Mass Effect 3 Unlocks Gayness

In the Mass Effect series, you get all the intensity of a first-person shooter combined with a sprawling space-opera plot arc. And, the games have another aspect as well: As pan-galactic dating sims.

In the first two games, your customizable human, Commander Shepherd, who is the same paragon or renegade badass whether he’s black or white, male or female, can get it on with select characters. However, even though this is the way-far future sort of world in which there’s no problem with romance between beings from different planets, she or he can basically have only heterosexual relationships.

(Okay, she, if your Shepherd is female, can hook up with an alien character who looks quite a bit like a female human. But it’s made clear that your xenophilia isn’t, stricly speaking, homosexual, it’s just a pheremone thing with this hot alien who is not really a chick anyway.)

In May, the news broke that Mass Effect 3, still forthcoming, will support gay. So, everyone should stop teabagging their opponents in Halo 3 for a moment and celebrate this newfound progressive inclusiveness, right?

Well … the thing is, Mass Effect is a series. (Or franchise, really, with spin-offs … but let’s keep things simple.) The two main games released so far are strongly linked, with great effort made to connect the first to the second game – via importation of a character or play-through of an interactive comic. In the new game, Shepherd is definitely supposed to be the same guy (or butch woman, if you picked that option) that he or she was in Mass Effect and Mass Effect 2.

Which means that if Mass Effect 3 is the first game to support homosexuality … and players choose to take this option … it could suggest that the stress of saving the living universe has somehow turned Shepherd gay.

Unless, I suppose, Shepherd really was before, and you simply have turn somewhere else, other than your XBox or PS3, to read about it.

Unconference/Hackday on Digital Writing

Normally I only mention events that I’m attending or organizing, but I want to announce this Boston-area event even though I’ll be in Chicago and won’t be able to attend.

It’s called Dangerous Readings, and is sponsored by Eastgate Systems. Check out the page to see how you can participate.

App of Leaves

Congrats to Andrew Plotkin (a.k.a. Zarf), interactive fiction author and active member of our local People’s Republic of Interactive Fiction, on the release of his first iPad app: My Secret Hideout. It’s not IF per se, but an interactive narrative toy – or, as Zarf says, “It’s an interactive toy… or rather poem… or artwork… It’s an interactive textual art generator set in a treehouse!” It has no score, possibly because life doesn’t work that way.

Check out Zarf’s page on My Secret Hideout for further details. Or, visit the App Store to nab it.

Videos about MIT’s Montfort and Harrell

At MIT TechTV, there’s a new 5-minute video about me and my work, featuring Ad Verbum, Curveship, Taroko Gorge, the ppg256 series and (as examples of really cool things that have been done with computers and that are worth our attention) some productions by others from the demoscene.

Also see the excellent video covering the work of my colleague Fox Harrell and his Imagination, Computation, and Expression Lab. Harrell describes his projects, reads from one of them, and discusses his concept of “phantasmal media.” That term provides the title for a book he’s completing for the MIT Press.

Winter in Brazil, Southern Edition

Like my collaborator Noah Wardrip-Fruin, I have come to Brazil for the winter. But not to a nice warm part of Brazil — I’m in Passo Fundo, in the far South, at the 14th Jornada Nacional de Literatura. Here, it has been cold outside, but there has been great excitement about writing and literary art.

Nick Montfort speaking in Passo Fundo

I have been correctly identified as a space man as I’ve shown and discussed interactive fiction, poetry generation, and other forms of electronic literature.

I gave a longer talk this morning about these topics, which was translated into Brazilian Portuguese as I spoke. Tomorrow, I will speak on a panel in the main tent to about 5000 people about certain types of “convergence” in writing and literature. The type I will address is a convergence between authors – collaboration.

Electrifying Literature: The ELO 2012 Conference at WVU

Call for Proposals…

ELO 2012

Electrifying Literature
Affordances and Constraints

June 20-23, 2012
Morgantown, WV

Conference Planning Committee

– Sandy Baldwin, West Virginia University (Chair)
– Philippe Bootz, University of Paris 8
– Dene Grigar, Washington State University Vancouver
– Margie Luesebrink, Irvine Valley College
– Mark Marino, University of Southern California
– Stuart Moulthrop, University of Wisconsin, Milwaukee
– Joseph Tabbi, University of Illinois, Chicago

We invite titles and proposals of no more than 500 words, including a brief description of the content and format of the presentation, and contact information for the presenter(s). Send proposals to elit2012 [at] gmail.com, using plain text format in the email, or attached as Word or PDF. All proposals will receive peer-to-peer review by the ELO and will be considered on their own terms. Non-traditional and traditional formats will be subject to the same peer-to-peer review process.

