July 6, 2009

Grand Text Auto is Back

from Post Position
by @ 8:56 pm

Grand Text Auto, for six years (May 2003-May 2009) a single blog with six co-authors (Mary Flanagan, Michael Mateas, your very own Nick Montfort, Scott Rettberg, Andrew Stern, and Noah Wardrip-Fruin), is now back as an aggregator of four blogs by the original GTxA authors, including this one. Check it out.

July 3, 2009

E. McNeill at Imagine Cup!

from tiltfactor
by @ 5:10 am

E McNeill, a friend to Tiltfactor and one of Dartmouth’s own, constitutes the only one-person game making ‘team’ at this year’s Imagine Cup, the world’s premier student technology competition!
e mcneillHe’s a finalist in the Game and Development competition. He is showcasing his game ALTERNEX in Egypt! Follow the proceedings here and follow on twitter at #ImagineCup.

July 2, 2009

Plotkin on Rule-Based IF Programming

from Post Position
by @ 8:53 pm

I’ve been meaning to write something deliberate and detailed about the May 3 Penguicon talk, “Rule-Based Programming in Interactive Fiction,” by Andrew Plotkin (a.k.a. Zarf). And I’m still waiting to do that. I didn’t want to wait any longer to mention the talk on here, though, since it is presented very well in its Web version and will be useful for many people. It’s an intriguing discussion of the other major idea behind Inform 7 – the one that isn’t “natural language” programming. The discussion of how to code interactive fiction is one I’ve been mulling over as I continue to work on Curveship. I think providing first-class representations of actions is very helpful in dealing with some of the problems Zarf addresses, although it doesn’t solve everything by itself. And I think that having representations, within actions, of atomic events (such as exerting force on something and thereby touching it) deals with another of the problems that Zarf mentioned. But I’ll have to leave the extended discussion of that for another post.

Computational Creativity at ICCC-X

from Post Position
by @ 1:28 pm

The First International Conference on Computational Creativity will be taking place in Portugal on January 7-9 2010. ICCC-X will follow on a decade of smaller-scale workshops and symposia. The call for papers lists the deadline of September 21 for papers, and promises:

The conference will include traditional paper presentations, will showcase the application of computational creativity to the sciences, creative industries and arts, and will incorporate a “show and tell” session, which will be devoted to demonstrations of computational systems exhibiting behaviour which would be deemed creative in humans.

July 1, 2009

Twine is Rolled Out

from Post Position
by @ 1:05 pm
Twine

Chris Klimas, the hypertext and IF author who runs Gimcrack’d, has just released free versions of Twine for Mac and Windows, along with documentation and several screencasts that explain how the system works and a command-line tool, called “twee,” for working with stories in Twine’s format. Twine is a system for constructing interactive stories using a visual map, not unlike Eastgate Systems’ Storyspace. While it lacks the august heritage of that piece of software, Twine is freely available and free to use for any purpose, even commercially.

June 30, 2009

Jack Toresal and The Secret Letter Released

from Post Position
by @ 8:34 pm
Jack Toresal and The Secret Letter

Michael Gentry, author of the stunning, large-scale, Lovecraftian interactive fiction Anchorhead, has another full-scale IF, his first since that award-winning game came out in 1998.

Dave Cornelson, who founded the Speed IF competitions and the IFWiki, has led his interactive fiction company, Textfyre, to publish its first game.

The game that is so notable in both of these ways is Jack Toresal and The Secret Letter. It is available for either Windows or Mac for about $25. As with all of the planned offerings of Textfyre, this game is directed at a specific audience: young readers wanting to experience the pleasures of reading while playing computer games. The hope, no doubt, is that parents will appreciate the fun and literacy-enhancing qualities of interactive fiction.

June 20, 2009

The Underdogs Have a Home

from Post Position
by @ 1:02 pm

Famous abandonware site Home of the Underdogs is back, or at least quickly returning to its earlier state, at http://www.hotud.org/. Different appearance, same games, same mission and community.

