November 18, 2008

Two on Turbulence

from Grand Text Auto
by @ 10:16 pm

New on Turbulence.org:

“Bronx Rhymes” by Claudia Bernett and Maria Ioveva. “Bronx Rhymes” illuminates the history and significance of Hip Hop in the Bronx by tagging important locations for Hip Hop (1520 Sedgwick, for example) with posters. Each poster describes the historical significance of that location in the form of a rhyme, and invites people walking by to join in a rhyming battle by txt-ing their own rhyme from their mobile phone. The website bronxrhymes.org displays the artists and locations along with all the submitted rhymes elevating the most recent submission.

The Old Games and Art Question

from Grand Text Auto
by @ 9:38 pm

I wanted to call everyone’s attention to an article by Chris Crawford about whether games are art, published this summer in Notes On Game Dev. The article offers many interesting observations, and I suggest that those interested in the question read it. My purpose in mentioning it, however, is not to repeat it, rephrase it, or respond to it, but to pose a different and related question.

November 16, 2008

Ahora en español: Venenarius Verborum

from Grand Text Auto
by @ 3:10 pm

Jarel presenta Venenarius Verborum (video):

Tras el misterioso fallecimiento del brujo propietario, el año pasado, sus herederos pusieron inmediatamente en venta la torre.
No faltan potenciales compradores para la finca, pero existe un grave problema, y es que la torre es indestructible, inquebrantable… o lo será mientras persistan en ella ciertos objetos que el brujo encantó: Los Siete Objetos. Objetos cargados de energía mágica.
En vistas de que no logran vender, ni desahuciar a los inquilinos y sirvientes del brujo que aún permanecen allí, los herederos han decidido contratar a un especialista en recoger objetos para limpiar la torre.
Basada en Ad Verbum, de Nick Montfort.

IF Comp 2008 Results: Congrats, Violet!

from Grand Text Auto
by @ 3:01 pm

Violet, Nightfall, and Everybody Dies are the top three games in the 2008 Interactive Fiction Competition, after a month and a half of play and voting by the public. Congratulations to Jeremy Freese, Eric Eve, Jim Munroe, and the authors of all the entries. You can still download all the games, of course. The full list of results is also up.

November 15, 2008

America’s Best Bullet Points

from Grand Text Auto
by @ 10:51 am
  • James Wallis, in his presentation A Thing of Beauty is a Stout Green Toy, explains the relationship between the Oulipo, game books, and RPGs, also explaining why orcs are green and have upward-pointing tusks. (Thanks, Roger.)
  • Jason Rohrer has a new game, Between, which is for two remote players, who interact only indirectly, and is hosted exclusively by Esquire. It’s up to you to determine whether or not the game is about masculinity.
Oil's Well crack screen
  • It’s been almost a year since an early version of this game was released, and it’s still apparently in stasis, but lovers of retro serious games (which have only become more topical) would do well to note Oil’s Well Redrilled, a remake of a Sierra On-Line game.

November 11, 2008

Beyond the Screen, in Siegen

from Grand Text Auto
by @ 11:14 pm
Poster for Beyond the Screen

Next week I’ll be in Siegen, Germany for Beyond the Screen: Transformations of Literary Structures, Interfaces and Genres. Organizers Peter Gendolla and Jörgen Schäfer have put together a program in which I’m honored to participate, including my former Brown colleagues John Cayley and Roberto Simanowski as well as my current UC colleagues Rita Raley and N. Katherine Hayles.

The conference theme, as one might expect from the title, arises from examinations of works such as locative narratives, literary immersive environments, and what the organizers call “stagings” (using AR Facade as an example). I was invited, in part, because of my work on Screen (hopefully there’s no pun intended with the conference title).

