The Face Behind the Façade

We’ve recently been discussing Façade’s unique meta-media approach to Electronic Literature (as well as its very…  permutable platform).  Yet, to be quite honest, I feel very underwhelmed by our conversations thus far.  Perhaps it’s just me, but I feel there is still so much to say with regard to Façade’s brilliant execution.

To use an old cliché, Façade is nothing if not ambitious. But there is even more to Façade than is immediately apparent.

Whether or not you define Façade as an Interactive Story, a game, or both, one cannot ignore its use of modern game mechanics.  The first person perspective, the tangible in-game items, and the interactive characters are common features in many of today’s more popular games.  What separates Façade from the pack, however, is more than just its inclusion of a parser and a colossal array of input values:  it’s Façade’s commitment to the complexities of virtual reality long since abandoned by the game industry.

I was not surprised to see this image at the bottom of Façade's homepage. In fact, I felt it entirely appropriate.

No, that was not a hasty generalization — there was indeed a time when many game developers shared Michael Mateas’ (co-author of Façade) focus on Immersion and Transformation.  Games like the Petz series of the early 90′s, which Mataes coincidentally promotes at the bottom of Façade’s homepage, strove to produce the same unscripted realism that we encounter in our everyday life.  More so than that, these developers sought to add the same subtle yet very distinct behavioral patterns and personalities now absent in most modern games.

It was unfortunate that the game industry’s rapid climb in commercial viability during the 90′s changed developer’s focus.  The little nuances such as facial expressions, music-accented mood changes, and involved character interaction have taken a back seat to more profitable mechanics like game content and…  well…  more game content.  Of course, the recent rise of game publishers certainly hasn’t helped matters either.

And this brings us to the question I’ve slowly been working to from the start:  is the New York Times correct then in their assertion that Façade is indeed the “future of video games“?  I typically try to open that question up to everyone else, but this time I’ll do that in conjunction with actually answering — and you’re damn right it is.  Façade argues with convincing sound and fury in favor of quality over quantity; it suggests a recognizable value in the culmination of these nuances, and proves that a one-room game with only two characters, no leveling system, no DLC or add-on packs, and no scale of benevolence can still be fun.

Body of Work

Author Shelly Jackson tells her personal stories through a hyper text format, but uses something much more primitive to to reveal her stories, her body.  The HTML hypertext format gives a fresh look on the memoir genre and is a very effective medium for her anecdotes by allowing the user to view the picture as a whole as well as select on body parts to examine. It is a very thorough anatomy of her body as well as her life, she tells some of her most pivotal childhood moments and the pictures leave nothing to the imagination as well.

I thought that this was very strange but interesting piece of work. Her tone through out her reflections comes across as very sincere and even talks about her imperfections with out a hint of shame which I thought was very cool.

My stomach is white and completely flat, and consequently unfit for bellydancing, which nonetheless I work at, off and on. Bellydancing has taught me to roll and flutter it, though awkwardly and unreliably. When I was little, I could suck my stomach in and make a cave or stick it out in a resilient dome that sounded like a drum when I tapped it.”

You really get a sense of somebody is by their body. Where they have been, what they have been up to, even maybe what they’ve been eating. All of her scars, tattoos, and imperfections prompt the her to delve deep in her child hood and pull out memories both big and small that really give you a sense of what her life was like and put you in her shoes.

I’m glad I chose this selection for my writing assignment because I was thinking about also doing a hyper text story. Mine will definitely be not as revealing as this one, but I’m glad I got to see you some different formats and styling I could use. I am think about using HTML5 so I will have to play around with all the different options because I am only familiar with html.

 

Fruit Ninja

When learning the process of Game Maker, all I could think of was the popular game/app, Fruit Ninja. Granted the two really have nothing in common besides fruit, but I still find it interesting that such an overall simple idea helped to create one the best selling apps of all time. When a game such as this comes out, it often becomes impossible to avoid.

