Blog #4: Vespers

I think Krisztian brought up an interesting point about “self-reflection and questioning our true selves.” I found this to be relevant to a certain degree while attempting to navigate through Vespers. Unlike in The Baron, I was unable to make the same sort of interactive choices which would significantly impact my outcome, although I felt as though I was an atmosphere which was clearly defined by a set of morals, specifically the Christian religion.

I had great difficulty getting to an ending in Vespers as I tried to interact with the brothers of the monastery who seemed to have grave mental issues and disorders. I visited and re-visited several sites around the church, examining various objects and pathways. Something was clearly affecting those brothers who remained at the church, and it was obvious that some sort of traumatic event had occurred on the grounds of the church, as evidenced by the ruins, ashes, et al.

I felt like I was attempting to navigate through a particularly elaborate maze, as I found myself in many rooms (the Cloistery, the character’s room, the hallway, and so on) and felt as though I kept running out of choices to examine, touch, or otherwise interact with the data that might be available to me. As with many of the other Interactive Fiction narratives, I found myself frustrated and confused.

This confusion was not lessened at all by the supposed “hints” that popped up, sometimes too quickly for me to read them, at the top of some of the screens. Most of the messages appeared to be religious in nature, ostensibly coming from the Bible. These hints did little to help me, and, in fact, I found none of them useful. One, which was about laughter, foreshadowed a future dialogue with Matteo, in which he laughs, seemingly, at nothing in particular, or at least in a manner that is nonsensical. None of the brothers of the monastery seemed to provide any real clues as to what path the character was supposed to follow.

Perhaps this was a particular trail I took and others were able to find other ones, but the only ending I could come to was one that took me to the top of the Belltower. In this ending, the character talks to the brother, Matteo, but their conversation is quickly exhausted and little to no information is revealed by the end of their exchange. Suddenly, the character feels a scratch beneath his skin. I tried several commands, such as “scratch itch,” “touch skin,” and so on. Finally, I decided to navigate north. Apparently, I had made an “unlucky” choice, and found my character plummeting to his death. I was informed that he had committed suicide. “Hell has a special place for those who commit suicide,” the screen read. 

Ultimately, Vespers seems to be a story of despair and loss, though I was unable to come to a true realization or conclusion about the meaning of the story. The other characters are listless, crying, and mostly absent from the story other than acting as further indicators that something is ostensibly very wrong with this church and that something terrible has happened. In terms of Interactive Fiction, I feel that Vespers is a richer, more complex text than most of the ones we have encountered so far. Nonetheless, I am still unsure of the message it is trying to send, exactly. Perhaps if there are other potential endings which are more easily accessible, I would better be able to acquire an understanding of the text.

You had me at, “Why did you do that?”

Over the years interactive fiction had blessed me with a variety of different feelings, like anger, frustration and delight, but I don’t think that this genre had ever disturbed me. That is, before I read “The Baron.”

The game’s premise and prose may sound cliché at first to people who read interactive fiction. There is a girl that was abducted by an “evil” baron and you as the father have to save her. On your quest you encounter a dragon in a bone filled cave – a cave and a dragon that is interestingly the beginning and the end of the tale – a forest filled with danger, a village, and of course, a ruined castle. So what is so disturbing about “The Baron” that the author had to write a disclaimer and a warning for it?” After all, it’s only a tale that is full of clichés and propagates a fairly linear plot. The answer to this question lies in the representation and consequences of your decisions.

When I was in the forest and I encountered the wolf, I decided to kill her, even though deep down I knew that she was only protecting her son. I killed her, because I knew that “my daughter” was in danger, and the fastest way to save her was to kill the wolf. I thought that trading wolf’s life for my daughter’s was a reasonable choice. I was wrong. After typing “kill wolf,” I not only had to read in gruesome detail as I killed her, but I was confronted by a gargoyle as to why I did it? That’s when the game became disturbingly intriguing, because by then it was not about the protagonist anymore, but rather it was about me. I, like the protagonist, had personal stake in the tale.

Perhaps that is why it feels wrong to place “The Baron” into the interactive fiction genre, since it offers so much more then traditional interactive fictions – like self-reflection by questioning our true selves. That is why “The Baron” had me at “Why did you do that?” and that is why I will keep an eye on this evolving genre from now on. Now lets get back to “The Baron…”

Lost Pig and Shade

Blog post for Admiral Jota, Lost Pig and Andrew Plotkin, Shade

In certain interactive fiction (IF) I find a subtle variation in response time, which I believe is an important aspect of IF.  For example, the Eliza interpreter link off the course syllabus responds instantaneously but with normal human interaction this normally does not occur, people have to think before speaking; whereas with Eliza there is a full response in less a few seconds.  With Lost Pig, I have not checked the source code to this piece of IF, but there is definitely a 1-2 second delay when performing actions.  The computer I am using not slow, nor is the server, it is most likely a delay put into the piece by the author.  This is very peculiar, I wonder if different pieces of IF use different delays based on the actions performed by the characters to make the interactivity seem more realistic?  In addition, I like to keep track of the code types used for each piece of IF we read in class; in this case they are both javascript-does the software used-java, javascript or flash affect interactive fiction differently?  I ask as different functions and capabilities are available in the code bases that may allow some things to occur in java and others in flash.

