Codings

Codings shows the computer as an aesthetic, programmed device that computes on characters. The works in the show continue and divert the traditions of concrete poetry and short-form recreational programming; they eschew elaborate multimedia combinations and the use of network resources and instead operate on encoded letters, numbers, punctuation, and other symbols that are on the computer itself.

////////////////////////// Giselle Biguelman
///////////////////////// Commodore Business Machines, Inc.
//////////////////////// Adam Parrish
/////////////////////// Jörg Piringer
////////////////////// Casey Reas
///////////////////// Páll Thayer

Curated by Nick Montfort
Pace Digital Gallery

Feb 28th – March 30th, 2012 (with regular gallery hours Mon-Thu 12-5pm).

Panel with artists Adam Parrish and Páll Thayer and the curator, and opening reception, Feb 28th, 5-7pm.

The Codings catalog is available as a PDF for download (6MB).

The Pace Digital Gallery is directed by Frank T. Marchese and Jillian Mcdonald and is located at 163 William St, New York, NY. More information on the works exhibited, and directions to the gallery, can be found at the Pace Digital Gallery site.

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.

The X-Files

[This is a review of, or summary of, or comment on on The X-Files – the complete, nine-season television series and the two movies – written under constraint.]

The title files, the X-Files, exist. His fief.

His silliest, fishiest thesis: Lithe, sexless elitist “eels” exist. These sliest eels flit. These eels felt his sis. Eels flee. Exit sis. She left: Exile.

She, steel theist, feels little. Little else lifts life.

His fetish: Elfish feet? He, slitless, sexless, sees little fetishist sex, feels less.

She sifts the lifeless: filth, shit. She lifts the sheet: The stiff. She sees his teeth, hefts his testis. The fifth stiff, the sixth stiff…

The telex testifies: Hellish flesh seethes, flies flit.

He hits the shiftiest sexist, fells his stilts. The sexist flees — the shit.

She, fleet, heelless, hits the feistiest, flexile thief.

Effete esthetes teethe filets.

His ties stifle.

She flexes; helix lilts.

He flees; she flees.

Hell itself seethes.

Islets: Sessile shellfish sit.

He tilts. He hexes, his hex hits. She feels his hilt. He feels titties. Sex! … Sex?

My Curveship Talk at PAX-East 2011

I gave a talk about Curveship in the “IF Suite” (actually an ordinary hotel room with a few upturned beds, not a suite) at PAX-East 2011 earlier this month. It was great to present to fellow IF author/programmers from around the world at this event, which was effectively the second annual Festival of Interactive Fiction. The IF Summit was organized by Andrew Plotkin, a.k.a. Zarf, once again this year. Thanks to Jason McIntosh, there’s pretty good-quality video (very good, considering the ramshackle setup) of the first 22.5 minutes of my talk:

The parts where I actually demo the system and discuss how games are written are missing, unfortunately, but my comments do introduce Curveship and its motivation.

Also check out the video documentation of the “Setting as Character” panel with Andrew Plotkin, Rob Wheeler, Stephen Granade, and Dean Tate. (This one took place in the more capacious Alcott Room, which we had on Saturday, March 12 thanks to Dave Cornelson.) Also, there’s video of the panel on “Non-Gamers Gaming,” with Caleb Garner, Tim Crosby, Heather Albano, Sarah Morayati, and Andrew Plotkin.

Put Another Token in the Jukebox, Baby

“D.P.O.” is a pretty amazing X-Files episode, featuring not only an arcade, which is central to the episode, but also a Lenscrafters cameo, glimpses of a Jerry-Springer-like show and a music video, a reference to the land art piece Lightning Field, a rural boy pranking cows, Jack Black, and a Playboy centerfold with at least a passing resemblance to Sarah Michelle Gellar.

I particularly like how Mulder picks out the suspect by locating his initials on the high score screen of a Virtua Fighter machine. One thing I’m wondering about the arcade in this episode, though: It has a jukebox, which is rather instrumental (no pun intended) to the way the episode … plays out.

Was it really common for arcades to have jukeboxes? In my recollection, which may be rusty, arcades were noisy enough thanks to the games themselves. I suppose one could have turned the games’ volumes down to let other music be heard, but there weren’t jukeboxes in the arcades I remember, from, say, The Gold Mine up through Le Fun. Did your arcades have other soundtracks, beyond those coming from the cabinets?

Portal Past

Truth is often stranger than fiction. Sometimes fiction just exaggerates for effect, of course. In the world of this commercial,

– Early Macintoshes have a green-on-black, all-caps display.
– Interactive fiction text goes only 3/5 of the way across the screen.
– Macs use 5.25″ floppy discs.

These changes were no doubt thoughtfully made to construct the “retro” in a more intense way, allowing for a readable and seemingly old-school display and collaging different aspects of 1980s home computers. This way the green-on-black display and 5.25″ disks can live alongside the iconic presence of the early Mac. Plus, GLaDOS gets to say the multisyllabic word “Macintosh” at the end of the video. The creators of the video surely knew they were doing it wrong but decided to try to construct something more 80s than 80s.

