10 PRINT Reading / Release Party

10 PRINT cover

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.

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.

A Take on Sea and Spar Between

I was extremely pleased to read Michael Leong’s discussion of Sea and Spar Between in At Length. Among other things, he considers in what way this could be considered a “long poem,” makes connections to Whitman’s “Crossing Brooklyn Ferry,” treats the interface and experience, and recounts a hilarious exchange between Toni Morrison and Oprah Winfrey. I really appreciated his discussion of different types of attention spans; these were issues that I (and I know Stephanie) have had in mind for quite a while.

At any rate, if you are interested in my & Stephanie Strickland’s Sea and Spar Between, or if you’ve been wondering about this piece but can’t figure out what to make of it, please take a look at Michael Leong’s article.

Language and Code at the Gate

What are we waiting for, assembled in the forum?

A technical report is to arrive today.

No need to worry about what will become of you without a technical report! The report, the fourth “Trope Report” in the Trope Tank series that started this year, is here:

In “Carrying across Language and Code,” Natalia and I discuss issues of translation and computational writing. With reference to electronic literature translation projects in which we have been involved as translators or as authors of the source work, we argue that the process of translation can expose how language and computation interrelate in electronic literature. Various small poetry generators, a cybertext poem, and two works of interactive fiction are discussed in this report.

Share and enjoy…

“Taroko Gorge”: The Vandalism Continues!

As I wrote a few days ago, I made a statement about “Taroko Gorge,” and all of its vandals, at the ELO conference in Morgantown, WV.

Sepand Ansari created a Beckett-based “Taroko Gorge” remix at the ELO conference. And now I have the URL for this piece, “Waiting for Taroko Gorge.”

Kathi Inman Berens has created “Tournedo Gorge” “to mash the space of computation with the female, domestic, and tactile,” as she discusses in her blog post.

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.

“Taroko Gorge” at the WVU ELO Conference

_This was my statement for the “Taroko Gorge Remixed” panel yesterday (June 21) at the 2012 ELO conference. The panel was organized by Mark Sample and also featured Scott Rettberg, J. R. Carpenter (who joined us by video chat), Talan Memmott, Eric Snograss, Flourish Klink, and Andrew Plotkin. In attendance and part of the discussion were Leonardo Flores and Sonny Rae Tempest, who did work based on the Taroko Gorge code after the panel was proposed._

It is curious that I was invited to be part of this panel today, for I am the only speaker in this session who has not created and released a remix of Nick Montfort’s “Taroko Gorge.”

Today, however, to remedy this mismatch, to bridge this gap, to traverse this gorge, I am releasing a remix of my poetry generator, “Taroko Gorge.” This new work that I have completed and placed online today is also called “Taroko Gorge.” This remix was created to be an elegant poetry generator, producing a boundless nature poem and inspired by the experience of walking through Taroko Gorge National Park in Taiwan. The code of the program is the same as that of the original, and the text used as strings in the generator is also the same as that of the original. No comments have been added.

So, how can one distinguish this new “Taroko Gorge” from the original poetry generator of the same name? For one thing, I have placed today’s date on the right side of the page, to indicate that _this_ is the remix that was completed today. When citing this work, you must also include the date that you accessed this page to comply with MLA, Chicago Manual of Style, and other bibliographic standards. If you leave the “Taroko Gorge” page open long enough, staring at it with meditative bliss, rapt attention, or monomaniacal trembling, you should include a date range rather than a single date in your bibliographic entry.

But enough of the temporal dimension. In addition to including a date, the new version of “Taroko Gorge” includes the names of all known vandals, those who have replaced my own lyrical words and phrases with ones associated with various other individual visions, ranging from the idiosyncratic to the downright perverse. These appear on the right-hand side – stricken out. Since it is not proper to condemn people without evidence – unless we put them aboard a plane and take them to another country – I have also included links to the offending Web pages.

This remix of “Taroko Gorge” asserts something very simple: that the rebirth of the author comes at the expense of the death of other authors. Something simple, about originality, voice, and purity of essence, which has been said in so many ways: Remix = death. Take back the gorge. Don’t tread on me. There’s a bear in the woods. Make it old. I did it my way. Under the page, the code.