My Two Cents on Interactive Fiction

English 496: Interactive Fiction // Fall 2004

Thursday, October 21

A Quickie with Quake

Needless to say, my first attempt at Quake III was short-lived. Not a minute into the game and I’m dead—with an unlit cigar tragically hanging from my lips.

Aside from my on-again/off-again affair with online Scrabble, I haven’t really played games via computer since dying of consumption on the Oregon Trail. Manipulating a keyboard AND a mouse (all while sitting in a chair no less!) did take some getting use to. Yet I’d like to think that with a “little” extra time and practice, I could fulfill that life long dream of being a decent rocket-launching mercenary with a sense of direction.

I must say I’m constantly amazed at how intricate and highly stylized graphics are becoming in video games. Shooting games are now so sophisticated (just look at the plethora of accessories you can choose to use). Nostalgia beckons for the days of Duck Hunt.

Monday, October 18

Riddle Me This

So what's with the riddle/interactive fiction metaphor?

Interactive fiction and the "riddle" both force individuals to figure out an answer or a narrative (a potential narrative at that). IF and the riddle emphasize language (language exchange: inputs, outputs; key commands and wording). There is no set-in-stone way to traverse through IF; similarly, riddles can be solved using a number of varying approaches.

Yet interactive fiction's foundation(s) with the "riddle" does seem a little far-fetched, but I think Montfort might have chosen to use this example to align IF with some kind of literary format. As Montfort thoroughly pointed out, the riddle has had a somewhat significant role in cultural, literary etc. study throughout history. Perhaps by anchoring IF to a literary style that's been around for some time, Montfort attempts to give some credibilty to a form that has been long debated as legitimate literature.


Wednesday, October 13

Twisty Little Responses (Preface-Chp.1)

In relation to interactive fiction (IF), the “model” is representational of the physical environment and includes the components that make up that simulated world (characters, objects, player-character etc.). The “parser” processes the language entered into an IF work.

Montfort concludes, “In interactive fiction, the secret is locked away and a different sort of effort—a puzzle solving that manifests itself as actual writing—is needed to unlock it” (3). To enjoy IF, to unlock its puzzle and know its secret, a reader must interact with the work, engage it with responses, input actual language/writing to the system. The very nature of IF calls for this. This inherent secrecy surrounding IF has much in common with the “erotic.” Like a striptease, conventional-style literature titillates readers at a seductive and slow pace. Imagination is what gives reading life; with every line read, every page turned, the mind’s eye yearns for more but is at the mercy of the author and the (physical) book. IF reading, in particular, may change the idea of a literary striptease in that we (as readers/”writers”…essentially interactors) control what events/characters come into the story. We dictate the speed and order; while a paperback novel might leave the panties on until the very end, IF works may offer sneaky peeks of such unmentionables first.

Text adventure is a type of IF, but interactive fiction is not necessarily a text adventure. Text adventures emphasize the very idea of “adventure.” They are composed of crazy and unusual plots/characters etc. whereas IF works do not always require users to engage in otherworldly and unconventional situations. Some reject the term “interactive fiction” because of its umbrella-like quality. “Interactive” can encompass a broad range of definitions: a hip, catchy word; experimental; a trivial game etc. Some literary circles may scoff at the idea that their works be “played” as opposed to “read.” Likewise, others may prefer their works embody a term not associated with (those oh-so boring) printed bound pieces we call books.

IF works are similar to riddles in that both create a “world” that one is suppose to figure out. Both present different ways of thinking unlike other literary formats. "Riddlees” and interactors alike are required to examine a given work and must use contextual clues to discovery the answer/premise of the piece.

“A narrative is ‘the representation of real or fictive events and situations in a time sequence” (qtd. in Montfort 25). IFs are not narratives, but become narratives and can produce narratives when a person interacts with them. This is kind of like the "if-a-tree-falls-down-in-a-forest-and-no-one-is-there-to-see-it, does-it-still-make-a-sound?" idea. We know there is a noise out there, but to if you really want to yell "Timber!" one must be there to witness it. IFs come to life when a person is reading it; one can only get as much as s/he brings into it. This is, as Montfort states, a "potential narrative." When reading (any kind of literature), we use imagination, make our own assumptions. We make a narrative out of what unfolds before us.

