Illya Szilak interviews Nick Montfort in the article “The Death of the Novel: How E-Lit Revolutionizes Fiction,” the first of a series of posts on electronic literature.
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.
Two E-Lit Gatherings in Europe
I was at a workshop in Bergen on Tuesday and a conference in Edinburgh Thursday through Saturday. There were many interesting things to report or at least mention, and I’ve only managed to note two of them on the blog so far. I’ll also mention that in Bergen, I did the first transverse reading of the full ppg256 series, reading through the seven generators’ output four times. I was very pleased with the art gallery setting, the other readings and screenings, and the way my reading went.
Fortunately there is good documentation of both events in the ELMCIP Knowledge Base, a resource that lists critical work, events, and presentations about electronic literature as well as works of e-lit themselves. For these two events, abstracts and (in the case of the “Remediating the Social” ELMCIP conference in Edinburgh) full papers are included in the Knowledge Base as well.
For instance, my presentation in Bergen, represented by an abstract in the Knowledge Base, was “The ELO and Two E-Lit Exhibits.”
And, my keynote address at the beginning of the ELMCIP conference in Edinburgh was “Programming for Fun, Together,” for which a corresponding paper is available. I covered the main topics of the paper in about the first half of the talk and spent the second half trying to explain how to program in Commodore 64 BASIC, using concrete-poem-generating programs (including 10 PRINT CHR$(205.5+RND(1)); : GOTO 10) as my examples. I began by developing a program that prints “H” or “I” at random, using bpNichol’ favorite letter (“H”) and an adjacent letter that can be seen as either a rotation of “H” or a component of it. A one-line program was developed to printing either one uniformly at random. In part, this was my response to the less interesting but certainly more conventional “HELLO WORLD” program. I continued to show how a program that printed “x” or “y” could be quickly developed by modifying this one, after using Commodore BASIC itself, via the ASC function, to determine the appropriate new ASCII code. Then, I converted that program to “our” 10 PRINT (that is, the program I and nine co-authors have written a book about) and showed how the distribution and pair of characters could be changed.
In presenting these various 10 PRINT programs and developing new ones through modification, I wanted to show that BASIC programming can truly be undertaken in an exploratory way without a great deal of background. I also wanted to share with the group some of the amazing facility for poetic experimentation that is provided by a 30-year-old computer, inexpensive even at the time, that allows you to program immediately after being turned on.
Jill Walker Rettberg liveblogged my keynote (bringing back another wonderful historical tradition in digital media!) and there was also some discussion of the talk on Twitter.
My only regret related to the talk was that Rita Raley, who was scheduled to be the respondent for my talk, was unable to make it to the conference due to the storm damage and flooding in New York City. Scott Rettberg filled in and made a worthwhile connection from collaborative, social programming activity to collaborative writing, also questioning my four points about programming socially for fun.
The Edinburgh conference, which featured an exhibit at the Inspace gallery and performances throughout, resulted in a book that includes not only academic papers but also “artist’s pages” documenting the artistic works. I hope you’ll be interested in taking a look at the good supply of online “Remediating the Social” material.
The Cut Version, with Ads
Jason Huff and Mimi Cabell did an excellent conceptual writing project, just presented at ELMCIP in Edinburgh.
A Study of the IF Community
Here at the ELMCIP “Remediating the Social” conference, literature professor Yra van Dijk was added to the program and presented, today, on a topic of special interest to me – the interactive fiction community.
She has been examining the 2001-2004 exchanges on the IF newsgroups (rec.arts.int-fiction and rec.games.int-fiction) with a focus on the online exchanges and the community’s archiving of them. Self-reflexivity and longevity makes this community particularly interesting to her. She sees a blending of roles: Practicioners, reviewers, and consumers are different roles but not different people. Her study uses literary sociology and literary theory, mainly Latour. She mentioned the “Interesting discussions” available on the Wiki; one does not have to join a mailing list to read them.
Technical issues, theory and self-reflection are discussed – many things that would be taken up by institutions in other contexts. She noted that actors on the newsgroups do not behave as if anonymous, but behave as they might in person. She noted as well that some in-person meetups now happen, that people often reflect on how to raise the profile of IF, and that awards and prizes imitate hierarchies of print literature, play a part in canonizing and archiving. She studied the consideration of IF as art – and found that most of the discussion is about craftsmanship, not poetics. Exchanges of code happen, and people discussed questions about how to write, not what we write.
