Thursday, November 18, 2004

Falling from the Bridge...

I'm working on a hYpertext story. This may sound like a strange thing for me to do, especially if you've read any of the rest of this blog... I thought I hated hYpertexts... But NO!!!

The form is interesting. It's like a Choose Your Own Adventure story on the internet... I'm cool with that...

So far there isn't much to the story, it's only a few pages long and only has a few hYpertext links, but I'm pretty happy with what I've got so far.

Check out the "beta" here:
Falling from the Bridge

If you want to comment on the project, I've set up an email account:
fallingfromthebridge@yahoo.com

I'd love to hear from you (read from you) as long as you're going to say nice things...

Monday, November 08, 2004

To create an interactive fiction or not to create an interactive fiction, that's not the question...

Based on the article "Interactive Fiction and the Future of the Novel" by Michael Berlyn and Marc Blank, I think the creation of an interactive fiction would be a very difficult task. Beyond creating the story, something that many people would agree is itself not easy, you must also create the "parser" for your work.

For your parser, the portion of the program that attempts to understand the typed input of a potential reader, to be anywhere near the sophistication of a modern interactive fiction, you must consider as many possible typed input statements as the potential reader might make. Word combinations, unexpected commands, typing errors, and likely responses all have to be considered with equal care because a program that is too sophisticated or idiosyncratic will be impossible for the reader to complete, or worse: not enjoyable. But, on the other hand, a parser that is too simplistic will be unable to decipher what the reader has typed.

Coming up with a functional parser seems like a very time consuming and tedious task. I suppose the level of enjoyment that people receive from a well constructed interactive fiction story justifies the time and energy spent on creation, but for the amount of time that we have left in this class, creating an interactive fiction seems almost impossible.

Sunday, October 24, 2004

QUAKE 3: Twitchy, but is it IF???

Wednesday, we spent most of class playing QUAKE 3 (on one computer because, for some reason, we couldn’t get it loaded onto any of the others.) Although for some people this might seem like a dream day in class, I was not quite as impressed with the game as I thought I might be.

First problem: The game is CRAZY hard! I’m an old hand at DOOM and DARK FORCES so I thought I’d do ok at QUAKE, but I was wrong. I had the difficulty level set to medium (I don’t remember what the game called it, but it was the middle setting) and my first six games lasted about ten seconds each. I had to reset the difficulty to the easiest level just to be able to SEE my opponent.

Second problem: The game was extremely limited in the “game play” area. There were no puzzles to solve, no keys to find, no tasks that needed to be performed accept kill, kill, kill. You run around and you shoot at the bad guys. I think each level might have had one or two doors that you could go through, but the only GOAL throughout the game was to shoot. To me, this became rather tedious rather quickly.

Third problem: I did not see any STORY to this game. There may have been some kind of “back-story” included in the instruction booklet or on the box that the game came in, but I don’t see how knowing the motivations of the various characters that you are trying to murder would affect how you play this game. Any “set-up” story explaining how the characters came to be in this seek and kill situation is irrelevant to how you play the game.

QUAKE 3 was not an example of interactive fiction, either by Montfort’s definition or my own. The POKEMON games that my daughter plays on Gameboy have way more story, and the story is integral to the completion of the game. In order to solve some of the puzzles in the POKEMON games you must interview a number of characters, most of whom only give clues as to how to solve certain challenges and move on to new areas. Even the TOMB RAIDER games have specific things that the player must do to move on to new levels like finding keys, picking up treasures, activating machines, and locating exits. QUAKE 3, on the other hand, was limited to finding the bad guys and shooting them, multiple times.

Hopefully our next few gaming experiences have more “story” to them. Perhaps if we try playing a role-playing game or one of the newer interactive fiction works from the IF Archive we will get a better feel for what interactive fiction actually is.

Monday, October 18, 2004

continuing the comparison between IF and riddles...

So, as I mentioned in my last blog post, riddles are usually a simple, one word answer whereas an IF work has more complex answers. Perhaps, if you consider an IF work as a SERIES of riddles, then it makes a bit more sense. Each "area" of the IF world is a narrative that is connected to other "areas" by riddles. In order to move from one narrative element (either a locked door, or a battle, or a trap of some kind) to another portion of the IF world you usually have to solve a puzzle which, quite often, takes the form of a riddle. (Find a key by looking under the table; win the battle by using a magic sword; escape the spiked walls closing in around you by climbing the rope.)

