October 3, 2006

Grand Theft Index

from Grand Text Auto
by @ 3:35 pm

The meatblog Harper’s Magazine had a great roundtable last month entitled “Grand Theft Education” (Grand Title Auto!) and featuring Steven Johnson and Raph Koster as representatives of everything-fun-is-good-for-you cyberspace. The conversation was great, and Johnson and Koster both made a good case for games, of the sort one wouldn’t have seen – even in progressive serials such as this one – a decade ago. My favorite part was Jane Avrich’s description of dressing up like a Puritan schoolteacher, requiring her students to call her “Mistress Jane,” and providing disobedient students with “public humiliation.” Which does make blowing away zombies seem totally normal.

Le plus important Festival International de Poésie Numérique

from Grand Text Auto
by @ 3:14 pm

Submissions are sought for E-Poetry 2007, Paris, organized by:

Loss Glazier (EPC, University SUNY Buffalo)
Philippe Bootz (Paragraphe, University Paris8)
Jean Clément (Paragraphe, University Paris8)
Patrick Burgaud (MOTS-VOIR)
Alexandre Gherban (MOTS-VOIR)

Main Screen Turn Tron

from Grand Text Auto
by @ 2:21 am

Prompted in part by Adam Cadre’s second article on Tron, and in part because I wanted to illutrate where Rez comes from, I recently saw Tron again. Adam has already said many interesting things about the movie and our current cultural moment in his lavishly illustrated post, but I thought of a few comments to make:

  • Tron is almost entirely black with some blue and red lines. The red and blue lines glow brilliantly, making the black even blacker. Tron may have the largest share of cinematic darkness ever. The Maltese Falcon and Lost Highway look like “It’s a Small World” compared to Tron.

October 2, 2006

AUTOSTART Oct 26 & 27 in Philly

from Grand Text Auto
by @ 5:34 pm

AUTOSTART

.:  .. . :. .      =.:     .: . :=     : ..  .:     .     . . . . . .  .
.=..  =   : . :.:  .:. ... = =  : =.:.=.= ...  ..  ..   . =.  ...   .   
.=.##:.:..:..#:=##:..:##.#.:##=:=#==.#.##=#==:.=...##.::.::.##=.:..#:.#
#..#=:..:##=.:.#.:#..:#:#=.                  ###..=#:#:.==...#.=:=...:=:
:=...==..:=..::#..===:=.#.     AU7OST^RT      ::.:.#.:..=#:==#=##:...#:=
:.#==.=#:.=##...=.:=#:...::                  =.##.:..:=.=:=#..=#===#....
.=.#.:.=.=#:.=.#=...:#..#=.#:#:.#:==...=.=...#.:=.:=:....#...=#.:..:...:
.=..  =   : . :.:  .:. ... = =  : =.:.=.= ...  ..  ..   . =.  ...   .   
:=     : :   =.=..   ==     .     .     = :  =   . . ...    .   :  .   :
:.. =  .=  ..: d1scuss1on - open house - workshop - read1ng - tour - jam
:
.
:    AUTOSTART - A Festival of Digital Literature
:
.    Kelly Writers House, October 26 & 27
:    Celebrating the Electronic Literature Collection, volume 1
:    MACHINE series # Electronic Literature Organization

:     http://writing.upenn.edu/wh/autostart.html

:
:=:#=:.#=::==.=....:...>  Charles Bernstein
.#.=..=:#.=::===...:.:.>  Jim Carpenter
::.=.==...::==:.=#:...#>  Mary Flanagan
:#.:...:.:=#..=.=.=:==:>  N. Katherine Hayles
:.=#:.===.:.:::.=..#..=>  Daniel C. Howe
:=#:::=:.#:=.=.=....=..>  Aya Karpinska
..:.==#==::#==:......:.>  Aaron Levy
:#=.=..:..=.::=::#..==.>  Marjorie Luesebrink
::=:=:...:=..#.==#.=.:.>  Nick Montfort
.....:==::.=.#:.=.==#.:>  Stuart Moulthrop
:=...=#:...:::=#===..:.>  Jason Nelson
:#..=.==..:=.=..:#.=:::>  Jena Osman
:..=.=.=.=#:=:#.:...=::>  Bob Perelman
:::=..=:.===.:#:.=#....>  Aaron A. Reed
:....:.:.===#=.:=:#=..:>  Scott Rettberg
.==:.=...:..#.::=:.=.=#>  Ron Silliman
.=...:=#.=:..=:..#.==::>  Brian Kim Stefans
:#.::...=:.:.==.==:..#=>  Stephanie Strickland
...=..=#=::=.=..:.:=:.#>  Noah Wardrip-Fruin

October 1, 2006

Musical Nodes

from Grand Text Auto
by @ 10:32 pm

Turbulence has just launched a beautiful and resonant new piece by Jason Freeman, with Patricia Reed and Maja Cerar. “Graph Theory” allows the interactor to take an open walk on a connected graph of violin vertices, and to influence future live performances of this piece, as the description of this piece explains:

September 30, 2006

IF Comp, Coverage of IF Comp Begins

from Grand Text Auto
by @ 11:21 pm

The games are out for IF Comp 2006 – head to the downloads page to slake your thirst on a torrent of interactive fiction. The number of games is up from last year, to 44. If you know even a bit about IF, you’re very likely to recognize some of the names of entrants this year; a variety of development systems, including the new ones, have also been put to use on this year’s games.

