Mark Bruno offers his version of the "Remember text adventure games? People are not only still playing them, they're writing new ones!" essay. I thought his discussion of the relationship between IF and electronic literature showed some insight.

I also discovered that while text adventure games where born into the family of computer games, they had since "grown up" and began "hanging out" with the literature crowd (though it still regularly writes home) -- which is to say that in much latter-day interactive fiction, particularly things produced since 1996, storytelling had been increasingly emphasized and the puzzles deemphasized. Not that puzzles were gone, but more and more authors of IF were trying to integrate puzzles into a coherent and compelling plot, rather than (as was often the case in earlier years) letting the story serve as an ostensible premise, but populating the thing with puzzles that had nothing to do with the plot. Now, some interactive fiction goes whole hog and abolishes puzzles altogether!

So, why continue to try to tell a story through this medium? Because making the player/reader drive the course of the story allows for some interesting effects; a skillful author can get the player/reader to identify with the protagonist in ways that simply aren't possible in static fiction (because the player/reader has a sense of complicity, to use a favorite word, in the plot that the static fiction reader lacks). Plus there are all sorts of neat things that can be done with narrative when you have a computer on your side.

While there are plenty of puzzle-centric games that also happen to be well-written (Lock and Key comes to mind), it's true that the more literary IF works have attracted more attention from critics and reviewers.


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Once when I needed to entertain my daughter while we were driving somewhere, I said, "Let's pretend that, rolling along outside the window, there was a little ball that would pick up trash and boxes and trash cans, and that as it collected items it got bigger and bigger, until it was picking up houses and buildings, and that there was happy music playing that sounded like this (I hummed a bit), while hundreds of citizens called out for help that would never come."

Her little eyes got really wide.  

She was very quiet for the rest of the ride.


(Thanks for the e-card, Karissa.)

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August 6, 2008

When Google Owns You

Chris Brogan just posted a horror story that made me make backups of everything I've ever uploaded to Google Docs. Note to self: use Google Apps as a redundant backup only.
Monday afternoon, after lunch, Nick came back from lunch to find out that he couldn't get into his Gmail account. Further, he couldn't get into anything that Google made (beside search) where his account credentials once worked. When attempting to log in, Nick got a single line message:

Sorry, your account has been disabled. [?]

That's it.

Nick sent a message or three to Google for support. He got back this:

Thank you for your report. We've completed our investigation. Because our
investigation was inconclusive, we are unable to return your account at
this time. At Google we take the privacy and security of our users very
seriously. For this reason, we're unable to reveal any further information
about this account.

And that's it.

That's not quite it... apparently Nick had paid for the corporate version of Google Apps, and therefore had access to technical support with a human being, who was able to resolve the problem. But the rest of us don't have that option.


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McSweeney's:

Horatio thinks he saw a ghost.

Hamlet thinks it's annoying when your uncle marries your mother right after your dad dies.

The king thinks Hamlet's annoying.

Laertes thinks Ophelia can do better.

Hamlet's father is now a zombie.
Thanks for the suggestion, Mike. (Twitter would probably catch the back-and-forth spirit of a drama a little better.)

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I'm not exaggerating when I say that I think the lack of respect for math and science is one of the largest unacknowledged problems in today's society. And it starts in the academy -- somehow, we have moved to a place where people can consider themselves educated while remaining ignorant of remarkably basic facts of math and science. If I admit an ignorance of art or music, I get sideways looks, but if I argue for taking a stronger line on math and science requirements, I'm being unreasonable. The arts are essential, but Math Is Hard, and I just need to accept that not everybody can handle it.--Chad Orzel, Inside Higher Ed

When I teach "News Writing," I include a brief unit on reporting with statistics and percentages, and the "New Media Projects" seminar exposes upper-level students to various computer programming tasks.

I wonder whether Orzel would feel comforted to know that I regularly encounter people who laughingly dismiss their self-proclaimed inability to master the (heart-breakingly simple) rule about when to use "its" and when to use "it's."


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From a 2007 report on liberal education, by the Association of American Colleges and Universities.