I’m certainly interested in, and sympathetic toward, literary work that uses interfaces that move beyond the standard screen. But as I put together my presentation, I find myself wanting to use a chunk of my time to vent my frustration with tantalizing literary interfaces that do little to harness the combinatory possibilities they open. For example, at the Hybrid Ego show at this year’s Ars Electronica, I was excited to get my hands on Tablescape Plus. But while it was listed in the catalog with literary-sounding words (“users can develop new stories by changing the arrangement of the screens”) to me it was actually just an interface demonstration, with no fictional world beyond characters that could be made to bow to each other, sit next to each other, etc. Each combination resulted in an animation, but no state or history of the system could impact anything else. People with no histories and no futures aren’t characters. Events that happen in no consequential order aren’t stories.

November 6, 2008

Creativity, Cognition & Computers in Mexico City

from Grand Text Auto
by @ 1:01 pm

I’m here in México D.F. participating in the UAM Cuajimalpa’s 3rd International Colloquium in Creativity, Cognition and Computers, celebrating the 50th anniversary of the first computer installation in México (and Latin America). Today we had short presentations in a roundtable format.

To start us off, Rafael Peréz y Peréz (UAM Cuajimalpa) described a project, now underway, to have two MEXICA agents improvise a story together.

November 4, 2008

CFP: Workshop on Computational Approaches to Linguistic Creativity

from Grand Text Auto
by @ 12:52 pm

CALC-09

Boulder, Colorado, on June 4 or 5, 2009, in conjunction with NAACL-HLT 2009
Deadline for paper submissions: February 27, 2009.
Workshop homepage

It is generally agreed upon that “linguistic creativity” is a unique property of human language. Some claim that linguistic creativity is expressed in our ability to combine known words in a new sentence, others refer to our skill to express thoughts in figurative language, and yet others talk about syntactic recursion and lexical creativity.

For the purpose of this workshop, we treat the term “linguistic creativity” to mean “creative language usage at different levels”, from the lexicon to syntax to discourse and text (see also topics, below).

November 1, 2008

Computer Space 2008

from Grand Text Auto
by @ 8:54 am

I’m sitting in a conference room in Bulgaria at the 20th annual Computer Space Conference in Sophia Bulgaria, listening to Peter Molyneux’s cousin who is a UK apple rep talk about Apple products (and the retelling of how indie developer Steve Demeter developed the $5 iPod game Trism for 250K profit) — all with the hum of simultaneous translation in the back.

computer space 2998 bulgaria logo

This conference is Eastern Europe’s version of SIGGRAPH

EndNote Sends Thugs to Bust Inkwells

from Grand Text Auto
by @ 6:56 am

Thomson Reuters, which vends EndNote, has leveled a $10 million lawsuit at the makers of open-source citation management software Zotero, alleging that the Center for History and New Media at George Mason University violated a license agreement by making their software interoperable. This dispute has some interesting nuances, as MacKenzie Smith describes:

An interesting twist to the case is that Thomson had previously encouraged EndNote users (primarily scholars) to create their own citation format style sheets for use in the software, and to share them with each other via donation back to Thomson or by posting on public web sites. But now Thomson is enforcing sole ownership of those style sheets regardless of who created them or where they’re located. In other words, unbeknownst to them EndNote users have been creating and sharing proprietary EndNote style sheets for years, but only at Thomson Reuters’ discretion …

October 31, 2008

i’m an ngmofo

from Grand Text Auto
by @ 5:07 pm

I’ve been an absentee blogger, and I apologize. The last time I posted, in July, I mentioned I had started a new game studio Stumptown Game Machine here in Portland, that has been consuming my time. I had said we were working on a game for a reality-TV show, and in fact it was coming along swimmingly — until the publisher ran out of cash a few weeks before the game was complete. And, they still owe us money. Ah, the fun life of indie game development.

October 29, 2008

Defunct Computer Blog of Sweetnesses

from Grand Text Auto
by @ 8:05 pm

It only ran from 2004-2006, but let us remember THIS IS FUN TO MAKE A BLOG ON THE COMPUTER WEBSITE.

