos – usually what would be called “wild” demos and would do not fit into any standard demoscene category – abound throughout the twentieth century, the modern-day demoscene has a specific origin. This community, this constellation of creative practice, exists thanks to commercial game software and to the copy protection techniques used on it. The demoscene begins in the confluence of a computer game industry and the impulse to enforce legal restrictions on copying with technical ones. First, certain microcomputer disk drives working in certain modes can be used to _read_ data slightly better than they can _write_ data. Producers of video games – to be honest, not massive horrifying hegemonic corporations, in the early days, but often literaly mom and pop operations such as Sierra On-Line (Ken and Roberta Williams), Scott Adams games, Jordan Mechner, and so on – joined with early videogame publishers to implement so-called _copy protection_ for games delivered on floppy disc.

Copy protected discs could not be copied using the typical methods that one might employ to back up one’s own data. But they could be copied, sometimes using bit copiers with particular parameters and sometimes thanks to the efforts of early digital preservationists who performed an operation upon them known as _cracking_. By reverse-engineering these games and their protection schemes, and by twiddling a few bytes, crackers were able to liberate copy-protected games and allow ordinary users to make the legitimate backup copies to which they were entitled. While I was content to sector-edit my Apple II discs and change my _Bard’s Tale_ characters to have abilities of all 99s, and satisfied myself with placing my Apple //e and my duodrive and monitor in the trunk of my car and heading off to a copying party where warez could flow “the last mile” to end users, others, fortunately, did the difficult and elite work of liberating games in the first place.

This was another time, you understand – 1983-84 – and we had not recieved Bill Gates’s open letter to hobbyists that, had we read it, would have explained to us that we were stealing software. People would have ceased to crack and copy software if they knew that they were killing the game industry. And all the home computer software that is available and runnable today _only_ in cracked versions – now that the companies that were responsible for such software are gone completely or are nothing but a few confused lines on legal documents – all that software would be gone, immolated, left on the ash heap of history, like tears in rain.

But I am not discussing guilt, innocence, or disappearance; I am mentioning how the demoscene came to be. This activity of cracking software led those who were removing copy protection to enhance the software they were dealing with in certain ways. It was possible to tidy programs up and compress them a bit for easier copying. (This tradition is alive and well in many circles, including even electronic literature. Jim Andrews told the story at the Modern Language Association electronic literature reading of how, when one of his works was being translated into Finnish, Marko Niemi returned not only the translation but also a version of his program that was bug-fixed and tidied up.) If there was a little space on the disc, either to begin with or as a result of this compression, one could add a sort of splash screen that credited those who did the cracking and that pilloried the crackers’ enemies.

This sort of crack screen or “intro” to the game has to fit in a small amount of space; it was sometimes a static image, sometimes animated. Most importantly, it was the mustard seed that grew into the various elaborate productions of the demoscene, almost always non-interactive and no longer introducing any commercial game. Rather, the intros and longer demos that are shown nowadays, like the graphics and chiptunes that are also featured at demo parties, are there for their own sake. They do not introduce games, they do not introduce and flog new technologies, they simply demonstrate, or show, purely. Initially, they demonstrated one trick or a series of tricks tied together by very little – perhaps music, perhaps a certain graphical style. Now, in the era of design, demos tend to offer unity rather than units and often treat a theme, portray subjects, evoke a situation or narrative.

Certainly, the productions I am talking about demonstrate what they demonstrate to a technically adept, pseudonymous audience, groups that assemble or gather at events such as Assembly or the Gathering, mostly in Northern Europe. There are demo parties and parties featuring demos elsewhere, however, such as Block Party in the United States. In Boston, the recently-minted @party even has support from a local arts organization that runs a new media gallery and the Boston Cyberarts Festival.

But enough background; time to figure. The method I have used is not anthropological; I have not gone to ask sceners what they have already clearly said in one book, several articles, and a pair of documentaries. I am instead going to use a method where one talks not to people but to objects, where one reads and interprets specific computational texts. I am going to describe what these demos demonstrate, not technically, or not only technically, but culturally. Mackenzie Wark in his book _Gamer Theory_ argues that games offer us only an atopia, a blank placelessness; the productions of the demoscene, on the other hand, I argue, project utopias – not flawless ones, not ideals beyond critique, but utopias nonetheless. Instead of reading these visions as examples simplistic technofuturism devised by Pollyannas, I look at them as imagining new possibilities.

[I showed three demos running on a borrwed Windows computer – thanks to the conference organizers – and then showed them again without sound, discussing each of them.]