She found that a well-defined genre is being redefined through discussion. Taste is being developed and discussed; intelligent readership is supported. An archive of knowledge about these works has been produced, along with an institutional network. So, the seemingly peripheral IF community has many interesting things happening. It resembles (to her surprise, she said) the 19th century literary communities with their emphasis on craftsmanship and criticism.
I regret that I didn’t get to speak with van Dijk, but it was great to hear her discussion of the IF community … and I have now something to report on at the next People’s Republic of Interactive Fiction meeting.
50 Years of the MIT Press
Congratulations to the MIT Press on 50 years, and on their new website.
The new site includes a new and improved system for ordering books directly from the press. If you want to try it out, allow me to recommend Twisty Little Passages, The New Media Reader, Racing the Beam, and/or the forthcoming (in just a few weeks) 10 PRINT CHR$(205.5+RND(1)); : GOTO 10.
10 PRINT Reading / Release Party
Our first event for 10 PRINT is scheduled for:
Monday
November 12, 2012
7pm
at the
Harvard Book Store
1256 Massachusetts Ave.
Cambridge, MA.
This means, of course, that the book will be printed and available for sale by then, which is less than a month from now.
The Harvard Book Store is an independent book store in Harvard Square, founded in 1932.
Of the ten authors of 10 PRINT, we’re planning to have at least me (Nick Montfort), Patsy Baudoin, and Noah Vawter there for some reading from the book, comments on the titular program and the writing of the book, and discussion. The reading is free and takes place at the bookstore itself, as the page on the event explains.
Queerskins and The Silent History Are New Digital Novels
I discuss the history and context of electronic literature in this article about the new digital novel The Silent History. The article, by Eugenia Williamson, appears in Saturday’s print edition of the Boston Globe.
The Silent History certainly looks like a compelling project.
Another just-released digital novel which is also quite compelling, although it doesn’t have the same PR apparatus behind it, is Queerskins by Illya Szilak, designed by Cyril Tsiboulski. Although I’ve not read a great deal of this new novel yet, I’m impressed by its multimedia and literary engagement with a difficult aspect of recent American experience.
Queerskins explores the nature of love and justice through the story of a young gay physician from a rural Midwestern Catholic family who dies of AIDS at the start of the epidemic. Queerskins’ interface consists of layers of sound, text, and image that users can navigate at random or experience as a series of multimedia collages. Images of the mythic and the everyday, the sacred and the profane, from banal vacation footage to vintage burlesque, interact rhizomatically with text and audio monologues to subvert preconceived notions of gender, sexuality, and morality.
Queerskins can be read online for free, and it can be reading using free software; an iPad is not required. Although I’m a fan of location-based and other innovation and respect those working on all sorts of platforms, what I’d like for the future of literature is for it to be like this – fully accessible on even a public library computer and Internet-connected laptops throughout the world.
Debate Debate
Governor Romney said that was a tragic mistake; we should have left
Governor Romney said that was a tragic mistake; we should have left
I —
I —
period.
period.
are you —
are you —
in — in —
in — in —
no,
no,
I’ll tell you what’s worse.
I’ll tell you what’s worse.
I — I —
I — I —
we —
we —
went —
went —
more —
more —
no —
no —
all —
all —
We are not going to run away —
We are not going to run away —
I do.
I do.
you —
you —
Step up.
Step up.
Let —
Let —
It’s —
It’s —
I —
I —
— my
— my
let —
let —
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.
Christmas Bytes Seeks Funds for Filming
As filmmaker Brett Neveu explains in his video about Christmas Bytes, he’s aiming to make the resonant Christmas movie for our (or at least my) generation, when the coveted item was not an official Red Ryder, carbine action, two-hundred shot range model air rifle, but rather the Atari Video Computer System.
Ian Bogost and I donated a signed copy of Racing the Beam to the campaign, and there are a raft of other 80s-related enticements. For instance, I tend the judge the wisdom of my actions by whether anonymous San Francisco band The Residents are doing the same, and in this case, I am pleased to say that they also have contributed CDs — and are lined up to do the original soundtrack for the film.