CFP: Digital Humanities 2009

from Grand Text Auto
by @ 2:08 pm

The deadline for submissions for the Digital Humanities 2009 conference at the University of Maryland this June (22-25) has been extended to November 14th. The joint international conference is the oldest established meeting of scholars working at the intersection of advanced information technologies and the humanities, annually attracting a distinguished international community at the forefront of their fields. Submissions are invited on all topics concerning digital humanities, e.g.

October 27, 2008

Scalable City‘s Game

Scalable City

A new installation of Scalable City — created by Sheldon Brown and UCSD’s Experimental Game Lab — just opened at the Calit2 Gallery. While I haven’t seen the new version created for this installation (yet) the event prompts me to share a few thoughts about games, processes, and choice that Scalable City has helped me bring into focus.

I believe that games express ideas about the world through the design of their systems. Even a family tabletop game like Monopoly expresses something about the positive feedback loop of unregulated capitalism and its effects — inequality producing greater inequality — during its excruciating endgame. Of course, the systems of family-oriented board games tend, by necessity, to be relatively simple. Their players are responsible for carrying out all the processes involved, which means the rules can’t take too long to learn or execute.

Computer games, on the other hand, can have an immensely complicated set of processes in their repertoire.

October 22, 2008

Zone : Zero in 1K

from Grand Text Auto
by @ 6:46 pm

Zone : ZeroZone : Zero
Stephanie Strickland
Ahsahta Press
2008

But never met this Fellow / Attended, or alone / Without a tighter breathing / And Zero at the Bone— Stephanie Strickland’s Zone is not just a area of restriction; it is one where number and its limits are revealed, where they play. It is one of zero. One and zero alternate in “Ballad of Sand and Harry Soot,” the Web and print poem about how carbon and silicon, and life and computation, interrelate. This poem and “slippingglimpse” are offered on CD and on the pages. It’s a delight to have them to hand as well as to screen. Strickland is master of the hybrid book of leaves and bits, and she shows her mastery here, one foot on earth, one lifted in air. The book offers poems on war and Gödel, a profound series purportedly about absinthe, and a poem made largely of parentheses. Zone : Zero is a strick land, a spare, encompassing, wonderful sector where nature and language twine.

October 20, 2008

CalArts Concatenates Another Experimental Writing Conference

from Grand Text Auto
by @ 8:19 pm

I wish I could make it! The Untitled conference will feature Kenny Goldsmith’s exploding head and much much more.

Morality and Gameplay in “Bring Down the Sky”

from Grand Text Auto
by @ 11:00 am
Bring Down the Sky

I’ve been in the process of moving, one of my least favorite activities, so when I had an evening to give myself a break I decided to indulge by downloading “Bring Down the Sky” — the first DLC release for BioWare’s Mass Effect.

It was a pleasure to return to the Mass Effect universe — though, like many others, I was disappointed that so much of “Bring Down the Sky” focuses on the boring peek-a-boo tank combat that was probably the weakest element of the original game.

More troubling, however, was the morality embedded in “Bring Down the Sky.” Explaining this requires a little background. (Also, there are spoilers ahead, so don’t read further if you’d like to avoid them.)

October 16, 2008

A Taste of Internet Research 9 in Copenhagen

from Grand Text Auto
by @ 6:42 am

I arrived at ITU-Copenhagen just in time for the first keynote of the ninth AoIR (Association of Internet Research) conference – my first AoIR.

Mimi Ito has been studying and speaking about mobile media recently, but the topic she took up at AoIR in her keynote was youth participation in networked publics. Drawing on more than 4,000 questionnaires and more than 5,000 hours of observation, she and her team put together a deep and broad ethnographic study.

