Editorial Process and the Idea of Genre in Electronic Literature in the Electronic Literature Collection, Volume 1
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DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES a Dissertation Submitted in Partial Satisfaction of the Requirements for the Degree Of
UNIVERSITY OF CALIFORNIA SANTA CRUZ CHANGEFUL TALES: DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Aaron A. Reed June 2017 The Dissertation of Aaron A. Reed is approved: Noah Wardrip-Fruin, Chair Michael Mateas Michael Chemers Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright c by Aaron A. Reed 2017 Table of Contents List of Figures viii List of Tables xii Abstract xiii Acknowledgments xv Introduction 1 1 Framework 15 1.1 Vocabulary . 15 1.1.1 Foundational terms . 15 1.1.2 Storygames . 18 1.1.2.1 Adventure as prototypical storygame . 19 1.1.2.2 What Isn't a Storygame? . 21 1.1.3 Expressive Input . 24 1.1.4 Why Fiction? . 27 1.2 A Framework for Storygame Discussion . 30 1.2.1 The Slipperiness of Genre . 30 1.2.2 Inputs, Events, and Actions . 31 1.2.3 Mechanics and Dynamics . 32 1.2.4 Operational Logics . 33 1.2.5 Narrative Mechanics . 34 1.2.6 Narrative Logics . 36 1.2.7 The Choice Graph: A Standard Narrative Logic . 38 2 The Adventure Game: An Existing Storygame Mode 44 2.1 Definition . 46 2.2 Eureka Stories . 56 2.3 The Adventure Triangle and its Flaws . 60 2.3.1 Instability . 65 iii 2.4 Blue Lacuna ................................. 66 2.5 Three Design Solutions . 69 2.5.1 The Witness ............................. 70 2.5.2 Firewatch ............................... 78 2.5.3 Her Story ............................... 86 2.6 A Technological Fix? . -
Youth Uprising the Lettrist Alternative to Post-War Trauma
Please, return this text to box no. 403 available at museoreinasofia.es Youth Uprising The Lettrist Alternative to Post-War Trauma Lettrism was the first art movement after the Second World War to reintroduce the radicalism of the first avant-garde trends, particularly Dada and Surrealism, and became a communicating vessel for the Neo-avant- garde trends that followed. Lettrism is conceived as a total creative movement, a movement that doesn’t forsake any medium or field of action: poetry, music, film, visual arts or drama. Isou managed to place Lettrism ‘at the vanguard of the avant-garde,’ in contrast with the decline of Dada and Surrealism. During this period Lettrism acquired the true dimension of a group, although the first differences appeared almost at once, producing a split that some years later and in concurrence with other cells of rebe- llious creativity would give rise to the Si- tuationist International. By order of mem- bership, the individuals who joined the first Lettrism is one of the few avant-garde isms that still have a secret history. With the ex- Lettrist group included Gabriel Pomerand, ception of France, its native and almost exclusive soil (radiant Paris, to be more precise), François Dufrêne, Gil Joseph Wolman, the movement was only known superficially, remotely and partially. Ironically, Lettrism Jean-Louis Brau, Serge Berna, Marc’O, is often referred to as an episode prior to Situationism, given the mutual disdain and the Maurice Lemaître, Guy-Ernest Debord, ruthless insults the groups levelled at each other. Furthermore, it is a very complex move- Yolande du Luart and Poucette. -
The Post Infocom Text Adventure Collection
The Post Infocom Text Adventure Collection Many of us played and loved the text adventures produced by Infocom in the 1980’s. They were rich in story and puzzles, and contained some excellent writing. In the years since Infocom’s demise in 1989, there have been a lot of good games produced using the Z-Machine - the game format that Infocom was using. This gives us a chance to make these modern-day games run on the computers of the 80’s, like the Commodore 64. I decided to create a collection of Z-machine games for the C64, and this is it. All in all, it’s 31 games, released in 1993-2015. Each game has been put into its own directory, in which is also an empty disk for game saves and a file called AUTOSWAP.LST to make life easier for people using the SD2IEC diskdrive substitute. If you haven’t played text adventures before, or feel that you never got the hang of it, you should read the chapter How to play a text adventure. If you want more of a background on Infocom and the game format they used, you should read the chapter about The Zork Machine at the end of this document. There is also a chapter about the process of porting Z-machine games to the C64 and, finally, a chapter about writing your own games. I created this documentation as a PDF, so that you could easily print it out and keep it nearby if you’re enjoying the collection on a real C64. -