### 3. Computer Candy Overload

Gamers and sceners have often come to the same events — for instance, to Finland’s famous Assembly, up until 2007, when the event split into a gamer-oriented winter gathering here in Tampere and a scener-oriented summer one in Helsinki.

Let’s wait for this to explode …

This demo offers a great deal of junk food, of candy canes. Christmas in July, or, more precisely, in August. We progress, if it’s right to call it progress, backwards – in a retro-grade motion, powering into the past with today’s technology.

The demo we are now experiencing, “Computer Candy Overload” by United, is a special type of production that serves to invite people to an upcoming demo party. It advertises Summer Assembly 2010, of course, but is also an interesting starting point for discussion because it has many typical elements of modern-day demos, showcasing certain technical feats while being brought together by a contemporary concept of design. It took first place at @party the first year of that event, in 2010.

In this part of the demo, the flying clusters of objects that were seen earlier are still hurlting backwards through the air, but now, a generated city – an immense city, like a planar version of Issac Asimov’s planet-wide Trantor – is not only scrolling by as we fly backwards above it. The city is also rocking out, pulsing with the beat of the music, as much character as setting. The city, and then the planet.

Now, the direct address to @party, where this demo was released …

Now, the shout-outs, the naming of the most famous demoscene groups that will show themselves, and show their productions, at Assembly …

The shapes of the city again, first radial, then rotating on cubes …

This demo also offers us a flatted female image, a silhouette of the stereotypical hot chick licking a 9 volt battery – bringing together adolescent erotocism with, perhaps a titilating adolescent memory of a a literally electric encouter. To some, it could suggest that a woman can contribute approximately one bit, or one tongue, to the activities of the demoscene – that women can be at best mascots.

That would be an antagonistic reading, but consider that the cyborg-like woman is turning the industrial product of the battery from its intended use in consumer goods to the purpose of sensory stimulation. She is entering into an aesthetic relationship with this compact power source. And, as her image appears on row after row of homogenous computer monitors, she turns the banal laboratory and the corporate workplace into the creative frenzy of the demo party.

### 4. fr-025: the.popular.demo

[An anti-virus warning came up at this point – the demo had been identified as a dangerous program. With the help of Finnish-speakers, I indicated that the computer should run the program.]

As game companies outsource the production of full motion video to pad their products with pre-rendered cutscenes, the demoscene, interested in “the art of real-time,” insists on rendering during execution and limits precalculation. This real-time quality is present in all demos, including the one shown earlier and the one other demo I will show. This one, “The Popular Demo” by farbrausch, was the 1st place PC demo from Breakpoint 2003. Yes, everything you see was produced by almost ten-year-old code, code that is practically classic.

Again, a reading that takes note of gender is interesting. Here we have an exuberant, highly reflective dancing figure. This dancing figure becomes first a trio of dancers and then a crowd. And this crowd, even if the original figure is slightly androgynous, is a crowd of dancing guys, relfecting not only the light but the typical almost entirely male demo party. Actually, the figure seems to me to be male because of the silvery Jockey shorts he is wearing.

We could chastise the demoscene for its lack of inclusiveness and for its occasional sexualization of women, but compare these demos to the recently released trailer for the videogame _Hitman Absolution,_ in which a group of women dressed as nuns casts off their habits, is seen to be wearing sluttly attire and sporting weapons, and then, after attacking the extremely bad-ass hitman, go on to be slaughtered one by one in gruesome detail. This trailer is not really that innovative in the area of violence against women — it simply conflates numerous action-movie clichés. But it still makes a much worse impression than demoscene productions do, because these productions are not, ultimately, about dominance and sadism. Demoscene productions are about exuberance, about abundance, about harmony. If they overlook or slight women now and then, this is a failing that should be remedied. It is one that can be remedies without altering the core dynamic of the scene and of productions.

Demoscene productions can be dark at times, but even when they are more industrial or grim, they are about elements working together and in sync. There is no player being thwarted by the stutter-step of the attacking computer, no need to break the pattern – only a pleasing spectacle, a dance of color and computation, a dance that results from the connection between coder and computation.

### 5. Elevated

[As I was starting this one, a conference organizer said “please! The lowest resolution! This one is very demanding!”]