Knowledge of Human Cultures and the Physical and Natural World

  • Through study in the sciences and mathematics, social sciences,
    humanities, histories, languages, and the arts

Focused by engagement with big questions, both contemporary
and enduring

Intellectual and Practical Skills, Including

  • Inquiry and analysis
  • Critical and creative thinking
  • Written and oral communication
  • Quantitative literacy
  • Information literacy
  • Teamwork and problem solving

Practiced extensively, across the curriculum, in the context of
progressively more challenging problems, projects, and standards for performance

Personal and Social Responsibility, Including

  • Civic knowledge and engagement--local and global
  • Intercultural knowledge and competence
  • Ethical reasoning and action
  • Foundations and skills for lifelong learning

Anchored through active involvement with diverse communities and real-world challenges

Integrative Learning, Including

  • Synthesis and advanced accomplishment across general and
    specialized studies

Demonstrated through the application of knowledge, skills, and
responsibilities to new settings and complex problems


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July 31, 2008

Malwebolence

The headline writer was having an off day, but the content -- a thoughtful examination of the trolling subculture -- is excellent. NYT Magazine.

In the late 1980s, Internet users adopted the word "troll" to denote someone who intentionally disrupts online communities. Early trolling was relatively innocuous, taking place inside of small, single-topic Usenet groups. The trolls employed what the M.I.T. professor Judith Donath calls a "pseudo-naïve" tactic, asking stupid questions and seeing who would rise to the bait. The game was to find out who would see through this stereotypical newbie behavior, and who would fall for it. As one guide to trolldom puts it, "If you don't fall for the joke, you get to be in on it."

Today the Internet is much more than esoteric discussion forums. It is a mass medium for defining who we are to ourselves and to others. Teenagers groom their MySpace profiles as intensely as their hair; escapists clock 50-hour weeks in virtual worlds, accumulating gold for their online avatars. Anyone seeking work or love can expect to be Googled. As our emotional investment in the Internet has grown, the stakes for trolling -- for provoking strangers online -- have risen. Trolling has evolved from ironic solo skit to vicious group hunt.


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In today's landscape, defining "the media" isn't nearly as clear-cut as it used to be. Big-name newspapers and networks mingle with cable channels, all-purpose Web sites and blogs in the minds of the average news consumer, and for good reason: They are, in many cases, converging, with widely read blogs run by newspapers and online Web stories originating from cable networks. Meanwhile, a number of relatively new outlets have become powerful forces in their own right, taking advantage of the speed and connectivity of the Internet to scoop the mainstream media and blur the distinction between the producer and the consumer.

Moreover, much of the new media eschews precisely the kinds of journalistic conventions still taught in school, preferring instead to apply pressure to ideological opposites, using blogs, crowdsourcing and other citizen media techniques to gather raw material for the next humorous or polemical viral video.

Maybe that's the point.  -- Andy Guess, Inside Higher Ed


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It was intersting to see online political discourse (with a case study on the Kerry-Edwards attempt to build a blog presence in 2004) and a history of the internet filtered through a folklorist's lens. I'm saving this in case I need ever need to update some of the insights found in the older, classic, historical studies of cyberculture (such as Buckles's dissertation on Adventure, or Levy's Hackers, or Kidder's The Soul of a New Machine).

While mass-mediated communication technologies have empowered the institutional, participatory media offer powerful new channels through which the vernacular can express its alterity. However, alternate voices do not emerge from these technologies untouched by their means of production. Instead, these communications are amalgamations of institutional and vernacular expression. In this situation, any human expressive behavior that deploys communication technologies suggests a necessary complicity. Insofar as individuals hope to participate in today's electronically mediated communities, they must deploy the communication technologies that have made those communities possible. In so doing, they participate in creating a telectronic world where mass culture may dominate, but an increasing prevalence of participatory media extends into growing webs of network-based folk culture. -- Robert Glenn Howard, Journal of American Folklore 121(480): 192-218 (PDF)


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A good feature from the New York Times:

Young people "aren't as troubled as some of us older folks are by reading that doesn't go in a line," said Rand J. Spiro, a professor of educational psychology at Michigan State University who is studying reading practices on the Internet. "That's a good thing because the world doesn't go in a line, and the world isn't organized into separate compartments or chapters."

Some traditionalists warn that digital reading is the intellectual equivalent of empty calories. Often, they argue, writers on the Internet employ a cryptic argot that vexes teachers and parents. Zigzagging through a cornucopia of words, pictures, video and sounds, they say, distracts more than strengthens readers. And many youths spend most of their time on the Internet playing games or sending instant messages, activities that involve minimal reading at best.

[..]

Nadia also writes her own stories. She posted "Dieing Isn't Always Bad," about a girl who comes back to life as half cat, half human, on both fanfiction.net and quizilla.com.

