June 21, 2004

Get Your Text On

from Grand Text Auto
by @ 3:05 pm

And get your script on, too. You could call it version 2.0, or you might think of it as Grand Text Auto: Advice City, or you might just say “ooo – shiny!” Whatever the case, there have been some changes. It’s been slightly more than a year since we’ve been online, and now we’ve driven Movable Type off into the ocean and are riding in a tripped-out 2004 WordPress, complete with redesign. Sure, the radio stations are the same, but now, all of our templates are compliant, even if our thinking about digital media isn’t.

June 18, 2004

Untie My Knowledge! Free My Digits! (2/2)

from Grand Text Auto
by @ 3:55 pm

My post-lunch stop by my office led me to miss one panel of Knowledge Held Hostage, but I returned for a discussion of some proposals for change. I’ll point out here, above the fold, that in questions a sinister piece of pending legislation was mentioned: The Induce Act. Now on to the panels…

Untie My Knowledge! Free My Digits! (1/2)

from Grand Text Auto
by @ 11:32 am

Today I’m at a conference at Penn called Knowledge Held Hostage: Scholarly versus Corporate Rights in the Digital Age. As you might guess, the conference was not about scholars hoarding rights from corporations. I found it interesting that the opposition between scholarly and corporate rights was encoded in the subtitle, as wasn’t the case in Copyright and the Networked Computer. On the one hand, that leaves out artistic, political, and other rights; on the other, it sets up an institutional opponent for corporations – one that has some societal power and is at least somewhat formidable, if the other opponents you’re contemplating are, for instance, Negativland and a Norwegian teenage hacker.

Neural Print

from Grand Text Auto
by @ 7:26 am

neural.jpg Sure, you can get Neural – an Italian magazine about “hacktivism, e-music, and new media art” – online, in English. (Or in Italian, of course. With appropriate illustrations and short bits of text laden with technical terms, the Italian stories end up being almost as comprehensible as menus – or more so, if you already know what the story is about.) But there’s something about the printed English magazine that evokes those enthusiastic publications of a decade ago: the early Wired and its predecessors, bOING bOING and Mondo 2000 (“The only magazine with an expiration date in its title.” -Bruce Sterling). This is a spread from the February issue, picturing a “flower installation” in Croatia. While it isn’t hot off the press, I keep finding things to like about it and the news on the Neural site.

June 16, 2004

Happy Centennial Bloomsday

from Grand Text Auto
by @ 6:01 pm

bloom.gif Bloom and Daedalus wandered through Dublin 100 years ago today, albeit in a Dublin with ontological status different from the one some of us know. For those who haven’t read Joyce’s epic novel and won’t have time to read it all today, there’s always the online classic, Ulysses for Dummies.

June 15, 2004

Take Off Every Zag

from Grand Text Auto
by @ 1:51 pm

For great justice, a new version of the Zag Glulx interpreter is now available. Zag is written in Java and has done a lot to ease this Mac user’s Glulx woes. It’ll let you run large, multimedia IF pieces such as Narcolepsy and Lock & Key (found on Adam’s IF Page), City of Secrets, and El extraño caso de Randolph Dwight.

IF That Doesn’t Go with Your Couch

from Grand Text Auto
by @ 12:08 pm

The 2004 IF Art Show is now online, with several works, including pieces by Jacqueline A. Lott, Dave J. Malaguti, and Yoon Ha Lee. Marnie Parker’s IF Art Shows (this is the sixth) use something of a visual art or gallery metaphor, but they don’t feature visual art – at least not prominently. The usual text-based format for interactive fiction is the norm, with pieces that are less extensive and riddle-like than usual. As with the IF Competition, a contest, rather than a magazine issue or the like, is used as an organizing theme.

June 11, 2004

Adventures in Flash

from Grand Text Auto
by @ 11:05 am

qfr.png You called yourself “ESCAPER.” The oddly compelling miniature Flash adventure Crimson Room was mentioned on here back in February. Now Toshimitsu Takagi’s sequel, Viridian Room, is out. I haven’t done more than fiddle with it, as is the case with another game that Josh Kellar pointed me to, this one by Jan Albartus: The Mystery of Time and Space. Branko Collin on rec.arts.int-fiction linked to what is certainly the most visually appealing and easily clicked through adventure of this sort, a promotional game for The Polyphonic Spree’s new album: Quest for the Rest. It’s by Amanita Design. (The image here is from Quest for the Rest.) It looks like adventure games and interactive fiction may have a rich life ahead of them in advertising, given this and Burger King’s IF-style online video puppet. But it’s certainly the case that Flash is being used for some interesting little online graphical adventures.

Update (6/12): A detailed review of The Mystery of Time and Space follows…

Update (6/12): There’s a more extensive Flash adventure by Amanita Design: Samorost.