Until tomorrow you can also vote for Christmas Bytes as the movie of the week on Indiewire.
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.
An Aphorism
Lady Gaga is the larval stage of Yo-Landi Vi$$er. The previous, embryonic stage: Katy Perry.
A New Book: Implementation
Implementation has stuck, and it’s now bound as a book. It’s a beautifully designed full-color hardback that documents this project about the war on terror, allowing the reader to view photographs showing where the novel manifested itself while also reading the entire text of the novel.
In 2003, when Scott Rettberg and I were fairly close by (he was near Atlantic City, I lived in Philadelphia), we decided to write a rather atypical novel together. We collaborated from concept through proofreading, and beyond that stage, to write eight installments of three sheets each, with ten shorts texts on each sheet. The texts we wrote were, in 2004, printed on stickers – shipping labels – and adhered to public surfaces around the world by the two of us and by other participants in the project. Initially, we mailed each installment to a group of people without consulting them beforehand. Then, we made the sheets available as PDFs on the Web so that anyone could download them and print them out on label paper. Some of the placements of Implementation stickers were documented in photographs, and eventually more than 1600 of these wound up on our Implementation site.
As Scott has noted on the page for the book,
> _Implementation_ is about four main characters: Frank, Samantha, Kilroy, and Roxanne, who live in a Midwestern town. The action of the novel begins in September 2001 and runs through the beginning of Operation Iraqi Freedom in 2003. One of the characters, Kilroy, is a reservist who is called up and then sent to Iraq, but the other characters are affected in much more oblique ways by the attack on the World Trade Center and the changes that follow. They continue to dine at restaurants, drink at bars, work, worry about their jobs and careers, have flings and relationships, and go to celebrations and funerals. While even a bombing in town changes little on the surface of these lives, the effects of the war can be read in shifts in their gestures, longings, and language. Implementation is a novel about the peripheral, everyday, psychological toll of the war on terror.
The writing of _Implementation_ was done coequally. We thought up the idea together and drafted many of the texts on index cards in bars, revised some of them the same way and some by email, and worked through the emplotment, the characters, the dialogues, and essentially all aspects of the novel together.
Some of the other aspects of the project were divided up. I wrote and ran scripts to assemble new Web pages and maintained the site; Scott did the photo processing and was certainly the more avid photographer. (I didn’t even have a digital camera in 2004.) I contributed to the making of the book on a few occasions, but this latest _Implementation_ manifestation is thanks to Scott’s work. He secured funding from Arts Council Norway (the arts organization of his new home) and enlisted the designer Adam Richer. He also organized a new deployment and documentation of the novel in 2009-2010. If we had only the photos from 2004, a book like this wouldn’t have been possible. We encouraged people to send us pre-processed, low-resolution photos that were ready for the Web. The photos in the book are quite different. They are very suitable for print and for both reading and viewing.
_Implementation_ is really quite highly slick and quite highly punk. On the slick side, in one photo included in the book, Harry Mathews (who placed some _Implementation_ stickers) stares at an _Implementation_ sticker we have placed on a wine bottle. Not represented in the book is that on July 18, 2004, Scott and I were stopped by three police officers outside Penn Station for photographing an _Implementation_ sticker which was, as we learned, on a bomb-proof trash can. One of the offers ran a warrant check on Scott as we waited.
I’m pleased with the project in terms of the novel’s text, which juxtaposes the everyday experience of Middle America with that of African-American soldiers deployed in Iraq. The novel moves from the absurd (Scott’s never going to forgive me for the pirates) to the ordinary, intersecting both rather often in a way that still seems authentic and effective.
_Implementation_ is also very pleasing to me because of how that text was created – collaboratively – and how it was originally shared – by mail, by PDF download, through photos on a Web site, in public spaces. Now, I’m delighted at how the book turned out, thanks to Scott’s work, and how it represents the particapatory sharing of the novel.
The book is not cheap, but it’s an high-quality photography book and a novel packed into one. (It’s also being offered at cost, so only the publisher is making anything off of it.) For the street, and for the screen, you can still visit the Implementation site to view photos and download PDFs. For browsing on the coffee table, and for reading _Implementation_ like the novel it is, I do suggest the book.