The game in itself is very simple, which may be in part why it is so popular. The object is to “swipe” the fruit that is falling down across the screen, all while avoiding bombs. The more fruit you hit in one “swipe”, the higher your score. There are also bonus items to hit, such as the frozen fruit that pauses the clock, or the fruit that multiplies into many other fruits, also allowing for more points.

 

The game tells no real story, unlike many of the other games that we have discussed in class. It’s a short thrill, beating one’s top score, but it is easy to lose track of time playing. Part of the popularity is due to the fact that it feels like an arcade game, and while it requires strategy, it does not require a great deal of brain power. Much like the game we were creating in Game Maker, there are different rules and cheats to get around certain limitations. All of these twist and turns would have required the creators to have put in the coding to make them possible. Fruit Ninja seems to be the next Angry Birds, so I’m sure if its not there yet, you’ll be unable to avoid their products the next time you go to Walmart or Target.

 

So simple even a cat can do it…

 

 

 

Exploring Text Adventures

After yesterdays’ class I have been exploring the Playfic website.  I’ve been thinking of creating a piece of interactive fiction for my creative project.  I’ve been looking through the most popular as well as recently published fics.  To this point all of the interactive fiction pieces I’ve seen have fallen under the fantasy genre.  However, on this site there seem to all sorts of genre.  One I played, Too Early For Class, is very short and can be lost in very few steps.  What is different about this one is that the player does not seem able to go anywhere.  The goal of this game seems to be turning off the alarm clock.  It was odd to play a text adventure game that did not involve typing in directions to travel anywhere.  There was a single room with minimal furniture and details.  This was reassuring to see that a text adventure game, especially someone’s first, does not have to be super elaborate with a huge span of rooms.  Another game, Mythical Forest, seems to be a wannabe version of Colossal Cave Adventure.  The player is in the woods and trying to find their way into the caves.  There are unexpected twists, however, when one takes a wrong turn and is killed by zombies or vampires.  The great thing about this site is that every game gives you the option of seeing the source code for it.  So after trying the game a few times I was able to look at the code and get an idea of what I was supposed to do versus what I had done.  While the tutorial was useful it was the codes of the games I played that gave me a better idea of how I could format my own.  It was helpful to see how much detail was needed to set the scene and had details to the world created.  The games that were more engaging were the ones that offered the player a better idea of what their surroundings looked like.

“There are secrets that are kept from the public and then there are ‘public secrets’

In the work “Public Secrets” by Sharon Daniel and Erik Loyer, the secrets of the California State Prison are revealed through a compilation of statements from those currently imprisoned. The work begins with an intro defining a ‘public secret’ as a secret that is known but the public pretends to be oblivious to, in this case, the truth behind the state prison system.

The work is broken into sections, each about a different part of life in the prison. When viewing statements about the inside, one reads about what life was like inside the prison walls. Such a life is described as miserable, unfair, and full of mistreatment. One inmate asks

 referring to a fellow inmate that died waiting for treatment with the co-pay required by the prison health staff in her hand. This situation represents only a fraction of the instances of mistreatment that occur in the prison.

 

   

These situations are depicted as quotes from various inmates about their experiences in the jail. There are numerous quotes on each page and they can be clicked on to hear the inmate themselves making the statement. Having the ability to hear the inmate themselves makes the statements seem that much more real. This ability is one unique to electronic literature and if the work was simply a bunch of quotes on a piece of paper, it would be much less significant in its meaning. Also, the way in which the work is organized, into separate boxes

    with strict separation between the quotes mimics the way the prison is run — clear cut and strict, no overlapping or blending of inmates and daily activities. Again, this illustrated separation is something that works only for electronic literature and would have no meaning in a normal literary text. As with previous works I have read, the importance of electronic literature is apparent in its unique capabilities that make this work the creative piece that it is.

 

Do you touch me when I touch you?