Update, June 22: HotU is being revived on several sites, as Clara noted in comments: http://www.homeoftheunderdogs.net and http://hotu.pratyeka.org are others.

June 19, 2009

Communitizing Electronic Literature

from Scott Rettberg
by @ 4:54 am

Digital Humanities Quarterly 3.2 (Spring 2009) has been published. The issue includes a cluster of articles on finishing digital humanities projects, edited by Matt Kirschenbaum, a cluster of articles on data mining, edited by Mark Olsen, three articles including my piece “Communitizing Electronic Literature“, and a review by Johanna Drucker of Kirschenbaum’s Mechanisms: New Media and the Forensic Imagination.

June 17, 2009

A Machine to Play Pitfall

from Post Position
by @ 4:30 pm

Carlos Diuk, Andre Cohen, and Michael L. Littman of Littman’s RL3 Laboratory at Rutgers devised a new way of doing reinforcement learning, using Object-Oriented Markov Decision Processes, a representation that looks at a higher level than usual and considers objects and interactions. They had a paper about this at last year’s International Conference on Machine Learning (ICML). Better yet, they demonstrated their OO-MDPs representation by using it in a system that learned to play Pitfall in an emulator. I don’t believe that the system got all the treasures, but watching it play and explore the environment was certainly impressive. It seems like the technique is an interesting advance. By trying it out on a classic game, the researchers suggest that it will have plenty of “serious” uses in addition to being used in video game testing and in game AI.

June 12, 2009

The Vision’s Still Active

from Post Position
by @ 1:38 pm

Roller Derby, early Activision style

June 11, 2009

Playing the Irish Game, Talking About Train

from Post Position
by @ 5:40 pm
Train

I got to hear Brenda Brathwaite speak about her recent work yesterday. As you know if you’re read the Escapist article about her board games, she’s been developing a series of non-digital games about very serious subjects: The middle passage, Cromwell’s invasion of Ireland, and the Holocaust – so far. I also got to talk with her and some others about Train (upper right) at the GAMBIT Game Lab and got to play against her there in Siochan Leat (lower left). The latter, also known as “The Irish Game,” is a very playable game, although in my limited experience, it seems like it may have too many symmetries. I tried to play for a draw (since that seemed like a “fair” outcome), forgot about a rule and fell behind, and then caught up again to draw the game in the end. Since Train was “spoiled” for me and others, we talked about the play that had taken place in other sessions, and ended up having a very interesting discussion. I have no problem with games that rely on the players being naive, and which can be played only once, as long as that one experience is valuable. The verbal game Max and Nora is like this, and the way that some people play the party game Psychiatrist is similar, also. The latter game can easily be generalized, though, and can be endless fun (and insightful) if it is. Train is about something quite different: the drive for efficiency that obscures the ethics of one’s action. It is meant to provoke substantial conversation, and it does that well, helping us think about the nature of play and the design of games as well as about an important historical episode.

“Platforms” and Positioning

from Post Position
by @ 1:46 pm

Tarleton Gillespie, author of Wired Shut: Copyright and the Shape of Digital Culture, presented an interesting paper at MIT’s Media in Transition 6 conference – one that is helpfully available online, and which is called “The Politics of ‘Platforms.’”

Gillespie considers the way that YouTube and other companies in the business of “content hosting” have positioned themselves as offering “platforms” – a stance that has populist benefits and which at least has the potential to distance these companies from liability for material they serve up. Interestingly, Gillespie finds that the computational sense of platform pre-dates this Web 2.0 and content-delivery sense. Admittedly, that sense, too, is a relatively new way of thinking about platform, and the most recent OED sense. Gillespie quotes this fine blog post by Marc Andreessen:

June 7, 2009

Guardian Hails IF, Novelists

from Post Position
by @ 12:33 pm

Keith Stuart’s provocative article in The Guardian plugs modern-day interactive fiction and suggests that novelists should be more involved in the making of video games, as they have been in the past. The article is on the right track. There is certainly reason for video game companies to license, or, less frequently, collaborate with those who make movies. But there are lots of things that games can do, and novelists could bring interesting perspectives, skills, and art to games – even they aren’t text-based interactive fiction. Of course, the right match has to be made and the writer has to be persuaded that video games are serious enough. I suggest Ubisoft grab Paul Auster, a dizzying writer. If he didn’t mind the association that come with writing and co-directing the movie Smoke, video games should be no problem.

