Gamebooks and IF Conference at Villanova

Gamebook guru Demian Katz is putting on a conference on interactive fiction, print and online, in Villanova’s Popular Culture Series. The conference does have an academic focus, but also seeks to introduce new sorts of academics to IF.

Info is up now at the vupop site, where you can read about the conference or submit a proposal. Or, if there’s enough light available, examine yourself/take inventory!

Aha – and the deadline for submitting something is November 1!

Michael’s Narrative Candy Store

Michael Mateas gave the keynote today at Intelligent Narrative Technologies 6. With reference (early on) to the Hero’s Journey, he presented a sort of “developer’s journey,” noting that indie developers (as seen at Indiecade) have been turning away from concern with structure and mechanics and toward narrative. He similarly encouraged those working in AI and narrative to turn from structuralist narratology and look at concrete traditions of narrative based in communities of practice.

I thought his repudiation of structuralist narratology was in some ways similar to someone in computer graphics objecting to the pixel or the polygon becuase pixels and polygons do not provide any guidance as to how to create beautiful images. He’s right, and if people are missing this, it’s worth pointing out. But the core problem is with one’s expectation for structural understanding. If people are interested (as Michael is) in modeling “internal processes and conflicts” mapping to “external conflicts” … what are these external conflicts made of? Aren’t they made of events? And wouldn’t it be great to have a solid model of events so more complex narrative phenomena can be built up out of them?

Michael gave us an array of options for work motivated by specific poetic ideas, and these (in keeping with his practice) were extremely grand plans, with a panpoly of dissertations needed to make real progress. His suggestions were that we build huge AI systems, implementing Beckett, Boal, detective novels, flash fiction, and the levels of intentionality in Virgina Woolf. I don’t object to attempting to deal with goals of this sort, but this tour of the interactive narrative candy store seemed to be proposing 23 different manned space missions.

My idea: Why not create & compose simple models of narrative aspects that are indeed culturally grounded and for which there is a poetics, but which seem lower-level (or easier to start on) than the ideas Michael has – aspects such as repetition (seen in Beckett, of course), ellipsis (and its relationship to suspense, as treated in Michael Young’s research), and the like?

These sorts of questions seem to have easier starting points and offer the potential to generalize to some extent across genres, while yielding specific insights as well.

A repetition or ellipsis system would be as culturally grounded as any one that Michael suggested, and it too could be “fully realized” and produce outputs.

My very simple system “Through the Park,” described in “Small-Scale Systems and Computational Creativity,” is an attempt to show how low the stairs are for those interested in investigating ellipsis. Although extremely simple, it is a real model of an aspect of narrative and has been useful to me in thinking about it.

Ian Horswill pointed out in the discussion after the talk that understanding repetition may not be easier than generating romance novels, flash fiction, or work like that of specific authors. This is true, but with repetition there are more concrete starting points. One can certainly start with a lightweight simulation of the world, and of narration, and then elaborate.

Richard Evans mentioned that the repetition in _The Odyssey_ and in Beckett’s plays doesn’t have much in common. I would say that this is true, but that they have _something_ in common – creating a coherent and distinctive texture of language. On the other hand, even within the _same work,_ or work by the same author, there will be different types of repetition that do different things. That’s what makes this aspect of narrative (or, really, textuality) a rich one. It seems to me that these different uses, within a single work or across different works, could be understood analytically and modeled computationally in useful ways. The focus on a single aspect, rather than a genre or community of practice, would make this more tractable and offer a foothold.

A Stray in the Woods

A Stray in the Woods, Alison Wilgus, 2013
A Stray in the Woods, Alison Wilgus, 2013. (I was given a review copy of this book.)

Here’s an intriguing feline adventure, pleasingly illustrated and narrated. This brings a lot together: It’s the Kickstarter-funded book version of a Web comic in which readers were asked to provide interactive-fiction- or tabletop-RPG-style commands for each situation; the one readers voted up was then chosen and the story proceeded from there. Perhaps I’ve been primed for this, but I thought the book’s presenation of this rather elaborate process was effective. I thought at first that page numbers would help, but perhaps these might have suggested a CYOA-style book, which this is not. While decisionmaking by mob is not always best, and can rule out nuanced plans, it works well enough in this case. And while the freely-available Web version of the story is good, the print presentation also sets the illustrations well. The text narration is consistently set on the recto, with commands below. Other IF transcripts (or the like) could be treated this way, too …

A New Trope Report on E-Lit Readings & Exhibition

Thanks to Dr. Clara Fernández-Vara, the Trope Tank has a new technical report, TROPE-13-01: “Electronic Literature for All: Performance in Exhibits and Public Readings.”

