Hoydis, J 2021 Dialogues with the Machine, or Ruins of Closure and Control in Interactive Digital Narratives. Open Library of Humanities, 7(2): 4, pp. 1–24. DOI: https://doi.org/10.16995/olh.4695 Dialogues with the Machine, or Ruins of Closure and Control in Interactive Digital Narratives Julia Hoydis, University of Graz, Austria,
[email protected] The interrelations between literary studies and posthumanism deserve attention beyond the focus on the representation of posthuman identities on the story level. To explore these, this article looks at examples of interactive digital narratives (IDN): Bandersnatch (2018), a ‘choose-your-own- adventure’-type instalment of Netflix’s dystopian Sci Fi-anthology series Black Mirror, the short film The Angry River (2017), which employs gaze-detection technology to determine what viewers get to see, and the serious multi-platform videogame The Climate Trail (2019), specifically designed to move players ‘into action’. Straddling the border between ludology and narrative to varying degrees, all offer the chance of ‘do-overs’ and the exploration of complex patterns and processes. They raise questions about the co-production of pre-scripted meanings, about authorial and reader agency, conceptions of control, closure, and narrative (un)reliability. Thus, this article argues, they challenge ideas about the potential of narratives in and beyond posthuman digital environments. Open Library of Humanities is a peer-reviewed open access journal published by the Open Library of Humanities. © 2021 The Author(s). This is an open-access article distributed under the terms of the Creative Commons Attribution 4.0 International License (CC-BY 4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.