June 8, 2004

Hypertext Posters – Submit by Friday

from Grand Text Auto
by @ 3:45 pm

In 1991, Tim Berners-Lee and colleagues got to proclaim their new invention, the World Wide Web, with a poster at the ACM Hypertext conference. This year it could be you! The 2004 conference will be in sunny Santa Cruz; the poster and demo deadline is this Friday, June 11.

nwf@TIR

from Grand Text Auto
by @ 1:14 am

A new issue of The Iowa Review Web is just out, and this quarter’s featured artist section features our very own Noah Wardrip-Fruin, who is interviewed by Scott Rettberg and Jill Walker, with comments from Josh Carroll and Robert Coover.

Also in the new issue are interviews with Jay David Bolter and Amy Sara Carroll; a review of Windows and Mirrors: Interaction Design, Digital Art, and the Myth of Transparency, by Jay David Bolter and Diane Gromala; and poems by Denisa Comanescu, Rebecca Makkai, and Stephen Dunn.

Dunn and Rettberg both … if Grand Text Auto doesn’t carjack The Iowa Review Web, it looks like Stockton College will.

June 6, 2004

An Atari VCS Curriculum

from Grand Text Auto
by @ 3:19 pm

Prompted in part by the all-encompassing “game canon” lists that were provided a while ago (specifically, the ones by Greg Costikyan and by Jesper Juul and Simon Egenfeldt-Nielsen), I’ve listed a dozen games for one specific early console – the Atari VCS (a.k.a. the Atari 2600) – which I think would be extremely useful for modern-day scholars of console games to play and study. Without giving anything like a full review of these cartridges, I’ve tried to briefly explain why each is worth considering.

About the List · The 12 Cartridges

May 20, 2004

Art Nets Awards

from Grand Text Auto
by @ 2:06 pm

The 2004 Turbulence Competition results have been announced: five project proposals for net.art were awarded $5000 each.

Even interactive fiction is in da (mystery) house, and on the list: One of the winners is a project I proposed with Dan Shiovitz and Emily Short. Thanks to Noah for reminding us about the deadline for this contest.

May 19, 2004

Great Blogs of Fire / Todos los blogs el blog

from Grand Text Auto
by @ 5:52 pm

There’s a new interactive fiction blog y uno de estos blogs sobre relatos interactivos tambien. The site IFLibrary.Com has just relaunched, today, as a (currently empty) locus for interactive fiction bloggers – let Dave Cornelson know if you’d like a blog there. Meanwhile, Al-Khwarizmi, dhan, and JSJ have started a Spanish-language blog on the topic, using the title “Relatos Interactivos” (interactive stories) rather than “Ficción Interactiva” (interactive fiction) or “Aventuras Conversacionales” (conversational adventures) – but welcoming, with Borgesian allusions, all with an interest in the form, whatever they call it.

May 17, 2004

Reversing the Spam Cannon

from Grand Text Auto
by @ 2:07 pm

Traditional methods for combating spam on blogs – for instance, obfuscating links and thus decreasing the PageRank and usefulness of blogs, using censorship methods known as blacklists – are a disservice to public communication, albeit often in ways that are minor at first. If these are used exclusively, they will eventually lead to the ruin of the Internet as a public space and a public conversation.

Instead, we should encourage technical and legal measures that actively counterattack spammers and assailants of blogs. Spambots – here I refer to the sorts of programs that communicate on IRC to coordinate the defacement and destruction of blogs – attempt to turn channels of public communication and conversation against themselves. Spambots should themselves be sabotaged so that they are made to perform useful tasks, at the very least, notifying end users and network administrators that their computers have been compromised, but perhaps also implementing DDOS (distributed denial of service) attacks on rogue, spamming machines. Additionally, spammers should certainly be publicly identified and then ostracized, bankrupted, and in some cases physically incarcerated, but there are powerful technical methods that could be available to us, too, and it’s worthwhile to spur on the development of these.

The problem with comment spam is not that blogs link to things or that blogs allow unconstrained communication by commenters online; the problem is the abuse of blogs as a channel of communication and the attempts of spammers to destroy the blog as a popular forum and to render the Internet a wasteland of speech. The appropriate response is not to cripple blogs, but to target abusers and the abuse and attacks they visit on our new communication systems and conversational spaces.

May 9, 2004

HotWired, Suck, and Pathfinder Will Be out of Cryogenic Suspension to Join You in a Moment

from Grand Text Auto
by @ 12:56 am

The Spot Book I thought Slashdot’s story must have been posted on April 1 mod Something, but no – the original reality-based Web site, the Web’s first soap opera, is back: The Spot.

Well, people will have something to do now that Friends is over. And maybe this will fetch something on eBay.

Update: Why not read a recent article about Web-soap phenomenon The Spot? In a popular Web daily?