I do think that calling an IF work a riddle is a gross simplification, but elements of riddling do exist in the IF experience.

Question about CHAPTER TWO of Twisty...

Answer the following question posited by the instructor: WHAT THE HELL IS HE TALKING ABOUT???

How is Interactive Fiction related to riddles? Interactive Fiction is set up so that the program gives you a chunk of information, as you would get from a riddler, from which you must deduce the proper response. UNLIKE a riddle, from the little that I know of riddles, with an IF work, you get to try a bunch of different responses. With a riddle you have ONE SPECIFIC ANSWER that you are trying to find. But with an IF work, the answer is NEVER only one specific word, but a series of responses that might include moving in directions, finding specific items, or fighting with creatures or other characters.

Sunday, October 17, 2004

Temporary Glitch???

I don't know why, but for reasons that only a computer type would understand, my posts tonight aren't going onto my BLOG. Instead they are floating around all nebulous and cryptical in the ARCHIVE section and not just JUMPING to the head of the BLOG... I'm glad that they aren't just evaporating into the computational ether, but I'm also confused as to why tonights posts are refusing to go to the top of the thingy...

Perhaps, and this is something that I will have to check tomorrow, they WILL go to their proper place sometime tonight or tomorrow. I'll check then. We'll see if it's some weird computer voodoo thing, like it always is, and tomorrow, this whole experience will have been a strange dream... Until then, NANOO NANOO...

A test: The BLOG and I aren't seeing eye to I tonight...

Will THIS post show up??? I'm having some difficulties getting my posts to show up on my blog... They are being stored and I can access them in my "edit posts" menu, but they aren't going OUT for humans to read...

Let's see if this works...

Finishing those TWISTY little questions...

I spent most of Wednesday in class playing SLOTH-MUD, so I didn't finish the questions from the sheet... I will attempt to do so now...

What is the difference between text adventure and interactive fiction? Althought the two terms are sometimes used as synonyms, they do point to two different things. An interactive fiction is any program where an interactor types natural language words and phrases in, the program deciphers this input, and responds with natural language text. It doesn't have to oriented towards a particular genre of writing, or even have to have a defined goal, other than interacting with the program in a specific computer "world" which is described by the program in response to the interactor's input. A "text adventure" is one genre of interactive fiction in which the "story" takes place in a fantasy world, or similar setting, and the interactor explores the world, encountering creatures and looking for treasure.

Why is the term "interactive fiction" rejected by some people? According to Montfort, the word "interactive" has been overused in commercial advertisements, usually to make promises for great advancements in technology where none actually existed. In this case, the term could be involved in the backlash of a mindset that has been BURNT by too many "interactive" products that didn't live up to their own hype.

How are IF works like riddles? A riddle is a type of word puzzle in which a riddler gives clues to a riddlee who then, using the clues, comes up with an answer. "Why is a raven like a writing desk?" asks the Mad Hatter. In an IF work, the program gives the interactor clues in the form of descriptions of the area the player character is in, information about specific items in the area, and the directions and sometimes information about various exits. From this information, the MEAT of the riddle if you will, the interactor decides how to proceed. Riddles, according to the text, don't even HAVE to be in the form of questions so, an IF work is basically the riddler and the interactor the riddlee.

How interactive did the text in the book feel??? Do you mean the parts that were supposed to be transcriptions of IF sessions? If this is what you mean, then I would have to say that they did feel like real IF sessions. I have played many IF games, although it's been a long time since I IFed on a regular basis, and the transcriptions I read do seem like the types of things that an interactor might type. I wouldn't have thought to try singing in order to make light in that one game, it just wouldn't have occurred to me, but, if you already knew that's what you were supposed to do from a previous game session, or from a hint site or cheat book, then you might have actually plugged that in right away. That's the difficulty with the replay value on these "games" sometimes is, once you figure out the puzzles, it can be pretty easy to just type in the right answer instead of dinking around with other things...

Potential Narratives: The term Montfort used, and I like, is "potential narrative." The difference between a book or a traditional poem and an IF work is that, whether a person picks up a book and reads it or not, the words printed in that book are always there and always stay the same. In an IF work, however, the narrative is completely dependent on the interactor. Until the interactor begins typing into the program, no narrative will be printed on the screen, aside from a possible introductory paragraph or two. The actions of the player character, as controlled by the interactor, create the narrative. Everything in the IF work has already been written by the author of the work, but, until the interactor begins exploring the work, it is not yet manifested. Think of it like a firework: The potential for an interesting light or audio show exists in the package as it sits on the shelf at the firework stand, but, until the buyer actually lights the fuse the show only exists as a potential, waiting to go off...