Work Cited Montfort, Nick. Twisty Little Passages: An Approach to Interactive Fiction. Cambridge: MIT Press, 2003.





Gaming Links

A friend of mine emailed me some sites of possible interest regarding online gaming. Here are the recommendations, along with some of his comments....

"Some sites for text based Games or MUDS (Multiple User Dialogue).
http://www.lysator.liu.se/mud/faq/faq1.html This one is a basic information for newbies.

http://www.ibiblio.org/cmc/mag/1995/jan/fanderclai.html This is just gaming information.

http://www.mudconnect.com/ This should give you enough MUDS to choose from.... just choose listings from the menu on the left and you'll be able to go from there.

I've never actually played one of these, well at least not online. Most of the ones I've played are graphic oriented. I'll download their Beta Tests every once and awhile, because they are free.. but once the testing is over, they usually start charging ten dollars a month or so for a subscription.

http://www.betawatcher.com/ You can find Open Betas(Graphic Oriented) at this site. I believe some of the betas are over a gigabyte for the download."

Monday, October 11

Random Thoughts on Game Over

Gender, Race and Violence in Video Games

Interaction between player and game: Physical and emotional/psychological associations. Players become (main) character with use of perespective selection, character voice-overs. New level of realism (live-motion capture and 3-D modeling). Media images blur the line between fact and fiction.

Digitized masculinity: Hyper-masculinity (imposing size, power, aggressiveness). Gaming creators are predominately male; is this obvious by game content. The fantasy world is actually depicted as "normal" and "real."

Femininity in video games: Exploitation or Empowerment? Strong, self-defending female characters...yet unattainable/disproportionate beauty standards and sexualization of young females. Sex sells, no matter what medium is used; video games are no exception.

Depiction of race: Vivid illustrations of cultural representations (gender, race and ethnicity). Seen through a "white male" view; stereotyping of people of color through overgeneralized imagery (feathers = Native Americans). Exoticism of non-white ehnicities (voodoo ritual, supernatural).

Video games as a catalyst for real-life violence: Consequences are not realized; fighting is often rewarded. Violence is very graphic, very extreme- more so than other media representations.

Rehearsing for murder: Effective simulation of killing? Technology itself is not violent; rather, it is its content. And it is with this content players must interpret what is right and wrong, what is real and make-believe.

Though video games aren't truly a simulation of something we see on a regular basis (spine-pulling, head-exploding, overly violent environment; top-heavy heroines doing trapeze acts), does this "fake real" have the ability to supercede "the real"? The idea of simulacrum comes into play: could this fantasy world we indulge in (sometimes in one sitting, hours at a time) be better than world we live in today?




Wednesday, October 6

Recipe for Spontaneous Storytelling

1 part starter sentence + 4 parts writers
Rotate (Repeat, as necessary). Publish contents and enjoy!


Her heel caught in the cement crack. She lost her balance for just a few seconds but managed to keep herself upright. "My day can only get better, right?" she asked herself. She was a quiet optimist in a cynical world.

It surely couldn't get any worse, her cat had died this morning, and her in laws would be flying into town. Indeed, it couldn't get any worse. Or could it. Her mother- in- law, Wilma, was the driving force behind her misery. Wilma's objective in life seemed to be to reinvent herself as the devil incarnate.

But tonight would be different. Tonight, finally, she would get even. That woman was going to pay for years of harrassment. Now that I've finally gotten my research grant, I'm taking her precious boy away from her for good. We'll see if she wants to follow us all the way to England! Are you kidding, she can barely stand that measly little flight from San Francisco! "Oh, my legs are swollen, I've got to lie down! Benny, dear, get me my pills!" But after tonight, when we tell her the "good" news, we'll see if she is so high and mighty then!

