April 4, 2008

i got yer future of games here in my greasy mitt

from Grand Text Auto
by @ 5:49 pm

*

Process of “The IBM Poem” by Emmett Williams

from Grand Text Auto
by @ 9:11 am

Chris Funkhouser is author of the excellent volume Prehistoric Digital Poetry, which I hope to write about at greater length before too long. He told us today during the Codework workshop at WVU about Emmett Williams’s “The IBM Poem,” a 1966 computationally-generated poem and system for generating poems. I can find little information about this poem on the Web – certainly, not the specification of how the generator works, which Funkhouser was kind enough to hand out to us on paper.

Here is a partial implementation (Update: a complete implementation; my earlier version is still available) of the poem-generating process in Python which I just wrote up. You may modify or do anything you like with this. I dedicate this program to the public domain as described in the linked document. I’ve uploaded a text file containing the program that also appears in this post, below.

April 3, 2008

Programs Ted Nelson Likes

from Grand Text Auto
by @ 6:37 pm
Nelson at WVU

I just got to hear Ted Nelson (inventor of the term “hypertext,” author of Computer Lib/Dream Machines and Literary Machines) kick off the Codework workshop with his talk here at West Virginia University. I did not take notes during Nelson’s talk. The basic ideas he expounded (as one might guess) were the ones expressed in his books and in the last talk of his that I heard, in 2001 at Brown. He showed some examples of cross-document connections and transclusion in Xanadu Space, and demonstrated the underlying data representation, ZigZag.

Blog-Based Peer Review: Some Preliminary Conclusions, part 1

As many Grand Text Auto readers know, earlier this year I put a mostly-completed draft of my manuscript (for Expressive Processing) through two forms of peer review. One was a review by three anonymous field experts selected by my publisher, The MIT Press. The other was a blog-based review right here on Grand Text Auto. I posted each chapter, section by section, with a new addition each weekday morning — inviting paragraph-by-paragraph comments from the readers here.

April 2, 2008

The New Media Reader – Correct Us!

from Grand Text Auto
by @ 8:30 pm

Putting The New Media Reader together with Noah years ago meant amassing a huge variety of material from different sorts of sources. This diversity, and the sheer amount of text and images, made the book difficult to compile and edit. We knew that despite rather extreme efforts from us and from others at The MIT Press, there are minor errors throughout the book.

Expressive Processing Review: A Question of Goals

from Grand Text Auto
by @ 10:30 am

I’m surprised to see the opening paragraph of Jeff Young’s piece in the Chronicle today, in which he’s offering one of the first post-experiment evaluations of the Expressive Processing blog-based peer review project. The lead and headline seem to focus on the idea that blog-based review will “not replace traditional blind peer review anytime soon.”

I’m not surprised because I disagree about blog-based review replacing press-solicited reviews, but rather because finding a replacement for press-solicited review was never a goal of the project. Rather, the project participants (the Institute for the Future of the Book, the MIT Press, UCSD’s Software Studies initiative, GTxA, and yours truly) had goals such as seeing what would take place in a blog-based form of review (this was, after all, the first known experiment), learning from comparing the results of the two forms of review, and (most importantly) garnering responses from the GTxA community that will help improve the book. (more...)

“No Time” is the Present

from Grand Text Auto
by @ 12:15 am

Daniel C. Howe and Aya’s Karpinska’s present to us, that is. I’m sure you think you don’t have time to look at it, but it’s worth the trip to their “No Time Machine,” which fetches statements from the Web about how people don’t have time, dropped into new dialogues. It’s a very pleasing piece in terms of how it sounds, looks, and ticks along. Among other things, it serves as a new media clock, along the lines of Speaking Clock, Sine Clock, and 12 o’clocks. I also found, among some flashes of humor, that it is deeply saddening to read. It is, after all, a true reflection of the things people say and write as they discuss missed opportunities and hopes they have decided not to attain.

April 1, 2008

Superstrange

from Grand Text Auto
by @ 2:00 pm

(Update: April Foolery!) The official Website for the movie Superbad (IMDB) seems to have been hacked or something. The promotional content has been replaced with incomprehensible junk that seems to serve no commercial purpose.

Unless … a Superbad video game or similar spinoff is nearing launch, and this update signals the beginning of a new alternative realty game to promote that product.