Nadia said she wanted to major in English at college and someday hopes to be published. She does not see a problem with reading few books. "No one's ever said you should read more books to get into college," she said. -- Motoko Rich

Where to begin? Where to end? Lots of food for thought.


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Via Psychemethadelica! (Metafilter)

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Interesting observations on the internet's response to the death of Randy ("The Last Lecture") Pausch.

You interacted with Randy through a little box embedded in a webpage. Your headphones piped his voice clear and strong into the center of your brain, almost as if some deep part of your own mind was delivering his nuggets of wisdom. He was talking to you alone, not the hundreds packed into a theater or your family gathered around the television. In response, then, it made sense to get personal and say, directly, "Thanks, Randy. We'll miss you."

This mourning splits the difference between the small and generally private funerals of our friends and family and the public spectacles that marked the passings of Stalin, or Elvis, or Princess Di. Millions of people grieved alone in the asynchronous communities of the internet. --Alexis Madrigal


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If you want to label me retrofuturistic so I can fit into your compartmentalized worldview, that's fine. But look past my airplane goggles. This is my lifestyle. While many of my kind doubt there'll be a complete societal collapse in the future, a near-cataclysm is likely. In this scenario, I will be able to repair a generator, suture the wounded, and even train carrier pigeons. I'm learning valuable skills. --Marco Kay


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Jimmy Maher offers a provocative editorial in the latest issue of the Society for the Promotion of Adventure Games newsletter.
Galatea excites admiration, interest, even a certain amount of awe, and all of it richly deserved.  However, it seems to excite very little love.  Nor does it seem to inspire its player to grapple with anything more universal than the design of good IF conversation systems.

Is this a problem?  Not really, I think, when taken in isolation.  I think that Emily Short, whom I have immense respect for as a writer, creator, and tireless agent for positive change in IF, intended her work as an experiment and even possibly a bit of a provocation, an illustration of what might be possible.  But where is the game that takes Galatea's formal and technical innovations and uses them in the service of crackerjack story with a fascinating setting and compelling, believable characters?  Eric Eve's recent works come close, but how many others do?  Galatea sits out there in splendid isolation.  People play it, they tell themselves and each other how interesting it was, what potential for IF it demonstrates, and then they move on.  It's not up to Emily to build on Galatea's foundation; if she retires from IF tomorrow, she's done more for the form than I or 99% of you will ever manage.  It's up to us.  Where are we?

Some of us who are very, very good are writing games like the generally acknowledged best game of 2007: Lost Pig.  On the one hand, Lost Pig is nothing to disparage.  It's hilarious; it's great fun; it's honed and polished to the most beautiful shine.  Admiral Jota deserves tons of praise and respect for his creation.
Also of note, A Blind Man's Take on Interactive Fiction:
Most gaming opens worlds for people. Interacting with characters and role-playing a career or life that they do not have in the real world allows people to imagine themselves in certain situations, or challenges the person to make certain decisions.  It is that aspect of gaming, along with the writing,  descriptions of scenes and the possibility of interacting with characters that make interactive fiction so special. As a blind person, most mainstream role-playing games are unplayable. Interactive fiction is then the bridge that allows me as a blind person, who also would like to participate in the joys of relaxing with a role-playing computer game, to step into an imaginary world.

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When you die, would you rather be remembered as a technology hack who annoyed millions and forced them to waste time by weeding through torrents of junk e-mail, or a brilliant teacher who inspired millions to treasure every moment of the time they have left?

According to police, Edward Davidson, the "spam king" whose wife helped him break out of a minimum security prison, has killed himself, his wife, and a child yesterday. He was famous for getting rich off of the stupid people who respond to unsolicited bulk e-mail advertisements.

According to various news reports, Randy Pausch, whose "Last Lecture" at Carnegie Mellon University became a YouTube sensation, has run out of time in his battle with pancreatic cancer today. He was famous for giving the rest of us a model for how to face our final days.

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Blogging yet another story that reminds young fans of social networking sites that their profiles may be more public than they think. WashPo
"I know for a fact that when a superintendent in Missouri was interviewing potential teachers last year, he would ask, 'Do you have a Facebook or MySpace page?' " said Todd Fuller, a spokesman for the Missouri State Teachers Association, which is warning members to clean up their pages. "If the candidate said yes, then the superintendent would say, 'I've got my computer up right now. Let's take a look.' "
How would you feel if a potential employer clicked through your social networking profile during a job interview?

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