As games become more and more extensive in terms of assets and total program and data size, the demoscene flies into smaller and smaller pockets of inner space, creating self-contained 64K demos and 4K intros that run on standard operating systems – one scener, Viznut, even described in late 2011 how “256 bytes is becoming the new 4K.” Viznut, by the way, is from a country that starts with F, where people still smoke a reasonable number of cigarettes, that is not France. Viznut’s recent work has been to creating a 16-byte VIC-20 demo and to develop numerous very short C programs that generate music when their text output is redirected to /dev/audio.

The demo, or more precisely, intro that we are watching now is considerably larger, although all the code for it will comfortably and legibly fit on the screen. This is “elevated” by Rgba & TBC, the 1st place 4k Windows intro from Breakpoint 2009.

Notice the highly mannered, highly artificial way that the so-called camera (completely a second-order construction of the code, of course), calling attention to itself constantly, moves over this model of the natual world, this landscape. The landscape itself approaches the sublime, but the musical score and the movement and cutting work against that sublimity at least as much as they work to evoke it. And what could cut against the sublime more strongly that these beams of light, emanating as if from a club, or several clubs, calling the viewer to think of the music as diegetic, to imagine it happening on this alternate Earth.

Just as the city pulsed to the beat in “Computer Candy Overload,” just as the planet itself did, here the landscape remains static but emits these club-like clarions of light. The terrain itself is part of the party, nature blended with man without being violated. The elevated landscape is augmented without being touched so it can also kick out the jams.

### 6. Platform Studies & _10 PRINT_

A notable distinction between the demoscene and gaming is seen in their relationship to platform. Demoscene productions celebrate and explore the different capabilities of specific platforms, old and new, while the pressures of the market compel cross-platform game development, the smoothing over of platform differences, and the abandonment of older platforms. I don’t mean to say that game developers themselves aren’t aware of the differences between a mobile phone and a desktop, or even between an XBox 360 and a PC, which have very similar hardware but are distinct, for many reasons, as platforms. I simply mean that the impulse in game development is to try to smooth over the differences between platforms as much as possible, while those in the demoscene seek to explore and exploit particular platforms, showcasing their differences.

Ian Bogost and I have developed an approach to digital media that follows the demoscene in its concern for particular platforms, what they can and cannot do, and what their construction and use has to say about computing and culture. The approach is called platform studies, and book-length scholarly works using this approach are now being published in the Platform Studies series of the MIT Press.

_Racing the Beam: The Atari Video Computer System_ by Nick Montfort and Ian Bogost is the first book in this series. … The second book is _Codename Revolution: The Nintendo Wii Platform_ by Steven E. Jones and George K. Thiruvathukal … The third book in the Platform Studies series is _The Future Was Here: The Commodore Amiga_ by Jimmy Maher …

In November, the MIT Press will print my next collaboratively-written book, which will be part of a different but related series – the Software Studies series. This book is _10 PRINT CHR$(205.5+RND(1)); : GOTO 10_ by Nick Montfort, Patsy Baudoin, John Bell, Ian Bogost, Jeremy Douglass, Mark C. Marino, Michael Mateas, Casey Reas, Mark Sample, and Noah Vawter. You may have noticed that the title is practically unpronounceable and impossible to remember, and that the list of authors – there are ten of us – is also impossible to remember. We call the book _10 PRINT,_ and if you remember that you should be able to find out about it.

The book is an intensive and extensive reading, in a single voice, of the one-line Commodore 64 BASIC program that gives it its title. It is a transverse study of how this program functions, signifies, and connotes at the levels of reception, interface, form and function, code, and platform, considering both the BASIC language and the Commodore 64 as platforms. We discuss the relationship of randomness to regularity in this program and in computing, with one chapter devoted to randomness and one to various types of regularity, including the grid and iteration. We trace the academic origins and entrepreneurial implementation of BASIC for the Commodore 64, a programming language that was customized for the Commodore 64 by Ric Weiland and originally written for the 6502 processor by none other than Bill Gates himself. And we explain how the Commodore 64 shared features with other microcomputers of its time and was also distinct from them.

_10 PRINT_ is not a book about games, nor a game studies book, but it is a book that discusses computer games and relates them to another area of creative computing, hobbyist programming. The _10 PRINT_ program itself is neither a game nor a demo, but the book discusses the demoscene about as much as it does gaming, situating the practice of programming and sharing one-liners among these other practices.

The Library of Congress has assigned a call number for this book that places it among manuals for the BASIC programming language, so perhaps the book will be not only hard to recall by title and author but also hard to locate in libraries. It should be easy to read in another way, however, because like the demos I have been showing and discussing, like the 10 PRINT program, the _10 PRINT_ book will be made available online for free. The elite will want to purchase the beautiful physical object, a two-color book with custom endpapers designed by Casey Reas, the co-creator of Processing – but we make scholarship for the masses, not the classes.