I wonder if they knew they were making a tribute video for Rob Swigart, whose game/novel Portal was released by Activision in 1986 on 5.25″ and 3.25″ disk for Amiga, Macintosh, Commodore 64, Apple II, and PC.

Swigart also contributed to another early entry in the “pseudohacking” genre, the Activision game Hacker, which sported an all-text beginning that looked very much like the on-screen display in the video.

The commercial testifies to our memories of the 1980s by making things up. But there was Portal on 5.25″ disk in 1986. This video documents the Amiga version. Interesting to see that the first commenter on there can’t believe that something like this could crawl out of our memory hole, through the portal from the past.

Font’s Unusual Creative Kinetics

Two recent hit songs on the Web are the tribute “Fuck Me, Ray Bradbury” by Rachel Bloom and the non-tribute “Fuck You” by Cee-Lo. Perhaps after me and you – us, them, him, her, and it will be next?

The typographical treatment of “Fuck You” in the video is much more straightforward than in the well-linked “Say What Again” video by Jarratt Moody, which sets dialogue from Pulp Fiction to animated type. The words and letters in “Say What Again” aren’t demanding to be read as insistently, and they’re doing so much that it’s a joy to see them in motion. When there’s not as much happening, getting presented visually with the same words that are being sung to me seems a bit like having someone slap me repeatedly while saying “Slap! Slap! Slap!”

Of course, type can be used with music to do other things besides writing out the lyrics. An even simpler typographical treatment can be seen in Flash pieces by Young-Hae Chang, including the excellent “Dakota.” In those, though, the text doesn’t repeat something in the audio channel, it proceeds at a rapid pace but is legible to the attentive viewer, and it all makes for compelling reading and listening. By the way, in case you think I’m wandering off topic, the first word of “Dakota” is “fucking.”

I wonder if a straightforward animated type video, a sort of blank slate, tends to encourage remixing and the creation of new videos? In any case, Cee-Lo’s song has already been mashed up with other videos. You can see what the last scene in Dirty Dancing is like when set to that tune, for instance.

Oh, and let’s not forget Ray Bradbury. This purports to be a picture of the famous writer watching Rachel Bloom’s video.

TV Audiences, Here’s Pole Position

Ms. Blue pointed out a great Atari commercial that has been online for a while, but which is particularly appropriate to mention here: A TV ad for Pole Position. (The name of this blog does in fact refer to that game.) A few notes about this amazing TV spot:

– There’s an amusing jab at corporate executives, people who “stop exciting things from happening.” Even though the makers of the commercial may not have known or cared, this no doubt resonated among programmers at Atari.
– “Muffy, Buffy, Biff Junior, and I …” Nuff said.
– The family’s incredible, fun experience begins as they are picked up by the hand of god, which also destroys their car.
– There’s an amazing, rocking song called Playing Pole Position. Or maybe Playing Poh-oh-oh-ol, oh-oh-ol, ole Position.
– The ad is for the Atari 5200 version of the game. The original was a 1982 arcade game by Namco, later licensed to Atari; there are ports for the Atari 2600 and many other platforms.
– Although the billboard in the ad has something on both its front and its back, the Atari 5200 game’s billboards are all blank. The arcade game’s billboards featured one of the first examples of in-game advertising.
– The ad suggests that four people can play at once, particularly if you’re thinking of today’s racing games (or even Mario Kart), but the Atari 5200 Pole Position, like the arcade game, is for one player only.
– A few seconds from the end, you can see where they got the idea for the Segway.

Get Lamp and Watch

Get Lamp DVD package coverYou may have noticed a slew of posts on the Get Lamp blog, Taking Inventory, or seen the writeups on Boing Boing, PC Gamer, CNET, or other sites. But I’ll say it here too: Jason Scott’s documentary about text adventures, years in the making, is completed, has been pressed and assembled, and is now for sale and shipping. The movie is Get Lamp, and there is a trailer for it online.

Tipped off by my book Twisty Little Passages: An Approach to Interactive Fiction, Jason Scott got in touch with me way back in 2005, before he had started filming interviews for Get Lamp. He came to Philadelphia, where I was working on my Ph.D. at Penn. I ended up doing one of several interviews with him there and bringing him to Autostart, a digital literature festival I helped organize at the Kelly Writers House, where he interviewed a few of the participants – just a handful of the many dozens of interviews Scott did for the documentary. I’ve gotten to see the documentary develop. I listened to audio files of the interviews, discussed the project on ifMUD, and got to see screenings of early versions with audiences at the Penny Arcade Expo East and @party.

Get Lamp is an essential film for the interactive fiction enthusiast – as I think more or less all of us know already. It’s also going to be an important film for students of electronic literature or computing history. There are some good short YouTube videos explaining interactive fiction, such as Exploring Interactive Fiction, which I did with Talieh Rohani, and Jason McIntosh’s The Gameshelf #8: Modern Interactive Fiction. These are great for people whose interest has been piqued already and who want to know a bit more about IF history and how to play. But it’s really difficult to get contemporary, non-IF playing students to understand why they should give interactive fiction a chance. Those who put a few short games on a syllabus often return to classrooms of perplexed or disgruntled people who have made no progress. Screening at least the “non-interactive” cut of Get Lamp will be time well spent. It will provide ideas for discussion and will give students permission to appreciate interactive fiction in several new ways, allowing them to better engage with assigned games.