The Art of Hans Arp After 1945
Stiftung Arp e. V. Papers The Art of Hans Arp after 1945 Volume 2 Edited by Jana Teuscher and Loretta Würtenberger Stiftung Arp e. V. Papers Volume 2 The Art of Arp after 1945 Edited by Jana Teuscher and Loretta Würtenberger Table of Contents 10 Director’s Foreword Engelbert Büning 12 Foreword Jana Teuscher and Loretta Würtenberger 16 The Art of Hans Arp after 1945 An Introduction Maike Steinkamp 25 At the Threshold of a New Sculpture On the Development of Arp’s Sculptural Principles in the Threshold Sculptures Jan Giebel 41 On Forest Wheels and Forest Giants A Series of Sculptures by Hans Arp 1961 – 1964 Simona Martinoli 60 People are like Flies Hans Arp, Camille Bryen, and Abhumanism Isabelle Ewig 80 “Cher Maître” Lygia Clark and Hans Arp’s Concept of Concrete Art Heloisa Espada 88 Organic Form, Hapticity and Space as a Primary Being The Polish Neo-Avant-Garde and Hans Arp Marta Smolińska 108 Arp’s Mysticism Rudolf Suter 125 Arp’s “Moods” from Dada to Experimental Poetry The Late Poetry in Dialogue with the New Avant-Gardes Agathe Mareuge 139 Families of Mind — Families of Forms Hans Arp, Alvar Aalto, and a Case of Artistic Influence Eeva-Liisa Pelkonen 157 Movement — Space Arp & Architecture Dick van Gameren 174 Contributors 178 Photo Credits 9 Director’s Foreword Engelbert Büning Hans Arp’s late work after 1945 can only be understood in the context of the horrific three decades that preceded it. The First World War, the catastro- phe of the century, and the Second World War that followed shortly thereaf- ter, were finally over. -
A Visionary Book: Charles Nodier's L'h Istoire Du Roi De Boheme Et De Ses Sept Chateaux
A Visionary Book: Charles Nodier's L'H istoire du Roi de Boheme et de ses sept chateaux Anne-Marie Christin ABSTRACT: Charles Nodier's Histoire du Roi de Boheme is original in several respects: it is the first French Romantic illustrated book; it introduces into writing a completely new typographic expressivity; and it represents an aside in the oeuvre of an author torn between "bibliomania" and the love of fantastic tales. The purpose of this article is to analyze the various functions of the image and the typography within L'Histoire du Roi de de Boheme, and to show that these visual representations of the written word, which give the effect of both spectacle and plastic utterance, mark the beginning of a quest that will find its completion many years later. It will also be seen that the author who is thus dispossessed of his control over narration is the very same who is fascinated by the "dispossession" of dreams; and that for him, a compelling necessity links this book to the oneiric inspiration peculiar to his tales. In January of 1830, when L'Histoire du Roi de Boheme et de ses sept chateaux was beginning to appear in bookstores, Charles Nodier wrote: "This is a work which does not strike a responsive chord in any mind, and which is not of this era."1 In point of fact, the book was a commercial fail ure, and it even bankrupted its publisher, Delangle, who fell victim to the considerable expense of its production. "To the loony bin with the King of Bohemia!" was the refrain with which, in a satire by Sci pion Marin two years later, several well-known literary figures attempted to drown out the litany of Nodier's onomatopoeias and quotations assaulting their ears.2 Champfleury, analyzing the principal illustrated books of the Romantic era- of which Nodier's was the first- confirms the book's misunderstood nature: "By its printing, by the accents of its vignettes, the Roi de de Boheme continues to be a most singular note in the world of the Romantic book"; but, he adds, "Nodier wished to be read ... -