October 14, 2008

Get an MFA with Noah, Michael, and company

from Grand Text Auto
by @ 10:11 pm

The Digital Arts and New Media MFA program at UC Santa Cruz is organized around a set of collaborative research areas — and I’m happy to announce a new one in Playable Media. The official description reads:

DANM’s Playable Media research explores the potential of computational systems for the creation of new media forms that invite and structure play. This group works to understand and create new ways for computer games and related forms to engage audiences, make arguments, tell stories, and shape social space. Ongoing Playable Media work combines game design and artificial intelligence research with writing, art, and media authoring.

October 8, 2008

Two IF Notes

from Grand Text Auto
by @ 7:53 pm

J. J. Abrams, the creator of Lost, says that it would be “really fun” to develop an all-text interactive fiction.

And, a collector acquires an amazing manuscript: A typed-out text by recently departed Thomas M. Disch, specifying the interactive fiction Amnesia.

October 7, 2008

Tiltfactor part of Microsoft Games and Learning Initiative

from Grand Text Auto
by @ 4:28 pm

Announced today, the The Games for Learning Institute (G4LI) is a joint research endeavor of Microsoft Research, New York University and a consortium of universities, including Dartmouth College. Tiltfactor will be home to the 3 year research initiative at Dartmouth, where researchers will be evaluating computer games as learning tools. We will be specifically focusing on math and science subjects among middle-school students. The Tiltfactor laboratory anticipates a limited number of student positions in relationship to this research, so please contact us for more information!

Networked Throws the Network at the Book

from Grand Text Auto
by @ 7:42 am

Proposals for Networked: a (networked_book) about (networked_art) are now being sought. The deadline is 15 December 2008.

Five writers will be commissioned to develop chapters for a networked book about networked art. The chapters will be open for revision, commentary, and translation by online collaborators. Each commissioned writer will receive $3,000 (US).

Networked Committee: Steve Dietz (Northern Lights, MN) :: Martha CC Gabriel (net artist, Brazil) :: Geert Lovink (Institute for Network Cultures, The Netherlands) :: Nick Montfort (Massachusetts Institute of Technology, MA) :: Anne Bray (LA Freewaves, LA) :: Sean Dockray (Telic Arts Exchange, LA) :: Jo-Anne Green (NRPA, MA) :: Eduardo Navas (newmediaFIX) :: Helen Thorington (NRPA, NY)

October 6, 2008

Cast against the Wall

from Grand Text Auto
by @ 9:56 pm

Dear Pod people, I’ve been interviewed by Trevor Dodge and Shane Hinton and am on the latest First Wall Rebate, a podcast “focusing on games and the cultures that spawn them.” If this sounds keen, drink it in through the earbuds and let me know what you think, either here or on the First Wall Rebate site.

October 3, 2008

Steve Meretzky to Speak at MIT Monday

from Grand Text Auto
by @ 7:28 am

For those in or near Cambridge, MA:

STEVE MERETZKY
Monday (Oct 6) at 6pm
MIT’s Stata Center, 32-141

Award-studded “game god”* Steve Meretzky will speak on Monday (Oct 6) at 6pm in MIT’s Stata Center, 32-141.

Steve Meretzky’s first job in computer gaming was at the Cambridge company Infocom, which was the leading interactive fiction developer. Meretzky became the company’s most prolific author, writing Planetfall, A Mind Forever Voyaging, and Leather Goddesses of Phobos and co-authoring The Hitchhiker’s Guide to the Galaxy with Douglas Adams.

Meretzky has since worked at Legend Entertainment, Boffo Games (which he co-founded), and WorldWinner. He is currently at Blue Fang Games.

October 2, 2008

Three Easy Pieces

from Grand Text Auto
by @ 8:51 pm

Moon Stories, The Trials and The Storyteller are three delightful miniature games (perhaps the last is a toy) by Daniel Benmergui. It takes a few seconds to start playing them, and they take a few minutes to master – or, you can check the walkthroughs. Whatever the case, check out the games, in which simplicity and uncanniness of presentation and play are combined in particularly pleasing ways.

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