Design: November 2007 Archive Page

Jeremy Douglass has published a Creative Commons dissertation on interactive fiction. I recently brought a printout into my "Writing about Literature" class in order to help my undergrads (English majors, some of whom want to be professional writers or literature professors) see their homework assignments as points on a scale that includes books and beyond.

I ran the PDF through a text-to-speech program, and have been listening to it during my commute. I'm currently at 7 hrs 49 minutes of a 10-hr document. (I didn't include the index and the bibliography when I converted the file to sound.) 

Douglass does an excellent job acknowledging the debt that IF scholarship owes to the pioneering work of Janet Murray and Espen Aarseth (each of whom have treated IF as part of a larger study on digital narrative), and he also offers a good analysis of the full-length studies of IF by Buckles, Sloane, Montfort, and Maher.  He politely but unflinchingly points out how the limited number of IF works chosen for close readings has led to oversimplifications and assumptions in later scholarship.  Because IF is a rather obscure topic, scholars have to present a lot of formal exposition and generic exposition in order to clear a path to their more advanced insights, but Douglass moves beyond the basics very quickly, so there is much of value to ponder. (I will give it a traditional read-through when I'm finished listening to it...  depending on the audio version for the first read is an experiment that I'm rather enjoying.)

For me, the greatest pleasure in reading this work is the insightful close readings of moments, scenes, puzzles, and specific interactions that illustrate the greater theoretical point. I also felt challenged (in a good way) by his re-thinking of the categories into which the history of IF tends to be placed.  I will very likely assign at least

The Interactive Fiction (IF) genre describes text-based narrative experiences in which a person interacts with a computer simulation by typing text phrases (usually commands in the imperative mood) and reading software-generated text responses (usually statements in the second person present tense). Re-examining historical and contemporary IF illuminates the larger fields of electronic literature and game studies. Intertwined aesthetic and technical developments in IF from 1977 to the present are analyzed in terms of language (person, tense, and mood), narrative theory (Iser's gaps, the fabula / sjuzet distinction), game studies / ludology (player apprehension of rules, evaluation of strategic advancement), and filmic representation (subjective POV, time-loops). Two general methodological concepts for digital humanities analyses are developed in relation to IF: implied code, which facilitates studying the interactor's mental model of an interactive work; and frustration aesthetics, which facilitates analysis of the constraints that structure interactive experiences. IF works interpreted in extended "close interactions" include Plotkin's Shade (1999), Barlow's Aisle (2000), Pontious's Rematch (2000), Foster and Ravipinto's Slouching Towards Bedlam (2003), and others. Experiences of these works are mediated by implications, frustrations, and the limiting figures of their protagonists.

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November 27, 2007

Amazon's Kindle eBook Reader

Gamers with Jobs reviews Amazon's Kindle.
Now that Jess has finished vampire romance novel number 324, I spend some quality time goofing around with the Kindle. It's surprisingly easy to get non-Amazon material on it. I just plug it in to the USB cable which perpetually hangs off the back of my laptop, and it shows up as a hard drive. I drop .txt and .mobi files into the "Book" folder and they show up. I convert a handful of PDFs to .mobi files using Mobi Creator and they work perfect, Tables of Contents and all. Sweet.
Earlier I blogged about the skeptical reviews on Amazon's site, but the knowledge that I can read student papers or classic literature on this thing makes me much happier. The price is too much for me, though...

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Guardian (UK):
Police forces should issue comical caricatures of the criminals they are hunting instead of standard photofits, according to a team of scientists who found that cartoon-like faces are better at jolting people's memories.

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November 21, 2007

Sword of Mana: Do, don't show

In Game Design Review, Krystian Majewski takes a common creative writing mantra and rips it a new one in a way that I haven't been able to get out of my head for some time.

It seems counter-intuitive but actually, LESS emphasis on some parts of the story create MORE emotional response. This is something which goes well with Rowan Kaiser's recent article in The Escapist. He suggests applying the admonition "Show, don't tell". I would go even further and change it into "Do, don't show" to avoid any misunderstandings. The problem is, as always, that games aren't movies.


Nooo! Look behind you! Turn around! .. Gaaah! Give me that controller, you incompetent idiot!

When we watch a thriller, and we see Janet Leigh take a shower and the killer waiting outside it creates suspense because we foresee what will happen but we have no means to change the course of events. We are doomed to watch the murder happen and thus can do nothing but feel sorry for the victim.
Games are different. In games we CAN do something. The player IS Janet Leigh and the only way she would make the decision to take that shower is if she didn't knew that there is a killer outside. In games the emotional connection does not happen through emphaty but through responsibility. As soon a the player realizes a decision was made by somebody else in advance, he disconnects emotionally: "Oh, ok, it is is not my fault, it was meant to happen".
The phrasing's a little off... "do" is a command for the player, while "don't show" is a warning to the designer.  So to make sense, the catchphrase should be "Don't show, make the player do" or "Don't show me, let me do," but I admit that's not as catchy as "Do, don't show."  