Admiral Jota, Lost Pig

In Lost Pig, on the top, a “menu-like” bar informs the user of location or subject that is presented in the text on each screen.  In addition, there is also a numerical score on the top right of the bar.  The Grunk character reminds me of an oricish-like figure; in the Release information presented on the first slide the serial number appears to be a date code, 08/04/2006.  When I typed help, the web page had errors so I referred to the e-mail Prof. Sample had sent out for assistance.  Following the help page I moved around exploring the bushes, climbing the wall and eventually ended up burning the forest.  The pig started squealing, Grunk grabbed it, and the game was over.

Andrew Plotkin, Shade

The serial number also appears to be a date code, according to Wikipedia this piece was written in 2000 so the year begins in the beginning of the date code; I miss the help feature as was given to us in Lost Pig.  There is a menu bar like there was in Lost Big, but in this case, only the location is given, there no score.  Incase anyone was curious the hyacinth refers to a plant which are “bulbous herbs formerly placed in the lily family Liliaceae but now regarded as the type genus of the separate family Hyacinthaceae” (Wikipedia).  The “help” option does work in this piece of IF; however, it is not too useful.  After about 30 minutes, trying to figure out what was going on I looked for help and found http://waxy.org/2003/03/shade_and_inter/.  Apparently, I am not alone in my trouble with this piece.  Overall, I prefer the “Lost Pig” type of IF where one can traverse multiple pathways and has more leeway in terms of where one can visit.  I felt like I was in a box in this game and without a substantial help page it makes it difficult to figure out the main idea behind this piece of IF.

Interactive Illusion

I used to like interactive fiction in the beginning of the 90’s, when a lack of good graphics allowed me to explore games that were founded purely on texts, and when I was naïve enough to think that in these games I was deciding the fate of the protagonist – when you are not even brushing your first decade in life that can happen.

Reading Photopia brought back interesting memories from my youth, like when I read underground interactive fiction about people and institutions that I knew – I’m quiet sure that there is a few out there about GMU too – or when I almost threw out my PC because I was frustrated with a riddle. Sadly, it also brought back memories as to why I don’t read them anymore.

Interactive fiction is fun as long as you can delude yourself into believing that you are deciding the outcome of the story. Photopia is especially fun in that regard, because of its engaging story and its elusive theme about free will – a theme that was perhaps raised by Adam Cadre in order to convey a message about the limits of interactive fiction. However, at the end of the day the fact that Photopia has a predetermined ending, regardless of what I do, and has no gaming aspect whatsoever will not bring me back intro the brethren of interactive fiction.

When I say that the ending is predetermined regardless of what I do, I literally mean that it’s predetermined. If you don’t believe me, then try to develop your character based on your decisions. You are going to fail in the first page. I know, because I had tried to “pull” Rob away from the wheel, “punch” him, and finally “kill” him before he kills somebody, but I failed. I always arrived at the same red light and red planet, and had to salvage the same seed the same way – I initially thought that the red planet will provide me with some gaming experience, and help me forget about “determinism,” but I as I later found out I was wrong.

While Photopia may have reinforced my belief as to why I don’t read interactive fiction, it also helped me to see how interactive fiction evolved from text to graphic based games. It helped me to appreciate games like Shenmue I-II, KOTOR I-II, Jade Empire, and Mass Effect even more. I may not be an interactive fiction fan anymore, but Adam Cadre’s Varicella – you can find this game on his website along with other interesting ones (http://adamcadre.ac/if.html) – did consume a few of my hours with its puzzles. I couldn’t help myself. Damn you Adam Cadre!

Welcome to ENGL 343: Textual Media

ENGL 343 is devoted to the critical study of texts produced and consumed in a digital environment, what generically we might call electronic literature.  And what you are reading now is the first entry on the class blog for ENGL 343. If you are a student in ENGL 343, you can register for the blog, something you’ll need to do before the first week of classes is over.

Even if you don’t want to register yet, you can still browse this site, which will play an essential role in our course this semester. Of particular interest to students in ENGL 343 will be the course guidelines and the day-to-day class calendar.