Using the internet is a bit like interacting with the real world whilst wearing a set of thick gloves.  There is presence, there is material, but it is not to be interacted with first hand. A simulation of interaction can be achieved, but through a series of proxies: input gleaned from the mouse, keyboard, microphone, and webcam.

Toucher by Serge Bourchardon, Kevin Carpentier, and Stephanie Spenle manages to make the reader hyper aware of the glove more than it succeeds in removing it. Our awareness of touch, of interaction and its effects are heightened by the proxy. Every interaction is deliberate, awareness of the exchange from physical to digital space is required to experience each lexia, each devoted to a different form of touch.

Working across the navigation screen right to left, you come to the lexia “move”. You are asked to move about your mouse, to arrange and shuffle through a mix and match of queries. The first query pairing kicks off “move” with the question that perhaps drives the whole work: “Do you touch me when I touch you?”  Which is a tricky enough question before you exit the physical world.  You can rest your fingertips on a surface, you are touching that surface, but it is not touching you back.  Touch is qualified by sentience, or at least responsiveness, driven by a seeming ‘mind of its own’.  Even the peas and the mashed potatoes touching is driven by some malevolent will. I digress. When you, a human, touches something, it is that thing you expect to respond, in some manner or another.  The doorbell gives under a finger’s pressure, though that is not the ultimate intended result. That result is the doorbell ringing, then someone answering the door.

It is in this state of removal Toucher exists.  Your breath may blow away the letters and snowflakes that have accumulated on your screen, but only when received as audial input via microphone and a dozen other invisible processes resulting in the scattering of pixels.  Of course this happens so swiftly you might not think on it, but for the remove.  There is no stepping up to the monitor and blowing away the graphics as you would dust on a shelf. You must first locate a microphone and assure your computer you are okay with interacting with the work (snapping on the gloves, if you will) and then interacting with the microphone to see the idea of your breath displaced by several inches or feet as its effects are carried out on screen.

In the process of simulating the senses, trying to create something instinctive, rather than our trained proficiency of by proxy interaction, Toucher occasionally drives right past instinctive into innovative. Well, that might be a bit strong a word, but in its reluctance to adhere to standard digital interface interaction Toucher has readers learn connections they may not utilize. In ‘caress,’ where a seeing person would base their interaction with the object by sight, Toucher has you associate touch to sound. As you caress the screen (via mouse or trackpad) you are instructed to follow the sound in order to form a sense of an object, rather than relying on your sense of vision.

Toucher takes the processes of input with which computer users are already intensely familiar, and seeks to streamline them, though not in ways you would expect. What would be obvious in the physical world seems surprising in the digital (the sound of a touch for example.)  Toucher ends up as a sort of ‘how to’ guide to interaction, there is more than one way to interact with your computer.  The boundaries between digital and physical are blurring.  Or at the very least, they are doing better at convincing you they blur.

Are Ratings Over-rated?

Ratings on videogames are a growing concern with parents who have young children and teens.  Parent’s prominent concern with video games has been violence.  Other complaints have to do with sexuality, and profanity.  Parents demand to witness a change in the upcoming years with the harshness of video game ratings, and let’s face it (they probably will) but, should games really be given a rating? Are reading materials rated? Is art rated? These materials try to appeal to a particular audience and can all be considered different forms of art. Art is meant to make a controversial statement, and placing a rating on these materials is completely absurd.  Some games that have recently been in the spotlight for not giving appropriate ratings for their games are “Mortal Kombat” which includes intense violence such as heads being cut off and hearts being torn out, and “Night Trap” in which vampires drill holes in victim’s necks.