It's times like this that the world needs Latin. I'm a bit rusty, there, but with a little help let's see... "[something] to enact, not [something] to be shown" would probably be "agere, non manifestandum." (See my recent blog which included an aside praising obscure terminology.)

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November 19, 2007

The Laptop Club

An excerpt from a story about The Laptop Club, a group of kids who crafted their own laptops from construction paper.

Name: Mandy
Age: 8 How often do you use a computer? Five times a week.
What do you like to do when you're using a computer? Play games and write stories and poems.
What will computers look like in the future? Well you see, if we had whole days to work on it, and bigger paper, I think we could make it way more detailed.
Who is better at using a computer, you or your parents? Games + me = good. Parents + trying = bad. I am better at using games and if you guys try them, you get crushed.
[ After being told this interview would be published on the internet ] "I'm going to be popular! I should make a blog button, right now."

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I really like the interface I stumbled across on the Evening Standard website. The version here on my page is just a static screen grab, but on the real site when you mouse over a title, the item drops open to reveal the photo and the caption... it feels far less distracting than a popup, the box opens gradually so you can see what happens, and if there's already an item open, it closes, so that the menu stays the same size the whole time.

It's really very elegant. It looks like it's done with JavaScript and CSS.

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Dana Gioia, chairman of the National Endowment for the Arts, spoke at Stanford last June:
Entertainment promises us a predictable pleasure--humor, thrills, emotional titillation, or even the odd delight of being vicariously terrified. It exploits and manipulates who we are rather than challenges us with a vision of who we might become. A child who spends a month mastering Halo or NBA Live on Xbox has not been awakened and transformed the way that child would be spending the time rehearsing a play or learning to draw.

If you don't believe me, you should read the statistical studies that are now coming out about American civic participation. Our country is dividing into two distinct behavioral groups. One group spends most of its free time sitting at home as passive consumers of electronic entertainment. Even family communication is breaking down as members increasingly spend their time alone, staring at their individual screens.

The other group also uses and enjoys the new technology, but these individuals balance it with a broader range of activities. They go out--to exercise, play sports, volunteer and do charity work at about three times the level of the first group. By every measure they are vastly more active and socially engaged than the first group.
Hmm... multiplayer online games do involve social skills, teamwork, leadership, and many other things that I would consider a social activity, rather than passive entertainment.  The culture of gaming is a spectrum, like all cultures.  It includes those who sit slack-jawed before the screen for hours, mesmerized by bits; but it also includes those who trade tips and write reviews online, and those who write fan fiction, remix videos, or teach themselves 3D design so that they can build their own game levels. The child who, inspired by an encounter with a computer game, spends a month learning how to draw with a 3D design tool can be awakened and transformed as much as a child who spends a month drawing with pen and pencil. 

But I do share Gioia's humanistic assumption that technology is best understood and most welcome as one element of a rich and diverse society, rather than a replacement for human interaction.

Thanks, Mike, for the e-mail.

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November 6, 2007

Playing it Safe

On Grand Text Auto, Andrew Stern writes a good post about the distinction between character-driven games and purely linear narrative (which makes for a poor gaming experience).

No one can disagree that games should be "player-driven", another way of saying games with high agency. I take a purist's view on this; I quickly lose interest in games that tell me a linear story, especially in large fixed chunks of exposition, such as cut scenes. I'd rather play a good action game with no storytelling, or if I want a linear story, I'd rather read a good book or watch a good movie.

But Yohalem's suggestions are misguided in not leaving room for games that make incremental innovation toward being both character-driven and player-driven. Surely there are stepping stones, without the glaring imperfections that can frustrate players, that make progress toward procedural characters with narrative intelligence. For example, The Sims 3 looks to be doing this. I'm guessing those characters will go further towards creating high-agency interactive stories than previous versions, while still speaking abstract Simlish, not natural dialog.


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pacgentleman.pngSpit & Polish:
When this game was first released in 1880 it was so hugely popular in taverns and inns that the bank of England was forced to mint more threepenny bits to keep up with demand.
Gotta love the mustaches and bowler hats.

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Anthony Grafton, in The New Yorker
The hype and rhetoric make it hard to grasp what Google and Microsoft and their partner libraries are actually doing. We have clearly reached a new point in the history of text production. On many fronts, traditional periodicals and books are making way for blogs and other electronic formats. But magazines and books still sell a lot of copies. The rush to digitize the written record is one of a number of critical moments in the long saga of our drive to accumulate, store, and retrieve information efficiently. It will result not in the infotopia that the prophets conjure up but in one in a long series of new information ecologies, all of them challenging, in which readers, writers, and producers of text have learned to survive.

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About this Archive

This page is a archive of entries in the Design category from November 2007.

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