Submission deadline for proposals: November 30, 2011

Notification of acceptance: December 30, 2011

Electronic Literature: Where is It?*

The 2012 Electronic Literature Organization Conference will be held June 20-23, 2012 in Morgantown, WV, the site of West Virginia University. In conjunction with the three-day conference, there will be a juried Media Arts Show open to the public at the Monongalia Arts Center in Morgantown and running from June 18-30, 2012. An accompanying online exhibit will bring works from the ELO Conference to a wider audience.

Even if nobody could define print literature, everyone knew where to look for it – in libraries and bookshops, at readings, in class, or on the Masterpiece channel. We have not yet created, however, a consensus about where to find electronic literature, or (for that matter) the location of the literary in an emerging digital aesthetic.

Though we do have, in digital media, works that identify themselves as “locative,” we don’t really know where to look for e-lit, how it should be tagged and distributed, and whether or how it should be taught. Is born digital writing likely to reside, for example, in conventional literature programs? in Rhetoric? Comp? Creative Writing? Can new media literature be remediated? How should its conditions of creation be described? Do those descriptions become our primary texts when the works themselves become unavailable through technological obsolescence?

To forward our thinking about the institutional and technological location of current literary writing, The Electronic Literature Organization and West Virginia University’s Center for Literary Computing invite submissions to the ELO 2012 Conference to be held from June 20-23, 2012, in Morgantown, West Virginia.

Bearing in mind the changing locations of new media literature and literary cultures, the conference organizers welcome unconventional presentations, whether in print or digital media. The point is not to reject the conventional conference ‘paper’ or bullet point presentation but to encourage thoughtful exploration and justification of any format employed. All elements of literary description and presentation are up for reconsideration. The modest mechanisms of course descriptions, syllabus construction, genre identification, and the composition of author bios, could well offer maps toward the location of the literary in digital media. So can an annotated bibliography of works falling under a given genre or within a certain technological context. We welcome surveys of the use of tags and keywords, and how these can be recognized (or not) by readers, libraries, or other necessary nodes in an emerging literary network Also of interest is the current proliferation of directories of electronic literature in multiple media, languages, and geographical locations.

The cost of the conference is $150; graduate students and non-affiliated artists pay only $100. The cost covers receptions, meals, and other conference events. All participants must be members of the Electronic Literature Organization. All events are within walking distance of the conference hotels. Morgantown is a classic college town, located in the scenic hills of north central West Virginia, about 70 miles south of Pittsburgh, PA. Local hotel and travel information will be available on the conference website starting October 1, 2011.

Check http://el.eliterature.org and http://conference.eliterature.org for updates. For more information, email elit2012 [at] gmail.com.

*Note: this title derives from an essay by ELO Board Member Dene Grigar in electronic book review, where selected conference presentations will be published within a few months of the conference.

Conferencing on Code and Games

First, as of this writing: I’m at the GAMBIT Summer Summit here at MIT, which runs today and is being streamed live. Do check it out if video game research interests you.

A few days ago, I was at the Foundations of Digital Games conference in Bordeaux. On July 1 I presented the first conference paper on Curveship since the system has been released as free software. The paper is “Curveship’s Automatic Narrative Style,” which sums up or at least mentions many of the research results while documenting the practicalities of the system and using the current terminology of the release version.

four FDG attendees

Noah Wardrip-Fruin, Malcolm Ryan, Michael Young (next year’s FDG local organizer) and Michael Mateas in between sessions at FDG 2011.

At FDG, there was a very intriguing interest in focalization, seen in Jichen Zhu’s presentation of the paper by Jichen Zhu, Santiago Ontañón and Brad Lewter, “Representing Game Characters’ Inner Worlds through Narrative Perspectives” and in the poster “Toward a Computational Model of Focalization” by Byung-Chull Bae, Yun-Gyung Cheong, and R. Michael Young. (Zhu’s work continues aspects of her dissertation project, of which I was a supervisor, so I was particularly interested to see how her work has been progressing.) Curveship has the ability to change focalization and to narrate (textually) from the perspective of different characters, based on their knowledge and perceptions; this is one of several ways in which it can vary the narrating. I’ll be interested to see how others continue to explore this aspect of narrative.

Before FDG was Digital Humanities 2011 at Stanford, where I was very pleased, on June 22, to join a panel assembled by Rita Raley. I briefly discussed data-driven poetic practices of different sorts (N+7, diastic writing, and many other forms) and presented ppg256 and Concrete Perl, which are not data-driven. I argued that as humanists we should be “digging into code” as well as data, understanding process in the new ways that we can. It was great to join Sandy Baldwin, Noah Wardrip-Fruin, and John Cayley on this panel, to discuss code and poetry with them, and to hear their presentations.