LA Times Gets Hits with Wiki Stick

from Grand Text Auto
by @ 7:00 am
LW Timespedia

(Update: somewhat obvious April Foolery!) News of a very surprising and innovative move in journalism: The former Los Angeles Times has transitioned to become The Los Wikiless Timespedia, “continuously updated by the fine people of Los Angeles and the World.”

“We tried basically all the gimmicks we know,” said new Editor-in-Chief Tony Cahter, recently promoted from the depleted typesetting staff. “Different fonts. Moving Marmaduke to the front page. Everything.”

The wiki news system allows readers to enter and edit articles as they please.

Moby Disk 1.1.1

from Grand Text Auto
by @ 2:00 am
(Update: April Foolery!) Starting today, with this post, I’ll be making my new novel, Moby Disk, or the Worm available on Grand Text Auto in draft form. I’m definitely hoping to get your comments, but because of some difficulties with CommentPress, I’ve decided to go with the standard comment mechanism for the blog. Well, truth be told, there is only one long, long paragraph (most of them much longer than this) in each of the sections that I’ll be posting, so using CommentPress would make no sense. While the bit at the very end isn’t completely worked out yet, I do know that the book will have 550 sections. Since I’m posting a day at a time, it should take just over 18 months to post everything. I hope you enjoy reading this sort of fare over the next year and a half – intermixed, of course, with our usual posts.

Call me method. Through a Commodore VIC-20 of recirculation I wet the bed early for a long time. Motherboard died today. A screaming comes across this guy – the guy above the port who was the color of television, tuned. It was a nice and stormy dork. As Feature awoke one morning from disquieting dreams, he found himself transformed into a giant insect. It was a pleasure to burn, even at only 4x speed. Through the fence, between the curling flower spaces, I could see them hitting the disk to satisfy misses in the L2 cache which also could not be found in RAM. Dr. Seuss says I shud rite down what I think and evrey thing that happins to me from now on. The random access device (for so it will be convenient to speak of it) was expounding a recondite matter to us. Once upon a time the disk was round and you could go on it around and around. It was in those days that I wandered about hungry, encrypted. I would seek – seek unto death with that long agony; and when they at last unmounted me, and I was permitted to park, I felt that my sectors were leaving me. Night of my knife, fur of my lions. Every happy file system is alike. First post. You are about to begin executing Nick Montfort’s new novel, Moby Disk, or the Worm. It was a wrong number that started it, the telephone vibrating three times in the dead of night, and the voice on the other end saying “forty one.” The station wagons arrived at noon. It was a bright cold day in April, and the clocks were striking thirteen. If you’re going to, read this. It was the best of rhymes, it was repetition.

March 29, 2008

Political Responsibility at Last

from Grand Text Auto
by @ 6:15 am

I want it painted black

It warms my heart to see that a major Internet company has turned its Web page black, joining the protest against the Communications Decency Act only 4433 days late.

March 26, 2008

CFP: The Future of Storytelling in Games, Austin GDC

from Grand Text Auto
by @ 10:39 pm

From the CFP for The Future of Storytelling in Games, Austin GDC, September 15-17, 2008. Submissions are due April 14.

The theme for the Game Writing track is “The Future of Storytelling in Games.” This theme is a designing principle, applied to each day as follows:

  • The Future Is Now: A look at how this year’s crop of games is breaking the storytelling mold in games
  • The Future Is Coming: Revelations on the future of game writing from game projects currently in development
  • The Future Is Yours: A no-holds-barred look at what’s possible in the world of interactive storytelling

Infinite Compos Comp on Wheels

from Grand Text Auto
by @ 5:31 pm

VGNG Competition games

The games are out! Go play the games! No, I’m not talking about the IF Comp or any run-of-the-mill videogaming competition. I sing of The Video Game Name Generator Competition, brought on by the Independent Gaming Source. Entrants had to use the Video Game Name Generator to produce a title and then develop a game to suit that name. Given three weeks to accomplish this feat, forty-eight people have managed it.

Click over to the competition site to see the screenshots and (if you’re brave and run Windows) to download the games that accompany these titles and others:

March 23, 2008

Link Madness, Part 2: Down to Earth

from Grand Text Auto
by @ 4:32 pm

After the hyperbole in my last post, here is a more grounded series of links. First, pieces from three of my favorite game journalists: Clive Thompson, Chris Dahlen and Kieron Gillen.