May 7, 2004

Harry Mathews at Penn

from Grand Text Auto
by @ 2:24 pm

Harry Mathews did a wonderful reading last night at Penn at the exhibit Composing. I got to introduce Harry. There was a great turnout, which included – besides the usual suspects from around campus and the friends of the library – Fernando Pereira, the chair of the computer and information science department; Scott, who came in from New Jersey despite grades being due today; Marie Chaix, Harry’s wife; artist Trevor Winkfield, who also was publisher of Harry’s first book, The Ring; and Tina Packer, founder and artistic director of Shakespeare and Co.

May 6, 2004

Look Familiar?

from Grand Text Auto
by @ 12:54 am

Return to Dark Castle screen

A beta version of a demo of Return to Dark Castle, for OS X, is now out. It’s from Delta Tao. (The original Dark Castle is an excellent 2D platform game, in black and white, for the Mac, published by Silicon Beach in 1986, developed by Mark Pierce and Jonathan Gay. It doesn’t run on modern Macs, as it only runs in two-color mode.)

May 3, 2004

News in Brief

from Grand Text Auto
by @ 12:40 pm

First, the human interest story: Happy birthday to Ludology.org, which is finally out of its terrible twos. Also, The Unknown has been safely archived at The Internet Archive. Finally, a slew of new content unrolls onto the Web: The first of First Person has launched on ebr. Film at 11, but I couldn’t wait to mention it.

And the forest fires of discussion are still not out over in the blog’s Midwest and Southwest regions…

April 28, 2004

Public Override Void: On Poetry Engines and Prosthetic Imaginations

from Grand Text Auto
by @ 3:56 pm

A public conversation with Jim Carpenter, Bob Perelman, Jean-Michel Rabaté, and Nick Montfort, Thursday, April 29, 2004; 6:30-8:30pm at the Slought Foundation, 4017 Walnut St, Philadelphia.

April 25, 2004

Computer Games at SSNL’s Narrative Conference

from Grand Text Auto
by @ 7:53 pm

I made it to the conference just in time for my own panel, walking in at the minute we were supposed to start and no doubt leaving panel organizer Marie-Laure Ryan quite fretful in the minutes beforehand. Because I was a latecomer to the conference, and tired from my trip, I made it to only one other panel besides this one. And, most bitterly, I didn’t even get to have any Magic Hat. To begin with something relevant, a report on the panel on computer games. The section headings are my own titles, not the official titles of the talks:

Against “Tetris Studies”

Colorado-based independent scholar Marie-Laure Ryan, author of Narrative as Virtual Reality and editor, most recently, of Narrative across Media: The Languages of Storytelling, who has offered comments here at GTxA, spoke about the ludology vs. narratology debate, admitting that she was preaching to the converted, not to the heathens…

Narr@tive: Digital Storytelling 2/2

from Grand Text Auto
by @ 8:09 am

Reflections on day two (Friday, April 23) of Narr@tive: Digital Storytelling, by Noah, Nick, and conference co-organizer Jeremy Douglass. The conference was at UCLA in the Hammer Museum. Noah has the master copy of this document, but I’ll go ahead and post the version I have and he can update it later if he likes Minor updates from Noah’s version of the document have been made…

The keynote address, “Topsight and Pattern Recognition,” was offered by Rita Raley. Works cited included William Gibson’s Pattern Recognition and the conspiracy-diagram art of Mark Lombardi; the talk took up the relationship between surveillance and digital narrative…

April 23, 2004

Narr@tive: Digital Storytelling 1/2

from Grand Text Auto
by @ 2:38 am

These reflections were written collaboratively by Nick & Noah during the conference using text editor SubEthaEdit; props to The Coding Monkeys for that tool.

Kate Hayles opened the conference with a keynote discussion of “Narrative Bits,” leaving some of us wondering about whether, having just completed her book Coding the Signifier, she is turning from materiality to formalism. …

April 22, 2004

Why Can’t We All Just Get Along?

from Grand Text Auto
by @ 11:11 am

An article at Wired News, “Playing Games with a Conscience”, begins with a quote from Noah and also quotes Gonzolo Frasca and Ian Bogost. The result is a good comment on how games can be more complex than a list of hate-promoting website and computer games might lead you to believe, and can work for tolerance as much as hatred. (Not to mention a critical perspective…) The only thing missing is mention of the obvious tolerance-and-understanding-promoting website, Grand Text Auto.

Talks Today

from Grand Text Auto
by @ 11:00 am

As I mentioned here before, Noah and I will be speaking today at Narr@tive: Digital Storytelling. Our talks are 4-5pm in Gallery 6 of the UCLA Hammer Museum, 10899 Wilshire Blvd at Westwood Blvd, where, as we learned when we walked by yesterday, Janeane Garofalo was speaking the night before.

Noah’s to speak on “Playable Media, Textual Instruments;” my talk will be “Figuring Interactive Fiction.”

April 16, 2004

/. and >

from Grand Text Auto
by @ 10:26 pm

Twisty Little Passages was slashdotted.

I have to admit, the conversation in comments there is different than I’d expect. I keep looking for “In Soviet Russia, the interactive fiction PLAYS YOU!”

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