It’s people and their stories that are always the focus of a documentary, and that’s certainly the case with Get Lamp, which assembles quips, and the occasional longer argument or rant, from players and authors of different eras. The statements from people in the film give a great sense of the many ways in which interactive fiction was and is important. This is something you don’t get in Twisty Little Passages, because my method wasn’t to interview people about their experiences; I focused more on the printed and digital record, on describing how interactive fiction works, and on scholarly questions about the status and history of the form, for instance, as it relates to the literary riddle. While people are central to the documentary, Scott certainly doesn’t shy away from archival materials such as printouts, maps, and notes or from original early packages in the documentary, though. He uses those worth-a-thousand-words pictures to give a sense of the contexts in which interactive fiction has been played from the early days of Adventure through today. Which I guess means, as everyone’s favorite retail site says, “Buy these items together!” (Actually, though, you should go to the Get Lamp order page to buy the documentary.)

Scott has done a great deal to provide coverage of today’s “modern era” of interactive fiction development while also covering its origins in Adventure, the ties that game has to caving, and the commercial heyday from Adventure International through Infocom. The history of the IF Comp is explained by current organizer Stephen Granade and others, and the emergence of short-form IF (and its relationship to the comp) is discussed as well. But the documentary’s perspective on interactive fiction clearly gazes longingly over the “golden age” of commercial IF, when Infocom was king. There’s the sense – which several people share – that interactive fiction has managed to continue in some ways from that time, which was its finest hour.

That’s not the perspective some contemporary IF authors have, though. For some, Infocom is a happy but dim memory rather than the holy city of Byzantium. Others never even played an Infocom game before playing modern IF and writing their own IF. And of course, games are not just shorter now; they are written in a wider variety of styles on a wider variety of topics. It won’t be tough for enthusiasts to find other favorite aspects of IF which didn’t manage to fit into this full and rich documentary: the relationship to MUDs or the graphical adventure, commercial games in English outside the US, or global communities working on IF in recent years. Which is just to note that while Get Lamp relates an important and untold story, it’s not the _only_ story of interactive fiction. It’s the kind of movie that leaves me listening to my fellow IF authors and aficionados and being constantly surprised about how much I share certain people’s perspectives and how different, at other times, my view of IF is. That’s not just informative; it’s also thought-provoking.

Yes, despite the breadth and unusual textures of the topic, the film goes beyond being a great introduction to IF and the people who play and write it. There are many surprising discussions outside the main line of IF history. The academic study of IF is discussed by Mary Ann Buckles, whose 1985 dissertation on Adventure is the first study of IF and probably the first long example of work in game studies. John Romero explains the debt that computer games in general owe to text adventures. Robert Pinsky, who has served as poet laureate in addition to writing the IF Mindwheel, discusses puzzles and the pleasures of literature. Other less-than-usual suspects chime in, including fellow academics and collaborators of mine Jeremy Douglass, Ian Bogost, and Stuart Moulthrop.

One of my favorite points in the movie is when Brian Moriarty says empathetically of the Infocom catalog, “It was for literate people – it was for people who like to read!” Get Lamp is also for people who like to read, explore, and see from different perspectives. It’s not only for those who have already discovered interactive fiction, but it will delight most those who are enthusiastic about computing and what the computer can do with storytelling, language, and the modeling of words.

Jason Scott is now preparing for a “Jet Lamp” tour in September, in which he’ll show the film around the country. Perhaps you’ll get to catch it at a theater near you.

Videos on Storytelling

Kurt Reinhard of the Zurich University of Applied Sciences and Arts has posted a 10-part video series about storytelling in our networked, digital age. The first part (“Change of Storytelling”) includes comments by:

– Ian Condry (MIT)
– Joshua Green (UCSB)
– Dean Jansen (Participatory Culture Foundation)
– Henry Jenkins (USC)
– Joe Lambert (Center for Digital Storytelling)
– Nick Montfort (MIT)
– Clay Shirky (NYU)

I also appear in part 7 (“Risks of Social Media”) and part 10 (“Bits and Pieces”). Besides the august company listed above, you can see that the videos get to some of the critical issues in storytelling today: fans attired as stormtroopers and “Charlie Bit My Finger – Again!”

Choosing Chun-Li in the Rat Race

Here’s something with a good point and that’s worth watching: “Girls suck at video games” / “Les filles sont nulles aux jeux vidéo.” It makes me wonder about several things, and puts me in mind of a previous conversation about gender, gaming, and work, but for now, I’ll just mention one thing I’ve been pondering: Could a generally similar idea have been expressed as effectively in an actual video game? Or perhaps the answer to that is an obvious yes. How would it have been different if it was done as a game rather than a video?