Creative Project:Take Two

For my Final Project, I decided that I wanted to re-vamp my initial creative project from earlier in the semester that I deemed “Simple Reality.” Using Twine, I created a hypertext version of a short story based on a free write. I had planned for this story to have choose your own adventure attributes, and while there were a few – the overall theme wasn’t quite there. Still, I was extremely impressed that I managed to create something that actually worked. For my final project, I am taking another shot at the choose your own adventure hypertext, again using Twine.

This time I am working to create something much more interactive and intriguing for the viewer. I decided this would be best implemented with the inclusion of various choices, paths, and outcomes. So far, this project is still turning out to be realistic/reality based. I’ve chosen to forgo the route of the magical or imaginary so far. While fantasy games can be interesting, I like the idea of creating story paths and situations that are really possible, many of which people may have already experienced themselves or have seen happen to other people.

I have decided to avoid the popular ideas of fantasy creatures, castles, aliens, or magic in this project. I want this hypertext to be a “day in the life” scenario, except I want it to have more adventure and surprise, something that may have been missing in my first project, I think. I am still working to decide what the various outcomes will be when the project is said and done – I have come up with and then again changed several options, but in the end I hope to have at least three possible outcomes to this “adventure” that I am satisfied with. Of course, there will also be a few different paths that can be taken through various link choices leading in those different outcome directions. While this may not seem like the most innovative idea for a creation, I am excited for the chance to work with these ideas and I hope my final project is something that others of you will play with and enjoy or find interesting.

Experimenting with Visual Basic

For my final project I’d really like to explore the realm of poetry through an electronic or digital medium. In class we were exposed to a few of these pieces. While Young-Hae Chang Heavy Industries certainly create art, I’m not sure their kinetic from would be suited to my style of writing. On the other side of these things we read some hypertext poetry written in something like Twine. While I found this format to be less intense, it doesn’t quite utilize perhaps all of the advantages an electronic medium can offer. In other words, the form was somewhat confining and limited.

Unfortunately I know next to nothing about coding, but I want to try using a program called Visual Basic to create more of a unique poetic experience. This would be innovative since we’ve had no experience with the program, and really no in-depth coding either. Yet it also would build off of many of the many foundations we learned about electronic literature. The program is supposed to be simple to learn (hence the name Basic) so I should be able to complete my project in a timely manner, while exploring something new and creating a longer more complete creative project.

I’m thinking right now about writing a series of three different works that explore different themes but at the same time feel cohesive and somewhat sequential. The idea is that each flow with the other so that it feels less like three different poems but rather parts of a larger work. I’m hoping that this won’t be too complex and that I can get it all done without getting in over my head.

A Flat Packed Universe

So the other day in class, the poetry of astrophysics was brought up.

This is a little like that, but mostly nothing like that.

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From JRPGs to WRPGs

RPGs were long considered by many to be best handled by Japanese developers like Square Enix, Level 5, and Game Freak. Square Enix’s Final Fantasy titles have all sold over one million copies, some of them having sold more than four million, like Final Fantasy VII which has pushed ten million copies to date. Game Freak is responsible for developing the highest-grossing RPG series Pokemon, which by 2011 had been purchased over two-hundred fifteen million times. The continued success of games released by these and other developers is a testament to the staying power of genre themes with which people are not willing to part. Character customization, the ability to level-up those characters with the allotment of experience points, side quests, and a grand storyline (often involving a female cat-humanoid) are all few a components that comprise the familiar JRPG.

 Western RPGs are taking massive leaps forward, however. Whereas JRPGs have the tendency to be completely linear, meaning the player is told where to go the entire way through the game, WRPGs have become traditionally open-world, meaning the player has the option to explore the vast reaches of the games, making their own respective decision to follow the main quest-line, complete side-quests, or simply just eliminate the game’s population of wildlife. Bethesda Game Studios is one western developer that is largely responsible for the rise in popularity of these games. They have released massive titles like the Elder Scrolls I-V, as well as Fallout 3 and its expansion, Fallout New Vegas. These games, like many JRPGs, allow the player to allot skill points to various attributes and abilities that they wish their character to have, often allowing for a character which is very powerful in its field of expertise. I can hardly do these games justice in simply describing them as games where you “allot skill points,” though. There are simply so many routes the player can take their character both in terms of their abilities and where they want their character to go. The scope is simply huge in games like Fallout and the Elder Scrolls, as well as in Bioware’s Mass Effect series, which, similar to Fallout 3, allows the player to determine the general morality of their character.