This report covers readings of interactive fiction done by the People’s Republic of Interactive Fiction, the Boston area IF group, and the exhibit Games by the Book, discussed previously on here. But there is much more detail in this report about how these attempts managed to share computational works (works that are both games and e-lit) with the public. If you are interested in outreach and presentations of this sort, please take a look.

Chercher le Text Call for Artistic Works

Here is the call for artistic proposals for the ELO 2013 “Chercher le Text” in Paris!

The “chercher le texte” event deals with literary issues and text-oriented multimedia practices on digital devices: digital books, texts generated or animated through programming, fiction hypertexts, “manipulable”, playable works, or on the contrary works whose very program embraces literariness. The considered devices range from computers to mobile devices, including social networks. They can be used in various contexts: installations, performances, personal devices designed for digital reading. These contexts range from solo reading to collaborative or participative reading.

This event will represent an opportunity to showcase young artists and bring together two worlds, which otherwise barely come into contact with one another: that of the experimental digital literature forms deriving from the second half of the 20th century avant-garde movements and that of the digital writings, as used by authors coming from the book world and who have taken over the digital technologies, namely blogs and e-books.
In this context, the Musique et Informatique de Marseille (MIM) laboratory associates with team Écritures Numériques from Paris 8 Paragraphe laboratory, the digital literature European network Digital Digital Digital Littérature (DDDL), the Electronic Literature Organization (ELO), the Bibliothèque Publique d’Information (BPI), the Bibliothèque Nationale de France (BNF), the Cube, the Labex Art-H2H coordinated by Paris 8 and the École nationale supérieure des Arts Décoratifs (EnsAD) to organize the following events:

  • An online virtual gallery on the DDDL network website.
  • Four events consisting of performances and projections of works, from September 23 to 26, 2013, in the small room of the Centre Pompidou, the big auditorium of the Bibliothèque Nationale de France and the Cube amphitheater.
  • A six-week exhibition on “digital literatures from the past and future” in the BNF lab room of the Bibliothèque Nationale de France, which will be launched on September 24, 2013. This exhibition will feature the virtual gallery and a selection of digital literary works with emphasis on the works designed for touch-pads and e-readers.

Artists, especially young ones, are invited to propose one or several work(s). Please send your proposals to work@chercherletexte.org before February 18.

This is a summary of the call – see www.chercherletexte.org for full details.

Canonical Hypertext, IF, and Digital Narrative

What is it that those who have it hate it and oppose it, but those who lack it desperately want it and imagine it?

A canon.

Deb Chachra called my attention to Infovore’s new canonical list of “hypertext literature / interactive fiction / digital narrative.”

I certainly don’t object to the exercise of blog-based canon development. Back in 2004 I presented a canon-like list of Atari VCS games. Thinking up the list and discussing it online were very useful to me as I started formulating the book I’d later write with Ian Bogost, Racing the Beam. Some of the discussion was “what about this game, why not that game?,” as one commenter noted, but really not much of it – more often we ended up discussing why the focus on the Atari VCS, or what qualities make a game worth studying, or how gameplay and graphics/sound interact, etc.

So, instead of offering any substitute items for the list provided, I’ll just try to mention an aspect of “canon” that Infovore has already picked up on. The best idea in developing such lists seems to be not to pick the greatest hits or the first at doing something or the most widely cited, but rather to choose those productions that are interesting to compare to others.

A canon is a standard, as the OED offers: “c. A standard of judgement or authority; a test, criterion, means of discrimination.” So, it would make sense to me to select works that are, for example, the best at political discourse, or engagement with language, or formal innovation, or critique and transformation of existing work – or whatever aspects of interactive literature one values. What would you hold up as an example of avant-garde writing practices meeting interactivity, for instance, after 1961? What’s the standard for work that engages with contemporary political issues?

Purple Blurb Spring 2013: McIntosh, Di Blasi, Henderson

Thanks to the good work of guest organizer Gretchen Henderson, the Purple Blurb schedule for Spring 2013 is already set! I hope to see you locals at some or all of them.

All Spring 2013 events are Mondays at 5:30pm in MIT’s room 14E-310. This is in the East wing of Building 14, across the building’s courtyard from the Hayden Library. Building 14 is not part of the Media Lab Complex. The Spring 2013 schedule is thanks to guest organizer Gretchen Henderson.

