You are likely to be eaten by a grue
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.
Parenting Tip #234: Katamari Damacy
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.)
When Google Owns You
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.
Hamlet (Facebook News Feed Edition)
Horatio thinks he saw a ghost.Thanks for the suggestion, Mike. (Twitter would probably catch the back-and-forth spirit of a drama a little better.)
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.
The Innumeracy of Intellectuals
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."
Knowledge of Human Cultures and the Physical and Natural World
- Through study in the sciences and mathematics, social sciences,
humanities, histories, languages, and the artsFocused by engagement with big questions, both contemporary
and enduringIntellectual 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 performancePersonal 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 studiesDemonstrated through the application of knowledge, skills, and
responsibilities to new settings and complex problems
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.
In New Media Programs, Who Benefits?
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
Electronic Hybridity: The Persistent Processes
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)
Literacy Debate: Online, R U Really Reading?
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.
Jonathan Coulton's "Mandelbrot Set"
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
Mom, Dad, I'm into Steampunk.
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
Editorial on Emily Short's Galatea (inter alia)
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.Also of note, A Blind Man's Take on Interactive Fiction:
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.
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.
Death in Cyberspace: A Study in Contrast
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.
When Young Teachers Go Wild on the Web: Public Profiles Raise Questions of Propriety and Privacy
"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?