In my opinion, character customization has been handled more efficiently by western developers, because they give the player such a wide range of abilities to choose from that by the game’s end, the player can feel accomplished in having created a truly unique avatar. Despite this opinion, it cannot be understated how well some JRPGs pull off telling a story which perhaps could only be told in a linear setting, where the game itself leads the player through the story. In some ways, the difference between JRPs and WRPGs is like the difference between movies and games as a whole. Movies, like JRPGs, progress exactly the way the director intends them. The story is displayed without an ounce of the audience’s input and movies are largely successful because of it. Story-telling is in our DNA, and we soak up other people’s ideas like sponges. Video games, like WRPGs, are the marked difference in that they allow the audience to actually immerse themselves in the story. Instead of simply showing the plot, video games give the player an exploratory view, and one that perhaps leaves them more invested with the characters.

In many ways, I appreciate these genres for their differences between each other. JRPGs and WRPGs are so unlike that they can barely be said to be in the same genre. It also has to be noted that these two categories contain numerous subcategories like tactical RPGs, action RPGs, and the gigantic massive-multiplayer online RPGs, each with their own good and bad attributes. There are moments in these games that, at least for me, define my experience with video games and these moments seem to be directly tied to the genre they were produced in. The ascension out of the vault into the desolate landscape of Fallout 3 was unbelievable. The initial glare of the sun in the player’s eyes, followed by endless hours of post-apocalyptic gameplay left me astonished. Similarly, I will never forget how moved I was when I learned the fate of Yuna in Final Fantasy X, and how the main character reacted to her ill-fated purpose.

The xenophobic tendencies of the Japanese seem to impress upon game developers that they do not need to change certain JRPG archetypes, but that is only true to a certain extent. Much in the way that western developers have taken ques from Japanese developers and then improved upon them, so also do Japanese developers need to capitalize on the attributes which have made WRPGs so successful.

The Last Checkpoint on “The Last Performance”

For my last checkpoint, I truly hit a wall; I didn’t know what to do! So, I looked at the handy, dandy electronic lit. directory to pick one of the works to focus on when I came across one called The Last Performance. The title seemed fitting (haha) so I decided to analyze this text by Judd Morrissey for my final checkpoint.

This project by Morrissey was created back in 2007 in response to the last performance of the Chicago-based performance group, Goat Island after 20 years of performing. The work is presented on a website that is cut into three sections: the dance, the performance space, and the dome. When you first click on the page, it directs you to “the dance” portion. Here, it is essentially text that has come to live; it moves and flows into different patterns and shapes (see pictures below).

I thought this one was really cool!

One of my favourite parts was “the dome” section. This section portrays the collaborative aspect of the piece. When you first look at the page, you see a ton of words floating around (see below).

Then, when you move your cursor over one of the words, a vortex-looking pop-up appears, which shows more information on it.

If you click on it, then you’ll be directed to a “lens” that was submitted by a user for this project.

In the project, there are 4680 different “lens” that are divided into six different sectors that make up “the dome.” In these “lens,” the participants had to respond to one of the four topics that were provided, such as ”construct a last performance in the form of a heavy foot that weighs 2 tons and remains in good condition.”

The final part called “the performance space” was really bizarre to me. I guess it was because I didn’t really understand it without looking up parts of it and trying to Google the project to get other people’s insight on it. In this section, There was a round picture of a building (which I later discovered was the Dzamija). The Dzamija is mosque located in Zagreb, Croatia.

(On a side note: how were we supposed to know exactly which building that was???)

Then, the picture changed to this one…

The picture above seems to depict two people doing some sort of performance or interpretative dance.