Link Madness, Part 1: the Hyperbolic

from Grand Text Auto
by @ 3:39 pm

I occasionally make posts composed of link dumps, to help GTxA readers find articles they might enjoy and may have missed. This time I need to split the dump into two parts, the first part being a set of articles ranging from the slightly over-the-top to the truly hyperbolic. I will gently attempt to challenge, refute or debunk each as I go. :-)

  • Hypertext boring? That’s the assertion Ben Vershbow made in a post that leads with a commentary on Hypertextopia, spawned from an earlier GTxA post. I’ve certainly been one to vent my issues with hypertext as a form for fiction, but “boring”, hypertext isn’t. Like Nick’s Portal v. Passage post, Ben’s post spawned a good discussion though, including reactions elsewhere (1 2 3); in the discussion, Ben admits to being deliberately provocative. (As a side note, btw, Ben is a developer of CommentPress, used to implement Noah’s Expressive Processing blog-review project here on GTxA.)
     
  • In the annual GDC rant session, Clint Hocking asked:

March 21, 2008

bleuOrange

from Grand Text Auto
by @ 12:30 pm

bleuOrange, a French-language literary magazine, has just launched. The new publication is a project of nt2 and figura. The first issue includes Annie Abrahams’s “Discours populaire sur la violence,” Grégory Chatonsky’s “Sodome@home,” Sébastien Cliche’s “Ruptures,” and Ollivier Dyens’s “De lettres et d’acier.” There are also two originally English works that appear in translation/adaptation. “Ream,” by Nick Montfort, your humble blogger, appears in a multimedia presentation by Anick Bergeron, who also adapted the text as the French “Rame.” The piece “open.ended” by Aya Karpinska and Daniel C. Howe also appears in French translation, and this translation was also done by Anick. Update: Luce Tremblay-Gaudette’s photos of the bleuOrange launch event, which took place at Oboro, are now online.

EP Meta: Milestones

This week we’ve passed two important milestones in the Expressive Processing project. First, the blog-based review has now covered most of the material included in the blind, press-solicited review — and some useful overall impressions have been collected from participants in the blog-based review. Second, MIT Press has sent me the blind reviews. To mark these milestones, Doug Ramsey from UCSD has put together a news release (including video).

Now, looking forward from here, three things have been set in motion. (more...)

March 19, 2008

EP Meta: Chapter Eight

At this point, with chapter eight concluded, we have nearly reached the end of the version of Expressive Processing sent out for anonymous peer review by MIT Press. So now is the time for me to ask for what Ian Bogost, and others, have identified as a real challenge for this blog-based review form: Are there any broad thoughts on the overall project? (more...)

March 18, 2008

EP 8.6: Learning from Façade

The surface experience produced by the Façade’s processes and data is shaped by a series of choices that have clear impacts in terms of the Eliza and Tale-Spin effects. The results are instructive. (more...)

March 17, 2008

EP 8.5: Façade

I first met Andrew Stern and Michael Mateas at a 1999 symposium on “Narrative Intelligence” sponsored by the Association for the Advancement of Artificial Intelligence. The symposium was organized by Mateas and Phoebe Sengers, two of the final Oz PhD students. They managed to bring together a number of their mentors, colleagues, and friends with a wide range of people pursuing different facets of the intersection of narrative, character, and AI. The Zoesis team was present, showing off their most advanced demo: The Penguin Who Wouldn’t Swim. Bringsjord and Ferrucci discussed active development of Brutus. Stern described his company’s newest commercial product based on believable agent work: Babyz. Mateas and his collaborators premiered Terminal Time. It felt like the field was blossoming with new projects, pushing the state of the art to new levels. (more...)

March 16, 2008

The Session

from Grand Text Auto
by @ 7:28 pm

I don’t know exactly what to call this – a script, a scenario, a framework – but I wrote it at the Interactive Narrative conference at UCF to define, or scaffold, how a group of actors trained in interactive performance (knowing improv-like techniques, but with the ability to deal with an untrained performer) could work with a “spectactor,” a person without theatrical background who is not a member of the troupe, to create an interactive experience. The experience is played in the StoryBox, a square space closed off with black cloth, with cameras and microphones to convey what is going on to a remote audience.