With the 24Th Annual Ifcomp Just Around the Corner (July 1St) We Spoke to the New Organizer Jacqueline Ashwell to Get Some Histo
With the 24th annual IFComp just around the corner (July 1st) we spoke to the new organizer Jacqueline Ashwell to get some history on the event and what to expect from the overlooked niche. Q - What is IFComp and what is its purpose? IFComp, formally called The Annual Interactive Fiction Competition, is a game design competition that welcomes all kinds of text-driven digital stories and games, which are made freely available in order to encourage the creation, play, and discussion of interactive fiction. Q - For the sake of the competition what counts as IF? The IFComp defines interactive fiction in fairly broad terms as videogames whose player interactions center on text. We’ve watched interactive fiction evolve over the decades, and we’re not out to constrain that evolution. Q - The competition has been running since 1995, how do you feel it, and other competitions have affected the IF landscape? The competitions give authors two key things: structure and venue. Anyone at any time can write and release anything they want to. Some people need a deadline to make that passion project happen, and the comps provide that. Some people, left unchecked, will endlessly add to the scope of their game, possibly to the point that it would otherwise never see the light of day, and the comps can help constrain that sprawl. Some people don’t know how to promote their game to ensure people can find it or get the feedback to learn and grow, and the comps help with that. Q - The IFComp has an interesting prize pool system where donors can enter prizes ranging from cash to food to professional services. -
Electronic Literature” Was Going on at the Boston Public Library That Evening of April 25, 2001
one THE PLEASURE OF THE TEXT ADVENTURE It was strange enough that a reading of “electronic literature” was going on at the Boston Public Library that evening of April 25, 2001. About a hun- dred people were gathered in the main auditorium, lured by the publicity from sponsoring organizations—the Boston Cyberarts Festival and the Electronic Literature Organization—and clearly interested to see what new sorts of literary works people were creating for computers. The focus was not only on the author on stage, but also on the image being projected from a computer beside the author. But was something wrong with the screen as the first reader looked up to introduce his work? Instead of a Web browser or some sort of e-book interface, as one would expect from contemporary computers, there was an obsolete-looking command line.Was this going to be some homage to antiquated entertainment software of the 1980s? A nod to the influence of Pac-Man, or something, before the more serious stuff kicked in? It may have been hard to tell what it was, for Adam Cadre had only a few minutes to start in on a reading of Photopia, a work of interactive fic- tion in different segments, each of which is told in a different voice. The work, winner of the 1998 Interactive Fiction Competition, used an inter- face that would be familiar to players of the famous early interactive fiction Zork, but Photopia was in many ways unlike anything that had been done in the 1980s or at any time before. -
A Sequence of Possibilities
A Sequence of Possibilities Constructive fictions, quantum authoring, and the search for an ideal story system A thesis paper submitted in partial satisfaction of the requirements for the degree of Masters of Fine Arts in Digital Arts and New Media University of California Santa Cruz by Aaron A. Reed June 2011 [Edition 1: June 9, 2011] ABSTRACT The rise of the interactive story over the past few decades has presented the- orists and authors with a number of significant conceptual challenges, among the most foundational of which is the question of how to produce compelling experi- ences with nondeterministic and participatory narratives. While some preliminary attempts at creating taxonomies to catalogue the space of interactive stories have been advanced, there