But enough about books. Welcome back to the world of the scener, a world of parties, a world of exploring computation and the surprising abilities of specific platforms, a society of the spectacle that everyone can make. Here in the world of the scener, we are all equal and we are all totally elite. Think about a few questions this raises: Should your scholarship be distributed under the gamer model or the scener model? Are games all that can be done with computers, the only productions worth study, commentary, theorizing, and intellectual effort? I’m not inviting you to the next Assembly. I’m inviting us to see creative computing for what it is, something that includes videogames alongside hobbyist computing alongside digital art alongside electronic literature alongside the demoscene. Some of you know that it can be done, some believe that it can be done – so, a shout-out to you. And thanks to everyone for listening.

_The three demos I discussed are all available in executable form at pouet.net, which I have linked to and from which I have appropriated the three images. There is video documentation of them linked there, too._

Computational Creativity: MIT at ICCC

Many exciting things here at ICCC-12 (the International Conference on Computational Creativity 2012) in Dublin, but here are those that come from MIT, Writing and Humanistic Studies, and Comparative Media Studies:

I represented my lab, The Trope Tank, by presenting by the position paper “Small-Scale Systems and Computational Creativity” by Nick Montfort and Natalia Fedorova. The Trope Tank has a longer technical report that deals with this topic, written for a more general audience: “TROPE-12-02 – XS, S, M, XL: Creative Text Generators of Different Scales” by Nick Montfort.

One of the demos here, “Exploring Everyday Creative Responses to Social Discrimination with the Mimesis System,” by D. Fox Harrell, Chong-U Lim, Sonny Sidhu, Jia Zhang, Ayse Gursoy and Christine Yu, is the work of Harrell’s ICE (Imagination, Computation, and Expression) Lab at MIT. Harrell presented this demo yesterday, showing the current state of the iPhone game Mimesis, developed as part of the Advanced Identity Representation project.

“Creative Material Computing in a Laboratory Context”

The Trope Tank has just issued a new technical report:

Creative Material Computing in a Laboratory Context
Nick Montfort and Natalia Fedorova
TROPE-12-03

Download the full report

Abstract
Principles for organizing a laboratory with material computing resources are articulated. This laboratory, the Trope Tank, is a facility for teaching, research, and creative collaboration and offers hardware (in working condition and set up for use) from the 1970s, 1980s, and 1990s, including videogame systems, home computers, an arcade cabinet, and a workstation. Other resources include controllers, peripherals, manuals, books, and software on physical media. In reorganizing the space, we considered its primary purpose as a laboratory (rather than as a library or studio), organized materials by platform and intended use, and provided additional cues and textual information about the historical contexts of the available systems.

The Amiga Book: Maher’s The Future Was Here

Congratulations to Jimmy Maher on his just-published book, The Future Was Here: The Commodore Amiga. As you might expect, Amazon has a page on it; so does Powell’s Books, for instance.

This MIT Press title is the third book in the Platform Studies series. Jimmy Maher has done an excellent job of detailing the nuts and bolts of the first multimedia computer that was available to consumers, and connecting the lowest levels of this platform’s function to cultural questions, types of software produced, and the place of this system in history. The book considers gaming uses (which many used to brand the Amiga as nothing but a toy) but also media production applications and even, in one chapter, the famous Boing Ball demo.

The Platform Studies series (which also has a page at The MIT Press) is edited by Ian Bogost and yours truly, Nick Montfort, and now has three titles, one about an early videogame console, one about a console still in the current generation and on the market, and this latest title about an influential home computer, the Amiga. We have a collaboration between two digital media scholars and practitioners of computational media; a collaboration between an English professor and a computer science professor; and this latest very well-researched and well-written contribution from an independent scholar who has, for a while, been avidly blogging about many aspects of the history of gaming and creative computing.

Jimmy Maher, not content with his book-writing and voracious, loquacious blogging, has created a website for The Future is Here which is worth checking out. If you were an Amiga owner or are otherwise an Amiga fan, there’s no need to say that you should run, not walk, to obtain and read this book. But it will be of broader interest to all of those concerned with the multimedia capabilities of the computer. Really, even if you had an Atari ST – do give it a read, as it explains a great deal about the relationship between computer technology and creativity, exploring issues relevant to the mid-to-late 1980s and also on up through today.