According to Montfort, who is quoting from Prince (although not the pop star): "A narrative is 'the representation of real or fictive events and situations in a time sequence'" (25) Hmmm... This seems like a rather simplified definition, if it's good enough at all... We talked in class about how the traditional form of a narrative, a beginning, build-up, climax, and end doesn't really work to describe most narratives, but it seems to do a better job of explaining what a narrative is than just events in a sequence... Although, maybe it is enough. Think about an avant-gard story in which a random sequence of events is thrown together and called a story, like "Kew Gardens" by Virginia Woolf. Stuff happens, but no two things are really CONNECTED to one another other than they happen as they pass a certain spot in this community garden. Events in a sequence. Yeah, maybe that does work.

Diegesis, hypodiegesis, and extradiegesis: Diegesis refers to input from the interactor that directly relates to the narrative of the IF world. Things like "look," "go north," and "rest," all basically commands which tell the player character in the IF world what to do are diegetic. Extradiegetic input is anything that doesn't relate to the world of the game but to the program itself. Things like "save" and "quit" are not directly related to the world or narrative of the work, but are still aspects of the program. These are extradiegetic. Hypodiegesis occurs if the IF work has worlds or storylines within the main world or storyline. This was describe in the text when, in one particular story, the player character commands another character that exists within a computer generated simulation within the story. A layer or world or narrative within the normal "story."

Wednesday, October 13, 2004

Questions for Twisty Little Passages

In Montfort's book, you want to know what a "model" and the "parser" are. The parser is the part of the program that understands the typed words of the player and translates between the computer and the player. The parser is what lets the computer reply to the players text in normal language instead of machine code. The model, if I'm reading the question right, would be the world created within the context of the game and described in replies by the parser.

"In interactive fiction, the secret is locked away..." By this, Montfort means that in order to move through the world or story of an interactive fiction, the player must type commands. "Go North," "look under table" and other similar statements are typed into the computer and the program responds either by describing the new information now available or letting the player know that what they have done doesn't give any new information.

What does reading have in common with the "erotic?" Well, I suppose the idea is that, like a striptease, you know very little of the plot or body of a story before you begin reading. As you proceed through a tale, more and more of the story is exposed. How does interactive fiction change this? I would say that interactive fiction is like starting a game of strip poker with someone who has piled on layers and layers of clothes. Whereas a normal story just starts and goes until the end, with an interactive fiction tale, you have to discover how to make the next part of the story appear. It makes the movement through the tale much more challenging, but can also increase the payoff when you do finally solve a puzzle and are rewarded with a brand new challenge....

Monday, October 11, 2004

Bloggin' 'bout the movie: GAME OVER

Watching the movie. Subtitle: "Gender Race and Violence in Video Games."

"Do violent video games make violent kids?"

"Interact with games psychologically and emotionally as well."

"Seductive."

"Video games can be used as a means of 'reading' a society."

"Hyper-masculine."

Video games reflect the male fantasies of the primarily male creators.

Female characters give contradictory messages: Empowering, yet still sexual objects. Advertisements are even worse.

Racial issues - FEW producers are "people of color."

Does the violent content of video games make us think that violence is an acceptable way to deal with the real world? Is there evidence to support this?

Military and law enforcement training use video games to train soldiers and officers to kill. The video games help promote "scripting" of the act of killing. "You never ever put a quarter in a video game and don't shoot." Has the conditioning effects of military training without the checks, safegards, and discipline. (According to the West Point guy...)

__________________________________

Well, now that it's over, I do see where it is POSSIBLE that video games can influence the beliefs of some people. But, I have been an avid video game junkie since my parents bought a PONG machine back in the mid 1970s. I have played DOOM and MORTAL KOMBAT for years; I even play these games with my two daughters and neither of them are violent. I haven't been in a fight since I was in grade school, and I don't think I played my first fighting game until junior high... (No, I take that back. KARATE CHAMP was one of my favorite games when I was very young. I probably got into my last fight when I was 11 or 12. Either way, video game violence hasn't caused me to become a violent person...)

Addictive??? Here I'm going to have to agree. I've played some games for HOURS at a time.