is still a confusion in both terminology and practice of what to call and how to understand the interactive story. I propose to define a particular subset of interactive story which I find most fascinating, the story system, a machine that enacts an ergodic multi-form story using procedures to both vary the narrative and encourage complete traversals. I profile several existing story systems, includ- ing 1893: A World’s Fair Mystery, Echo Bazaar, and Balance of Power: 21st Cen- tury. I then discuss a set of experimental interactive narratives I created or helped author content for as part of my MFA thesis work, discussing both how they func- tion in relation to existing paradigms such as interactive fiction and hypermedia, and how they relate to the new concept of the story system. Several insights arose out of these experiments, including the concept of quantum authoring, where au- thors must keep a number of possible story states superimposed in their heads while creating content, and the need for better tools and high-level systems for authoring and managing procedurally narrative stories. -
Hartnett Dissertation
SSStttooonnnyyy BBBrrrooooookkk UUUnnniiivvveeerrrsssiiitttyyy The official electronic file of this thesis or dissertation is maintained by the University Libraries on behalf of The Graduate School at Stony Brook University. ©©© AAAllllll RRRiiiggghhhtttsss RRReeessseeerrrvvveeeddd bbbyyy AAAuuuttthhhooorrr... Recorded Objects: Time-Based Technologically Reproducible Art, 1954-1964 A Dissertation Presented by Gerald Hartnett to The Graduate School in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in Art History and Criticism Stony Brook University August 2017 Stony Brook University 2017 Copyright by Gerald Hartnett 2017 Stony Brook University The Graduate School Gerald Hartnett We, the dissertation committee for the above candidate for the Doctor of Philosophy degree, hereby recommend acceptance of this dissertation. Andrew V. Uroskie – Dissertation Advisor Associate Professor, Department of Art Jacob Gaboury – Chairperson of Defense Assistant Professor, Department of Art Brooke Belisle – Third Reader Assistant Professor, Department of Art Noam M. Elcott, Outside Reader Associate Professor, Department of Art History, Columbia University This dissertation is accepted by the Graduate School Charles Taber Dean of the Graduate School ii Abstract of the Dissertation Recorded Objects: Time-Based, Technologically Reproducible Art, 1954-1964 by Gerald Hartnett Doctor of Philosophy in Art History and Criticism Stony Brook University 2017 Illuminating experimental, time-based, and technologically reproducible art objects produced between 1954 and 1964 to represent “the real,” this dissertation considers theories of mediation, ascertains vectors of influence between art and the cybernetic and computational sciences, and argues that the key practitioners responded to technological reproducibility in three ways. First of all, writers Guy Debord and William Burroughs reinvented appropriation art practice as a means of critiquing retrograde mass media entertainments and reportage. -
IF Theory Reader
IF Theory Reader edited by Kevin Jackson-Mead J. Robinson Wheeler > Transcript On Press Boston, MA All authors of articles in this book retain their own copyrights. Neither the editors nor the publisher make any copyright claims. Version 1, March 2011. Version 2, April 2011. Please send corrections to [email protected]. Contents Preface Crimes Against Mimesis 1 Roger S. G. Sorolla Theory Toward a Theory of Interactive Fiction 25 Nick Montfort Characterizing, If Not Defining, Interactive Fiction 59 Andrew Plotkin not that you may remember time: Interactive Fiction, Stream-of-Consciousness Writing, and Free Will 67 Mark Silcox 2 Brief Dada Angels 89 Ryan Stevens, writing as Rybread Celsius Object Relations 91 Graham Nelson IF as Argument 101 Duncan Stevens The Success of Genre in Interactive Fiction 111 Neil Yorke-Smith Parser at the Threshold: Lovecraftian Horror in Interactive Fiction 129 Michael Gentry Distinguishing Between Game Design and Analysis: One View 135 Gareth Rees Natural Language, Semantic Analysis, and Interactive Fiction 141 Graham