Cardinal Points Also of note: Karl Parakenings has kicked off his coverage of interactive fiction in his “Cardinal Points” column with an interview of Stephen Granade.

Choose and/or Write Your Own Adventure

from Grand Text Auto
by @ 10:46 pm

Make Your Own Adventure offers a collaborative system for selecting/reading or adding to CYOA-style stories. The system is by Jonathan Aquino, built on the Ning social software framework. The demo story is piratical (or at least nautical), and the concept is clever, but does it result in a more resonant work when one is able to add another option for dealing with Stumpy Jack? (Thanks to Darius for news of this.)

September 28, 2006

UF’s World Building Games Conference

from Grand Text Auto
by @ 11:55 pm

I’ll be giving a keynote talk at the March 1-2, 2007 World Building: Space and Community, the UF Games and Digital Media conference:

The University of Florida’s College of Liberal Arts and Sciences and the Department of English are pleased to announce the 2007 UF Conference on Games and Digital Media: “World Building: Space and Community,” which will be held in Gainesville, Florida, on March 1-2, 2007, in conjunction with the annual Conference on Comics, which will be March 3-4.

September 27, 2006

Gaming‘s Rapidly Refreshing Theory

from Grand Text Auto
by @ 2:08 pm

GamingA Review of Gaming: Essays on Algorithmic Culture
Alexander R. Galloway
University of Minnesota Press
2006
168 pp.
$17.95 paper / $54.00 cloth

The five essays that make up Galloway’s book Gaming are conversant and compelling, offering valuable perspectives on gaming and culture. They are appropriately concise and well-written, and they show Galloway’s sure command of theory and his solid understanding of games and how they are played.

To be sure, the essays take a high-level view of gaming and its place in culture; although Galloway cites and considers numerous titles, his book will be less useful for close critical encounters with particular games and more useful for understanding the shape and topology of gaming overall. There is another strange twist: the essays fail to inform one another on important points and perspectives, limiting the reach and success of the discussion. But this book does work very well in opening up new ways of thinking about gaming – for instance, in showing how new connections to film and art can be usefully drawn – and supplies good food for thought for scholars and students.

I’ll briefly mention some of the most intriguing things about the five essays in Gaming in order:

September 26, 2006

E-lit Moves to Maryland

from Grand Text Auto
by @ 11:31 am

ELO attire on displayELO and MITH announcement MITH space

Over the summer, the Electronic Literature Organization (ELO) moved its headquarters from UCLA to the University of Maryland, specifically, to MITH (the Maryland Institute for Technology in the Humanities). This is a great move for the ELO, and I think for MITH as well. As vice president of the ELO, I was one of the people working to help this happen – Scott, co-founder of ELO, and Noah, the other VP of the organization, also put a lot of work into this. And many others did the packing and (literal heavy) lifting to get the office packed up, unpacked, and set up. We’re glad to have helen DeVinney, who is doing her English PhD at Maryland, at MITH as the ELO managing director. We’re looking forward to the ELO being based on the East Coast at its MITH headquarters, and to seeing its national network of activities and events continuing and improving. Check out the press release announcing the move.

September 24, 2006

Web / Print Conceptual Writing

from Grand Text Auto
by @ 11:24 am

2006-05-21 20:52:41   why do i get it
2006-05-21 20:53:24   we the same
2006-05-21 20:54:00   cut my paper off
2006-05-21 20:54:35   no suday paper you came here
2006-05-21 20:55:09   lock your ass out
2006-05-21 20:55:36   laughing
2006-05-21 20:56:30   rick laugh
2006-05-21 20:57:29   joe met his match
2006-05-21 20:58:24   bea laugh
2006-05-21 20:59:05   bea lock you out
2006-05-21 21:00:08   blue eyes
2006-05-21 21:00:44   i cook today
2006-05-21 21:01:36   can cook anything
2006-05-21 21:05:18   home envirronment make a person
2006-05-21 21:06:25   live a happy life

September 20, 2006

As Reel as Your Lives

from Grand Text Auto
by @ 11:57 pm

As Real as Your Life

Penn undergrad Michael Highland has a movie coming out on DVD – a short documentary about his experiences as a gamer. It’s called As Real as Your Life. I got to watch it a while back, and it’s great. They liked it at Brown, too. Here’s a trailer, and another.