February 11, 5:30pm in 14E-310

Jason McIntosh

Presents the Interactive Fiction “The Warbler’s Nest”

The Warbler's Nest title image

Jason McIntosh is an independent games critic, designer, and scholar. During the previous decade, he produced “The Gameshelf”, a public-access TV series examining both tabletop and digital games, and “Jmac’s Arcade,” a set of video monologues on growing up within the arcade culture of the 1980s. More recently, he’s taught a game-studies lab at Northeastern University, published the XYZZY Award-winning work of interactive fiction “The Warbler’s Nest”, crafted the iPad edition of the tabletop game “Sixis” by Chris Cieslik, and worked as a game-design consultant for other clients. He continues to write game-criticism essays on The Gameshelf’s blog, and produces the occasional episode of the podcast series “Play of the Light”, which he co-hosts with Matthew Weise. His website collecting all this stuff may be found at jmac.org

March 11, 5:30pm in 14E-310

Debra Di Blasi

Skin of the Sun: Five Iterations Toward Human As Novel”

Followed by a discussion of the literary publisher’s role in the 21st Century

From Skin of the Sun

Debra Di Blasi is a multi-genre, multimedia author of six books, including The Jirí Chronicles & Other Fictions, Drought & Say What You Like, and Skin of the Sun. Awards include a James C. McCormick Fellowship in Fiction from the Christopher Isherwood Foundation, Thorpe Menn Book Award, Cinovation Screenwriting Award, and Diagram Innovative Fiction Award. Her fiction is included in a many leading anthologies of innovative writing and has been adapted to film, radio, theatre, and audio CD in the U.S. and abroad. Her essays, art reviews and articles can be found in a variety of international, national and regional publications. She frequently lectures on the intersection of literature and technology and is working on a nonfiction book on related topics.

April 8, 5:30pm in 14E-310

Gretchen E. Henderson

Galerie de Difformité:The Book as Body, The Body as Book”

Followed by an OPEN MIC!

From Galerie de Difformité

Gretchen E. Henderson is a Mellon postdoctoral fellow at MIT and a metaLAB fellow at Harvard, who writes across genres, the arts, and music to invigorate her critical and creative practices. She is the author of two novels, The House Enters the Street and Galerie de Difformité (winner of the Madeleine Plonsker Prize), a collection of nonfiction, On Marvellous Things Heard, and a poetry chapbook, Wreckage: By Land & By Sea. Among other projects at MIT, she is working on Ugliness: A Cultural History (for Reaktion Books), while continuing the collaborative deformation of Galerie de Difformité: a print book that is interfacing with the history and future of the book, networked online, inviting readers to participate in its (de)formation across media.

The People’s Republic of Interactive Fiction … Today

Boston-Area IF group The People’s Republic of Interactive Fiction (PR-IF) is set to meet at 6:30pm today in my lab, The Trope Tank (MIT’s room 14N-233). We’ll check out some of the winners of the 2012 Interactive Fiction Competition, the 18th annual Comp, which recently concluded. Congratulations to Marco Innocenti for his 1st-place Andromeda Apocalypse, to the anonymous author of Eurydice (which took 2nd), and to Jim Munroe, for Guilded Youth, which was 3rd – and to all of the other winners!

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.

S=A=U=S=A=G=E

Alternate (actually, rejected) titles for the famous journal L=A=N=G=U=A=G=E, recently revealed in Jacket2.

I don’t know about you, but Charles Bernstein and Bruce Andrews’s cutting room floor is often better than what ends up stuffed into my projector.

For instance, I see that Rhizome, which wound up being used, is on the list.

Maybe the next interactive fiction journal could be called Inventory.

And, I think Salad is still a great title – maybe even a better one today. It’s a dish best served cold.

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.

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…

Interactive Fiction Hits the Fan

Although a recent IF tribute to a They Might Be Giants album might help to delude some people about this, interactive fiction these days is not about fandom and is unusually not made in reference to and transformation of previous popular works.

An intriguing exception, however, can be found in the just-released Muggle Studies, a game by Flourish Klink that takes place in the wonderful wizarding world of Harry Potter. The player character is of the non-magical persuasion, but gets to wander, wand-free, at Hogwarts, solve puzzles, and discover things that bear on her relationship with her ex-girlfriend. You can play and download the game at the Muggle Studies site.