June 5, 2009

Poemland

from Post Position
by @ 9:39 am
Poemland, Chelsey Minnis, Wave Books, 2009

Poemland, Chelsey Minnis, Wave Books, 2009

Minnis, confronting poetry, hurls a fruit salad. The pages of the eleven sections of this book have only a few lines each, most ending in ellipses. The images (”getting hit with a folding chair / And being held by your braids…”) accumulate and converse (”I’ll chop your head off! / And I’ll carry it around by the hair…”), commenting on various vague situations and on poetry (”It’s like trying to drink a bottle of champagne in a roadside bathroom…”) You might imagine that it’s boring to hear poets yammer about writing poems and being poets (”If you open your mouth to start to complain I will fill it with whipped cream…”). Not so. Via references to fashion and offbeat interpersonal statements, the lines of Poemland connect the concerns of our poetry subculture (poverty, recognition, originality, connection to the past, authenticity) to culture more broadly. The book is fun to read from line to line, too (”With this book I have made a very expensive joke…”) and is beautifully and aptly designed.

June 4, 2009

CALC-09, Afternoon

from Post Position
by @ 4:19 pm

The Workshop on Computational Approaches to Linguistic Creativity has just concluded. I posted about the morning; here are my notes on the afternoon talks.

The first item for the afternoon was my invited talk, “Curveship: An Interactive Fiction System for Interactive Narrating” I worked a while to provide the paper to accompany my talk, trying to introduce IF, explain the basics of narrative variation, and get into at least some of the technical details of my system, including the string-with-slots representation, which I’ve been working on a great deal recently. I also tried to include handy references and pointers. Incidentally, I’ve been meaning to post more about Curveship, and I’d love to hear any questions you have about it at this point, even before I’ve properly introduced the system on this blog.

CALC-09, Morning

from Post Position
by @ 2:55 pm

The Workshop on Computational Approaches to Linguistic Creativity (CALC-09) is taking place now at the University of Colorado at Boulder.

In the first session on metaphors and eggcorns, researchers reported on using natural language understanding techniques in innovative ways:

Beata Beigman Klebanov presented on the use of a topic model (LDA, latent Dirichlet allocation) to detect the most obvious or deliberate types of metaphor, which are discussions of one domain the terms of another and which were annotated by people in this experiment. For different k, metaphorical uses were found to be less frequent in the k most topical words in the discourse overall.

May 29, 2009

New Poem: “Served Cold”

from Post Position
by @ 12:43 pm

A dish for today: “Served Cold,” in the traditions of concrete poetry, search engine poetry, and poetry featuring incorrect but widely-used spellings of names.

Inspirational Examples

from tiltfactor
by @ 12:56 am

Heads up from Frank Lantz at Games for Change 2009 for some inspirational examples of games helping us understand social change. Check out the blog Overcoming Bias, by economist Robin Hanson;  Intuition Games’ Gray game, which has players attempt to get players in a mob to switch sides; the phenomenon of “Kidney Chains,” where nonsimultaneous altruistic organ donations, if organized, can occur in optimally useful networks. Lantz talked about the practice of Min – Maxing in games, and the kidney chain is a game-like optimal solution to solving a social issue (there are 60,000 people waiting for kidney transplants at a given time). Finally he discussed optimal social solutions: complexity theorist Bruce Sawhill has noted,  “You no longer want to find the best solution — you want to be living in a space of good solutions, so when the problem changes, you’re still there.”