However, the latest bestselling novels for young teens have just as much, sometimes more graphic violence and gore than popular videogames and movies.  The latest teen (ages 12-17) bestselling series “The Hunger Games”by Suzanne Collins  involves a post apocalyptic world that follows the story of two young teens which participate in a televised reality program in which participants fight until only one player remains alive. The violence in this series is extreme and bloody. This series is soon coming out in theaters, and there is controversy about giving the series a PG-13 rating instead of an R rating.   This compares to another teenage series that we all know and love:  “The Harry Potter Series” by J.K Rowling.   This series, which is read by millions of twelve year olds across the world, was lucky to get a PG-13 rating when all seven movies came out in theaters.  This series includes monsters that are in search of people’s souls, frequently using which-craft and magic for violent purposes, a vicious villain that relentlessly kills innocent people, and a number of brutal deaths. The violence becomes more and more severe as the series progresses.  Another series found on the bestselling titles for young adults is “Twilight” by Stephanie Myer.  This series includes provocative sexuality, premarital sex, teenage pregnancy, and graphic violence.  This series has seen four movies in theaters, and they are expecting a sixth soon.  Like “The Harry Potter Series”, these movies have been lucky to get away with a PG-13 rating.

The point is that anything could be taken out of context… When a parent walks in on an extremely violent scene in “Harry Potter and the Deathly Hallows”, it is understandable to show some concern.  However, when one reads or watches the “Harry Potter Series” to the fullest extent, they realize that the series has very admirable qualities and aspects that most children would want their children to live up to.

Should movie and video game makers have to dilute the power and intensity of their work just to please a few?  Themes of violence and sexuality appeal to a huge amount of people because these themes are exciting, dramatic, and powerful.  This is not something that is new; these themes have been around since writing, art and theater existed.  Creaters such as writers, film- makers, game- makers, or artist’s prominent objective is to transport the viewer into a fantastical world; to show us something we haven’t seen.  Implementing government limitations on a fantasy is just ridiculous.

 

PS- I felt like if I posted a picture of “Twilight” on this blog, my post would get scrolled over immediately.

Canonizing Interactive Fiction…

Reading over some of our blog posts for this semester, I noticed a common struggle to define and label Electronic Literature.  More specifically, we’ve been delving into a great wealth of popular culture in an attempt to place our favorite media under the E-lit flag.

Now, there is certainly nothing with this.  In fact, it’s exciting to see people look at their every-day entertainment from a more literary perspective.  Nevertheless, I am left with numerous unanswered questions about what qualifies as “Elit” and what does not.  More specifically, I’ve been interested in what defines Interactive Fiction and what does not.  After all, video games are a common topic in this blog, and I was curious to see where they fell on the Elit spectrum.

So to answer this question, I went back to N. Katherine Hayles’ milestone essay Electronic Literature:  What is it? in hopes of gaining a clearer insight.   I was happy to see that she acknowledges the issue in question, noting that “ The demarcation between electronic literature and computer games is far from clear; many games have narrative components, while many works of electronic literature have game elements”.  Ultimate, however, she concludes that “we may say that with games the user interprets in order to configure, whereas in works whose primary interest is narrative, the user configures in order to interpret”.

An interesting thought.  The idea of control here is something we have also discussed as well.  What I believe Hayles is trying to suggest here is that, in most games, we are directed to perform a certain action.  For instance, in a game like Call of Duty, we are given some task or mission to perform and we direct ourselves according.  In Interactive Fiction, however, Hayles seems to suggest that we are the ones giving direction to the game (and not vice versa).

Certainly, this makes sense.  Red Riding Hood, Colossal Cave Adventure, and so on all relied on our input in order for the game to progress.  It is our directions that ultimately decide how the game is played and the order of events which occur.

The question still remains, though:  Where do games like Skyrim, The Sims, Tomb Raider, World of Warcraft, and the many other games we’ve discussed this year fit into the mix?  I would argue that a game like World of Warcraft does not fall into the line of Interactive Fiction.  While there may be a underlining story, its emphasis has always been on game mechanics and a player-directed orientation.

What are your thoughts though?  I know we’ve discussed this topic in class a bit, but I think it is something we should address again.  It’s certainly an interesting idea to consider…