IF Detected on Book Publisher’s Site

from Grand Text Auto
by @ 11:27 am

Dan Schmidt, IF hero, pointed out that the official site for The Glass Books of the Dream Eaters, written by Gordon Dahlquist and being published by Random House in ten installments, holds a surprise – two surprises. The “online adventure” part of the site contains two promotional pieces of interactive fiction written in Inform: the “Celeste Temple Adventure” and the “Cardinal Chang Adventure.” Mobile play is available, too.

From The Glass Books site

These silicon-driven potential stories are a clever play on the the idea of a glass book and an interesting marketing twist, but I’m still going to keep to my original plan of writing promotional books as a way of getting people to play my interactive fiction.

September 19, 2006

Defining IF

from Grand Text Auto
by @ 9:53 pm

Mara Meijers’s post and three linked blog posts (1 2 3) were mentioned to me, so I thought I’d write a bit about defining IF, and about how a definition of IF (or some other new media form) can help.

I consider “interactive fiction” (or at least “text-based interactive fiction”) to indicate a computer program that accepts natural language input, provides natural output, and simulates a world. An IF system is a conversational system, like a chatterbot – but it simulates a whole environment, incidents, and so on rather than just one personality. So:

  • Interactive fiction, considered from this perspective, is a form (like the sonnet or the sestina) and not a genre (like the mystery).
  • According to this definition, whether something is IF or not has nothing to do with whether it is any good, how much choice it offers, or any other matters of taste or quality.

Hats Off to Airport Securirty

from Grand Text Auto
by @ 8:56 pm

The Arcade Wire: Airport Securirty

As mentioned on Water Cooler Games, Ian Bogost’s Persuasive Games has just released the first in a series of newsgames called The Arcade Wire. The first installment is called Airport Security, and continues to explore Persuasive Games’ overarching theme of people standing in line. It’s pretty funny, too. Check it out!

Yo Mamma Said You Can Come Out and Play

from Grand Text Auto
by @ 2:51 am

Come Out and Play

Festival. NYC. This weekend. Highly ludic. See the site: http://www.comeoutandplay.org/

September 18, 2006

Hypertextual Excitement on DVD Menus

from Grand Text Auto
by @ 12:14 pm

Memento Flash/HTML/DVD menu thing

Watching Memento again on DVD, I was fascinated to find that the hypertextual police file on the Memento Web site was available not only in Flash and HTML versions, but also on the DVD as a feature. It’s perhaps more interesting as a preliminary set of clues and enticements than an after-movie treat, and doesn’t register as a major 21st century new media effort, but it’s interesting to see that even the non-special-edition DVD that I rented harbored this hypertext.

September 17, 2006

TADS 3 Released

from Grand Text Auto
by @ 10:12 pm

TADS Mike Roberts, who released the original version of TADS: The Text Adventure Development System way back in 1987, posted a wonderful announcement on Friday:

I’m pleased to announce the first TADS 3 General Release, and also a TADS 2 maintenance update.

As long-time raif [rec.arts.int-fiction] readers know, TADS 3 has been in “beta” for quite some time. Well, we’re finally declaring it ready. The official release version is available immediately from tads.org (see below), and has been uploaded to the IF Archive …

This release includes a bundle of documentation, organized into several (virtual) books: Eric Eve’s Getting Started in TADS 3, a tutorial introduction; Eric’s TADS 3 Tour Guide, an in-depth survey of the library, with practical examples of how to use most of the classes; the System Manual, a reference covering the language, run-time system, and compiler and other tools; the Technical Manual, a collection of mostly task-oriented “how to” articles that go into depth on topics of interest to many authors; and the Library Reference Manual, with details on virtually everything in the library and extensive cross-references.

McGonigal Lauded for Technical Innovation

from Grand Text Auto
by @ 7:45 pm

Congratulations to alternate reality gamemaker Dr. Jane McGonigal, who was recently selected as one of the Technology Review 35, a list of innovators under age 35. The Tech Review article about her is online, but the Web version lacks the magazine’s full-page photo-assemblage, done by Polly Becker and showing McGonigal as a marionette in a canister of game apparatus and circuitry.

September 14, 2006

Rezvolution / Wiinesthesia?

from Grand Text Auto
by @ 1:13 pm

Confirmed: The Nintendo Wii will arrive in the U.S. November 19, priced just under $250, with Wii Sports and one primary and one secondary controller bundled. (A typical package at a low price, but I wonder: If it’s really for “we,” why not include two controllers of the same type to make the system ready for two-player gaming?) Thirty titles are to be available at launch time.

Rez and Wii? Pure rumor that apparently originated in Electronic Gaming Monthly, but which I can’t resist propagating: A Rez sequel or Rez-like game is in development for the Wii by Tetsuya Mizuguchi. You can read a discussion of Rez in McKenzie Wark’s GAM3R 7H30RY and see the trailer for Rez on YouTube.