The spectactor is given this information before the interactive experience begins:

You are a veteran going to visit your therapist, who you have been seeing for a while. Your therapist, Dr. Baum, is helping you to deal with your experience of a particular firefight during the war. Dr. Baum will discuss this with you briefly and will then invite you to relax and re-experience the firefight. You will be back on the battlefield with your platoon. After a while, you will come back to the world of Dr. Baum’s office and the discussion of your memory will continue. You will be invited to relax again and revisit the firefight in the same way. If Dr. Baum contradicts you or corrects your memory based on things you have previously established in sessions, remember that this is an attempt to help you. Keep working through your memories and reliving the firefight, even though it may be difficult.

Deluge of Digitally Distributed Drama

from Grand Text Auto
by @ 12:03 pm

Two or three characters in a room, with dark walls… probing, therapeutic conversations that expose repressed feelings about dysfunctional relationships… myriad threads and variations on the topics of marriage, sex and the mistakes we make… All free and digitally distributed.

Sound interesting? Watch the first 15 episodes of HBO’s In Treatment. I’ve been bingeing for the past few evenings. For me, it’s a vision of Eliza vs. Grace and Trip.

Metacommentary available here and here; funky hypermedia trailer here. I do love the Internet age.

March 14, 2008

Interactive Narrative at UCF

from Grand Text Auto
by @ 8:43 pm

UCF’s Interactive Narrative conference kicked off today with a really wonderful keynote talk by Chris Crawford. It was like a live-action video visit into the human brain, with a powerful conclusion about what artists should learn in order to drive the creative potential of the computer forward. Here are my notes – completely unofficial jottings, but ones that I hope will give you a sense of his argument. After these keynote notes, I discuss our encounters with the StoryBox environment.

EP 8.4: Oz

The Oz Project at Carnegie Mellon University — led by Joe Bates from its inception in the late 1980s — has an unusual distinction. While Tale-Spin and Universe could be considered outliers among software systems for the fact that both are widely credited with outputs they did not produce, the Oz Project may be the only computer science research project most famous for an experiment that did not require computers. This was an experiment in interactive drama, carried out with a human director and actors, but aimed at understanding the requirements for software-driven systems (Kelso, Weyhrauch, and Bates, 1993). (more...)

Transparency, or Not? It Remains Unclear

from Grand Text Auto
by @ 12:20 am

Noah’s analysis of The Sims suggests that The Sims succeeds as a game experience because it exposes the characters’ inner processes to the player. In reaction, Richard Evans, working on a related to-be-announced product, describes the debate he and his colleagues are having over how much of their NPCs’ inner workings to expose. Richard’s position is that players need “a clear mental model” of how the characters operate in order to for players to “project” themselves onto the characters — in particular, to allow players to believe the characters are deeper than they actually are, to believe in them as true characters.

This is a perfect opportunity for me to revive a discussion from about a year ago, “Transparency in the Behavior of and Interface to NPCs“. A very good discussion was just getting underway at the time, that due to time constraints I never added further comments to.

I’d like to continue that discussion, if any of you would like to. Please (re-)read that post, or my attempt here to summarize the discussion’s essential points:

I (Andrew) wrote: when interacting with a system/simulation/world, transparency is highly desirable, since transparency makes a system easy to learn, understand, and use. Simultaneously, we desire to make humanistic NPCs that, via interaction, allow players to experience and gain understanding of the nature of real people, e.g. human behavior, psychology, and culture. An essential human quality is our messiness: people are complicated, mysterious, nuanced, moody, fickle, often surprising and unpredictable under pressure. Similarly (and problematically), compelling characters are not transparent; you can’t control them, and that’s the point. That’s why they’re interesting to interact with. Real people aren’t machines that can be fiddled with once you understand their mechanism. In fact we should build our NPCs to get annoyed if you try to break them or crack them! Furthermore, exposing the inner workings of NPCs can hamper players from believing in them as flesh-and-blood characters, since their artificiality is made so obvious.

In the discussion, Nicolas H. agreed: “We can’t read minds. We can’t be in other people’s heads. … I know many Non-Gamers (especially women) who think that this is the fun in human interaction: Guessing what other people are up to, how they ‘tick’ inside.”

Breslin countered with several insightful points, with a similar view to Richard’s now. “I think it’s wrong to conceal the mechanism entirely, to try to make the mechanism too smart to be gamed, and so on.

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