May 28, 2009

Join us for Come Out + Play, NYC June 12-14

from tiltfactor
by @ 10:07 pm
massively multiplayer mushu by Tiltfactor

massively multiplayer mushu by Tiltfactor

June 12-14, 2009 join us to play two Tiltfactor urban games at the Come Out & Play Festival! The festival will transform New York City once again into an urban playground!

Opening on Saturday June 13 at 4 PM at the Festival HQ at the The Tank (354 W 45th St. between 8th/9th Aves)– Photopolis! Team up with players from New York, Beijing, and Shanghai for a cross-continental photography challenge.

On Sunday June 14 at 11 AM, start playing Massively Multiplayer Mushu! Talk to strangers, find clues, and fetch ingredients for a secret collective food festival!

May 22, 2009

Microchip Movers and Shakers

from Post Position
by @ 6:58 am

“25 Microchips That Shook the World,” an article by Brian R. Santo that was published this month in IEEE Spectrum, is a fascinating look at important hardware components and their historical influence – a look within various hardware platforms.

May 21, 2009

Well Played

from Post Position
by @ 12:40 pm

Well Played 1.0: Video Game, Value and Meaning is now out from ETC Press. It’s available in print from Lulu.com and has been offered to the creative commons and can be downloaded as a PDF or read on the Web.

My contribution is “Portal of Ivory, Passage of Horn,” an article comparing two of the top games of 2007. Thanks to everyone who discussed this comparison with me at Grand Text Auto when I first blogged about this pair of games. My article is, I think, both more extensive and more focused than what I originally wrote, and I hope it helps to advance the discussion of video games.

May 17, 2009

Last Day Dream

from Post Position
by @ 8:57 pm

Last Day Dream

Here’s a beautiful 42-second video: Last Day Dream by music video director Chris Milk.

November 15, 2008

The Unknown Reading at Columbia College, Sept 25, 2008

from Scott Rettberg
by @ 2:15 am


Reading of The Unknown at Columbia College, Chicago, Sept 25, 2008 from Scott Rettberg on Vimeo.

November 3, 2008

Donna Leishman at UiB Nov. 5th

from Scott Rettberg
by @ 7:51 am

The University of Bergen Department of Linguistic, Literary, and Aesthetic Studies Digital Culture Research Group
is pleased to welcome guest lecturer Donna Leishman.

Wednesday, November 5th, 14:15-16:00, HF-bygget 265

Lecture open to the public: “Dissonance in Multi-Semiotic Landscapes”

Dr. Donna Leishman is Course Leader BA (Hons) Illustration and Deputy Head of Media Arts & Imaging at Duncan of Jordanstone College of Art in Dundee, Scotland. Her work combines critical writing and practice-led research in digital art with a particular interest in the intersection of narrative with internet based interactivity. Themes in her research include developing and exploring the role of the participant in these exchanges and developing a canon of practice that questions standard paradigms of behaviour. Her works of interactive animated narrative including “RedRidingHood” and “The Possession of Christian Shaw” can be explored at www.6amhoover.com.

November 2, 2008

David Wallace

from Scott Rettberg
by @ 8:09 am

David Foster Wallace killed himself on Sept. 12th, 2008. I wrote a couple of short texts in response to his death — he was my teacher when I was a master’s student at Illinois State University, and he will always be an important figure in the landscape of my life. I’ll post both texts here, in reverse order. I wrote the first piece here a couple of weeks back for his memorial service at ISU, which occurred yesterday. It is included in a collection of remembrances that was bound and given to his parents. The second piece I wrote the night after I heard about his death. It is a bit rawer, darker, and perhaps in some ways angrier than than the one I wrote for his memorial. I posted that piece on Grand Text Auto, and a redacted version was also posted on the McSweeney’s website. It has been a strange process watching the world react to his death (in some ways getting to know him better through the fragments of his life shared by others, in other ways just shocked at the way his postmortem memory has taken on a kind of rock-star hagiography). I have thought about him, his life, his writing, and his end very often since.

<- Previous Page -- Next Page ->

Powered by WordPress