A New Game Studies Brings Racing Reviews

A new issue of Game Studies, the pioneering open-access journal that deals with computer and video games, is out. Of particular note – to me, at least – is that among this issues eight book reviews are two reviews of the book I wrote with Ian Bogost, Racing the Beam.

The two reviews are “Hackers, History, and Game Design: What Racing the Beam Is Not” by José P. Zagal and “The fun is back!” by Lars Konzack.

Zagal, who has a very interesting take on our project, calls the book “an accessible nostalgia-free in-depth examination of a broadly recognized and fondly remembered icon of the videogame revolution” and notes that it is “a book that both retro-videogame enthusiasts and scholars should have on their bookshelves.”

It’s important to note that Konzack developed a layered model for how games (and other digital media artifacts) can be abstracted and situated within culture in his article “Computer game criticism: A method for computer game analysis.” With only a few alterations (merging the “software” and “hardware” layer together into a “platform” layer, for instance, and considering the cultural context as influencing all layers), this model is used in Racing the Beam and in the Platform Studies book series. Konzack finds the book “a worthwhile read if the reader wants to know how early videogame development took place and thereby get an understanding of how videogame development came into being what it is today.”

I’m very pleased, as Ian is, to read these critics’ resposes to our book.

Generador de la Historia “The Two” en Español

Thanks to Carlos León, there is now a Spanish version, “Los Dos,” of my simple but (I think) provocative story generator “The Two.” The system was previously translated into French as “Les Deux” by Serge Bouchardon.

Stop by and check them out; all three are available in JavaScript versions that run right away in a browser. For those who are interested, the original Klingon, er, Python, is also available for each of the three languages.

The reader who takes the time to try to actually understand the output and resolve the pronouns in it will see that often this task is complicated by ambiguity in gender, although syntax and power relations also work to suggest certain ways that pronouns can be resolved. The need to leave the gender of the characters indeterminate in the first line posed particular problems, and slightly different problems, for the French and Spanish translators, who each found a solution.

Charles Bernstein Sounds Off

Charles Bernstein just gave the keynote-like presentation at E-Poetry. (Actually, he used PowerPoint.) I’m providing a few notes, feebly extending in my subjective way some of his oral and photographic/digital presentation for those of you in the information super-blogosphere.

He started by mentioning the UB Poetics Program and its engagement with digital humanities, saying: “As Digital Humanities departs from poetics, it loses its ability to articulate what it needs to articulate.”

EPC and PennSound, he explained, are noncommerical spaces that aren’t proprietary, don’t have advertising, and are not hosted on corporate blogs or systems. These are dealing with digital archival issues – not as much computational poetry – but very important work to do on the Web. There was no foundation support for EPC, even though it was acknowledged as the most widely used poetry site on the Web.

PennSound, a project with the strong support of Penn thanks to the work of Al Filreis, has around 10 million downloads/year – even bigger than Billy Collins! There are about 40,000 individual files. This is bigger than anyone thinks poetry is today. But the NEH won’t fund the project because we aren’t mainly a preservation project; we don’t put audio on gold-plated CDs and place them in a vault.

Bernstein’s new book _Attack of the Difficult Poems_ gives an account of language reproduction technologies and poetics, explaining how different technologies exist overlaid at once. Hence, he explained that he is interested not only in e-poetry but also in d-poetry and f-poetry. Alphabetic, oral, and electronic cultures are overlaid today.

Talking machines, since Edison’s recitation of “Mary had a little lamb,” produce sounds that we process as if they were speech. The recorded voice only speaks and is private – unlike in the public of a live talk. The digital creates proliferations of versions, undermining the idea of the stable text even further.

Bernstein demonstrated the aesthetics of microphone breakdown and then explored the poetic possibilities of the presenter having difficulties with computer interface – he played some audio clips, too, showing that the “archives” we are discussing are productive of new works. Bernstein also welcomed an outpouring of “cover versions” of poems. Poets now only read each others’ work aloud at memorial gatherings. “Any performance of a poem is an exemplary interpretation.” Bernstein went though the specifics of four possibilities found in speech but not in text. Bernstein discussed “the artifice of accent” and how recorded voice, and digital access, have been important to this aspect of poetry.

Bernstein went on to discuss Woody Allen’s fear of books on tape, odd for someone for whom the more recent technologies of TV were so important. Charles presented his Yeats impersonation, which he suggests may be not as important as Yeats’ actual recorded reading, just as the Pope’s prayers may actually be more important even though we like to think that everyone’s are the same. Sound writing is the only kind of writing other than unsound writing.

I have a final image macro based on something Bernstein said immediately before he corrected himself. I hope this gives you some idea of why I’m a follower, a close follower, of Charles Bernstein…

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Some Notes on E-Poetry

[If this is funny to anyone, it will probably be funny to people here at E-Poetry. Nevertheless, I offer it up here to the Internet as a curious digital relic of this gathering.]

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