Nelson Afterword: Five Years Later 189 Graham Nelson Craft Challenges of a Broad Geography 203 Emily Short Thinking Into the Box: On the Use and Deployment of Puzzles 229 Jon Ingold PC Personality and Motivations 249 Duncan Stevens Landscape and Character in IF 261 Paul O’Brian Hint Development for IF 279 Lucian Smith Descriptions Constructed 291 Stephen Granade Mapping the Tale: Scene Description in IF 299 J. Robinson Wheeler Repetition of Text in Interactive Fiction 317 Jason Dyer NPC Dialogue Writing 325 Robb Sherwin NPC Conversation Systems 331 Emily Short History 10 Years of IF: 1994–2004 359 Duncan Stevens The Evolution of Short Works: From Sprawling Cave Crawls to Tiny Experiments 369 Stephen Granade History of Italian IF 379 Francesco Cordella Racontons une histoire ensemble: History and Characteristics of French IF 389 Hugo Labrande Preface This is a book for which people in the interactive fiction community have been waiting for quite some time. -
Invisible Republic: Music, Lettrism, Avant-Gardes (Lisbon, 25-27 Oct 17)
Invisible Republic: Music, Lettrism, Avant-Gardes (Lisbon, 25-27 Oct 17) University of Lisbon and Museum of Art, Architecture and Technology (MAAT), Oct 25–27, 2017 Deadline: May 25, 2017 Dr Anabela Duarte Venue: University of Lisbon, School of Arts and Humanities and Museum of Art, Architecture and Technology (MAAT) Conference organized by: Anabela Duarte (ULisboa) and Andrew Hussey (ULondon) Organizing Entities: University of Lisbon, ULICES and University of London, SAS, CPS Keynote Speakers: Frédéric Acquaviva, experimental composer and curator (FR), Kaira Cabañas, Associate Professor in Global Modern and Contemporary Art History at the University of Florida (US), Clinton Heylin, Music and Pop Culture Historian (GB), Bronac Ferran, writer and curator at the University of London (GB), Kevin Repp, Professor and Curator at the Beinecke Library, Yale Univer- sity (US), Andrew Hussey, Professor of Cultural History at the University of London In Invisible Republic: Bob Dylan’s Basement Tapes (1997), Greil Marcus charts a countercultural sound map, a kind of laboratory where a new language is being forged. This is where, Marcus argues, we can locate the true voice of the century, a new consciousness, the alchemy of an undis- covered country. From this starting-point, we propose a journey into the tangled relationship between music, the avant-gardes and counterculture. In 1942, Isidore Isou, a Jew from Romania, created in Bucharest an artistic and cultural trend that claimed for a “new republic” of letters. He brought it to Paris in 1945, and this became “Lettrism”, one of the most inventive but also one of the most unknown movements of the post-war avant-- gardes. -
UC Santa Cruz UC Santa Cruz Electronic Theses and Dissertations
UC Santa Cruz UC Santa Cruz Electronic Theses and Dissertations Title Increasing Authorial Leverage in Generative Narrative Systems Permalink https://escholarship.org/uc/item/4dq8w2g9 Author Garbe, Jacob Publication Date 2020 License https://creativecommons.org/licenses/by-nc-sa/4.0/ 4.0 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA SANTA CRUZ INCREASING AUTHORIAL LEVERAGE IN GENERATIVE NARRATIVE SYSTEMS A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Jacob Garbe September 2020 The Dissertation of Jacob Garbe is approved: Professor Michael Mateas, Chair Professor Noah Wardrip-Fruin Professor Ian Horswill Quentin Williams Acting Vice Provost and Dean of Graduate Studies Copyright c by Jacob Garbe 2020 Table of Contents List of Figures v Abstract xi Dedication xiii Acknowledgments xiv 1 Introduction 1 1.0.1 Traversability . 11 1.0.2 Authorability . 16 1.0.3 MDA Framework . 25 1.0.4 System, Process, Product . 26 1.0.5 Axes of Analysis . 27 1.0.6 PC3 Framework . 28 1.0.7 Progression Model . 29 1.1 Contributions . 31 1.2 Outline . 32 2 Ice-Bound 34 2.1 Experience Challenge . 35 2.2 Related Works . 41 2.2.1 Non-Digital Combinatorial Fiction . 41 2.2.2 Digital Combinatorial Fiction . 51 2.3 Relationship to Related Works . 65 2.4 System Description . 66 2.4.1 Summary . 66 2.5 The Question of Authorial Leverage . 78 2.5.1 Traversability . 78 2.5.2 Authorability . 85 2.6 System Summary .