Wilma's face had turned a dark purple as she began to let out a sort of squeel. Wait...that's not how she's supposed to die.
REWIND
Wilma's face had regained its color as she began breathing again. As I had fed her the many pills for her various illnesses I couldn't help but notice her glass eye. It was a sort of light-purple-magenta and almost matched her eyeshadow which she had applied seperately to each eye. The other eye was blue and matched that eye's makeup perfectly. I was beginning to notice what a magnificant monster she really was. I began to take pity on her and invited her on our trip to England thinking she would decline but offering to ease my conscience a bit.

What a horrible mistake! After she agreed, I immediately began to think of other ways to kill her.




Monday, October 4

Response to Patchwork Girl

On "birthing": There is an ever-present idea that something, or rather someone, is being created (over and over again). In the broadest sense, “birthing” relates to the concept of hypertext fiction itself; that is, giving birth to a story through a web of writing space. However, in Patchwork Girl, we are told that the title character's "birth takes place more than once.... Or it took place not at all" (Jackson “birth”). The story recollects various memories, belonging to the Modern Monster herself, her body parts’ previous owners, snippets from other novels etc. But is this really "birthing"? Arguably so, but perhaps "resurrecting" might even be a more accurate term.

The ugly and grotesque: The masculine grotesqueness of Mary Shelly’s Frankenstein monster and Jackson’s “ugly” patchwork doll both receive public disdain and lack any chance at a life “normalcy” because they are monsters: “multiple…mixed, mestizo, mongrel” (Jackson “why hideous?”). Yet, unlike her male counterpart, the patchwork doll finds something empowering, something beautiful in her “ugliness.” She accepts her state as is, and tries to forge herself a place in the world. A realized beauty comes from the Patchwork Girl’s attempt to break free from standard conventions, to contradict the shortcomings fallen to her, to blur the line between beginning and end. Shelly’s monster eventually returns to his creator, but the Patchwork Girl defiantly says to hers, “I shall be no more than a heap of letters, sender unknown, when I return” (Jackson “mementos”).

Words and bodies: In Jackson's story, there is a parallel between stringing words together and stitching up bodies. Words and bodies are synonymous. The tasks of writing (and reading) a story and patching someone up both require continual attempts at injecting something with coherence, with meaning and with life. Her hypertext novel, like the Patchwork Girl character, needs to be "operated" on constantly to "stay alive." Readers pull apart and put back together words in the electronic space; with the Patchwork Girl, it is she who is pulled apart and put back together.

Word play, seem for seam: Jackson incorporates a play on words, emphasizing the supposed way a story seems to be told, and the actual stitched seams one would see on a piece of patchwork. A story can unravel, it can tie up loose ends; a quilt or a doll can do the same. In the Quilt section of Patchwork Girl, we read of how the title character came to be. But upon closer inspection, the footnotes provided show that the text on each page actually belongs to handful of sources; that in fact, all “the charm you need is a needle and thread” (Baum 153, in Jackson “seam’d”) to create interesting compositions, textually and otherwise.

Demon of multiplicity/Built without dignity: The Patchwork Girl is a character of many guises. Her implied physical condition(s) reflects the internal efforts she must make towards self-realization. She is constantly being reworked; organs are stolen/borrowed and lost; similarly, her attempts to tell her story follow suit. The Patchwork Girl shares the tales of her multiple donors; she embodies the imaginations of her author(s)/readers (Jackson, Shelly, you and me etc.). The Modern Monster is built without dignity; she will be subject to frequent repair and under constant ridicule. Is she made in such a way to avoid haughty inclinations, to test her mettle, or simply to see if she’s fit to live? Does her mismatched state attempt to teach humility and to treasure the generosity of others? Perhaps she will take her misgivings as blessings in disguise. The Patchwork Girl declares, "I'm just what I am, and nothing else" (Baum 43, in Jackson “but I’m glad”).