When you click on the picture, it changes to a black screen with six white dots. When you click on the dots, they expand to different options you can select:

When you click on one of the options, then you are directed to a poem. The one I found the most interesting was this one:

I thought this poem was really interesting because of the shape of the poem and the line breaks that are actually used to break words apart. The shape of the poem kind of reminds me of a yin-and-yang picture, where the N’s can represent the little dots on opposing sides (can you see it? or am I just crazy?)

After going through all three sections, I was confused to say the least. What’s so great about Goat Island? Why the Dzamija? I had so many questions that Morrissey’s project seemed foreign to me. Therefore, I did what most confused college kids do nowadays: I googled it!

I came across this site that is really similar to the Electronic Book Review. The author of the site didn’t really talk about the inspiration behind the project (Goat Island); however they did reference the Dzamija. He said that “the visual architecture of The Last Performance is based on research into ‘double buildings,’ a phrase used here to describe spaces that have housed multiple historical identities, with a specific concern for the Hagia Sophia and the functions of churches, mosques, and museums. The central structure of The Last Performance is a virtual dome, based upon the cupola of a particular double building, the Dzamija (translated as ‘mosque’) in Zagreb, Croatia.” Oh, okay. That makes it clear?

Overall, I thought that this collaborative project was really interesting (especially the layout of it in the “dome” section). I just wish I knew more about the context of the work so I can fully understand it, a problem I face frequently in most of my literature courses. I guess regardless of whether it’s published in a physical book or digitally, context will always have some power over understanding a work.

But what do you guys think? Have any of you seen the Goat Island performance group, and if so, do you see the connection between them and Morrissey’s work? Leave a comment below!

Deeper than your average comic

 

I really enjoyed the flash driven “Brainstrips” by Alan Bigelow because of it’s simplicity and the satirical humor it presents in a comic book format. I have never been a huge fan of comics but I think Bigelow does a great job using the familiar panel interface to answer some of life’s greatest questions.  The answers to the questions of course are not straightforward and are presented in a medium where “logic and pedantry have no play”. The playability came very naturally to this game, was just like flipping through a ’50s comic book except for the reoccurring use of sound which I thought was very effective in putting the user in the scene of the action and at other times was just amusing.

The Science for Idiots section was particularly entertaining for me. Anybody who is flat out ignorant to the world of science should click through this game and learn some facts that will get you some attention at a bar. Have you ever wondered about the logistics of actually digging a hole all the way to China? Then you should definitely check it out.

Science for Idiots delved into some of the politics of scientific advancements. It turns out that keeping chimpanzees in cages the same size of cubicles results in some very familiar side effects. Making a very unusual case for the evolution theory…the attention span difference in young chimps and kids isn’t that far off either.

I think comic book style was an interesting choice to present the serious subjects because it would often make the content seem either very serious or very trivial. The answer is either profound or it is joke. I thought that the particular science factoid about nuclear bombs amusing because of the graphics….and then very intense.  Right off the bat I thought this seemed pretty neat…

 

Question: Would I survive a nuclear bomb in a big city?

 

….and then extremely terrifying..

 

 

 

 

 

 

The Graveyard

This was by all means a boring game. I understand the underlying messages the game has but still very uneventful. I could not bring myself to pay the five dollars just to see the old woman die. She may have seemed like she was only waiting for death while sitting in the graveyard, but that doesn’t mean that I want to see her die, let alone pay to see her die. I watched a clip of her death on youtube to save the money and still experience every aspect of the game but it didn’t add very much for me. The game was depressing from the beginning and to add her death to it would just make it morbid. Though when I look at the game from a literary standpoint, to read this woman’s journey through the graveyard would be much more interesting. The song was a good choice, it added an interesting dynamic to the game. The recounting of all these other people’s deaths through songs was a nice addition. It made me feel that it was her remembering how all the people in her life had died. Again very depressing but the song was the best example of literary value in the game. All in all I don’t think I have gained much understanding of life from this game but perhaps I am not looking deeply enough into the game.

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