September 12, 2006

Jackson’s Rad Half Life

from Grand Text Auto
by @ 5:29 pm

Half Life... book coverA Review of Half Life: A Novel
Shelley Jackson
HarperCollins Publishers
2006
440 pp.
$24.95

Shelley Jackson puts on a very intriguing and fetching hat or two to write of a conjoined twin in her novel Half Life. Narrator Nora Olney shares much of her spine and all of her limbs with Blanche, who has been slumbering for a decade and a half; these two share their status as a “twofer” with quite a few others in a more radioactive but otherwise similar alternative world. The narrative, which incorporates clippings and lists and has the circuitous wobble of Tristram Shandy, matches its jaded tone to events that are sometimes outrageous, sometimes perfectly true to the typical American experience, and sometimes both. While it takes a while to narrate the conception and birth of Nora and Blanche, the novel is given its impetus by the document that is included first: Nora’s authorization to undergo “The Divorce” and to become an ordinary “singleton” by having Blanche surgically, and fatally, removed.

Perhaps surprisingly, given the overt bodily obsessions and explorations that permeate Half Life (and Jackson’s earlier work – her hypertext Patchwork Girl; her short story collection The Melancholy of Anatomy; her story “Skin,” tattooed on volunteers), it is the spaces and structures of this novel that seem most remarkably compelling and vivid. While the play of the body, Nora’s quest, and her relationship with other characters work well, the landscapes, cities, and towns (along with an intricate and intimate dollhouse) seem to out-strange even the physiognomy of the protagonist. The addition of a twofer scene to San Francisco and London splits these cities from themselves in an uncanny way. Also intriguing are a small Nevada town, Grady, and a nearby place, Too Bad, that hovers on the edge of ghost status, not to mention the desert plot called Penitence with its curious purpose.

Half Life is a deft and deep work; the narrator’s understated, Victorian pen is, oddly, perfectly apt for what is at the core of this book – not sinistrality, politics, or philosophy, which are all certainly to be found among the many layers, but a sense of wonder at human life and the world. Plus, there is a conversation about squid, inadvertent marmite-throwing, and a complete textual delivery of the interrupting cow knock-knock joke.

But it is with more than one twinge that I read Half Life, for I recognized the mapping that Jackson had in mind for her roman à clef. Twofers congregate in San Francisco, where they have film festivals and seek to foster acceptance of their culture. When Nora seeks a clinic for her twin-severing procedure, protesters bar the way and threaten her safety. Important distinctions are found between twofer “pre-ops” and singleton “post-ops.” At the risk of belaboring the obvious, I will unfold the most important correspondences that are intended by the author: Twofers represent authors of electronic literature while singletons signify traditional print authors. Thus, Nora’s quest for “The Divorce” is the story of Shelley Jackson’s forsaking the computer for the book.

August 31, 2006

iPatch

from Grand Text Auto
by @ 2:05 pm

Ginsberg exhorted you to taste his mouth with your ear; Humor magazine Bunk‘s new issue, iBunk, asks you to taste its i with your clicky-finger. The issue includes Mark C. Marino’s story “Encrypted Lovers,” ready for reading on iPod.

August 28, 2006

Shelfless Dishes

from Grand Text Auto
by @ 2:47 am

Spineless Books index of publications William Gillespie is not only a more productive writer than you are – if you throw away all the writing he does except for when he’s making up pseudonyms under which to publish his writing, he’s still a more productive writer than you are. William can write half of one novel and finish proofreading another in the time it takes a police officer to write him a ticket for writing while driving.

August 25, 2006

Horse Less Carriage Returns

from Grand Text Auto
by @ 12:57 pm

horse less review 4

horse less review 4, an online collection of poetry and prose, is up. This is the serial edited by Erika Howsare and Jen Tynes, who also have been writing the traveling essay “Don’t You Have a Map?, part 10 of which stopped by Grand Text Auto to be published here this month.

Am I imagining the emphasis on food and science in this issue, which offers “An Essay on Milk,” “Reveal 54: Nutrition,” and “tomaquet cherry“? Good places to start reading this one include “Recycling” and “Changsha” by Jim Goar and the distant excerpt from Drive by Sarah Lang. My own contribution to this issue is “Count on It,” a poem in four parts, each of which has an answer.

August 22, 2006

Wu Wei Redux

from Grand Text Auto
by @ 5:33 pm

Or predated, actually. The principle of non-action, so brilliantly used in the game Don’t Shoot the Puppy, also animated (or made static) a much earlier game for the Amiga Joyboard. Guru Meditation, later made famous by an Amiga error message, was an in-house game at Amiga that required the user to sit perfectly still on a Joyboard and remain sitting that way for as long as possible.

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