The Maze and the Other in Interactive Fiction
On Labyrinths, the Infinite, and the Compass

Albayzin from Alhambra

I’m spending July in Cádiz, Spain, with my family and a bunch of students from Davidson College. The other weekend we visited Granada, home of the Alhambra. Built by the last Arabic dynasty on the Iberian peninsula in the 13th century, the Alhambra is a stunning palace overlooking the city below. The city of Granada itself—like several other cities in Spain—is a palimpsest of Islamic, Jewish, and Christian art, culture, and architecture.

Take the streets of Granada. In the Albayzín neighborhood the cobblestone streets are winding, narrow alleys, branching off from each other at odd angles. Even though I’ve wandered Granada several times over the past decade, it’s easy to get lost in these serpentine streets. The photograph above (Flickr source) of the Albayzín, shot from the Alhambra, can barely reveal the maze that these medieval Muslim streets form. The Albayzín is a marked contrast to the layout of historically Christian cities in Spain. Influenced by Roman design, a typical Spanish city features a central square—the Plaza Mayor—from which streets extend out at right angles toward the cardinal points of the compass. Whereas the Muslim streets are winding and organic, the Christian streets are neat and angular. It’s the difference between a labyrinth and a grid.

It just so happened that on our long bus ride to Granada I finished playing Anchorhead, Michael Gentry’s monumental work of interactive fiction (IF) from 1998. Even if you’ve never played IF, you likely recognize it when you see it, thanks to the ongoing hybridization of geek culture with pop culture. Entirely text-based, these story-games present puzzles and narrative situations that you traverse through typed commands, like GO NORTH, GET LAMP, OPEN JEWELED BOX, etc. As for Anchorhead, it’s a Lovecraftian horror with cosmic entities, incestual families, and the requisite insane asylum. Anchorhead also includes a mainstay of early interactive fiction: a maze.

Two of them in fact.

It’s difficult to overstate the role of mazes in interactive fiction. Will Crowther and Don Woods’ Adventure (or Colossal Cave) was the first work of IF in the mid-seventies. It also had the first maze, a “maze of twisty little passages, all alike.” Later on Zork would have a maze, and so would many other games, including Anchorhead. Mazes are so emblematic of interactive fiction that the first scholarly book on the subject references Adventure‘s maze in its title: Nick Montfort’s Twisty Little Passages: An Approach to Interactive Fiction (MIT Press, 2003). Mazes are also singled out in the manual for Inform 7, a high level programming language used to create many contemporary works of interactive fiction. As the official Inform 7 “recipe book” puts it, “Many old-school IF puzzles involve journeys through the map which are confused, randomised or otherwise frustrated.” Mazes are now considered passé in contemporary IF, but only because they were used for years to convey a sense of disorientation and anxiety.

And so, there I was in Granada having just played one of the most acclaimed works of interactive fiction ever. It occurred to me then, among the twisty little passages of Granada, that a relationship exists between the labyrinthine alleys of the Albayzín and the way interactive fiction has used mazes.

See, the usual way of navigating interactive fiction is to use cardinal directions. GO WEST. SOUTHEAST. OPEN THE NORTH DOOR. The eight points of the compass rose is an IF convention that, like mazes, goes all the way back to Colossal Cave. The Inform 7 manual briefly acknowledges this convention in its section on rooms:

In real life, people are seldom conscious of their compass bearing when walking around buildings, but it makes a concise and unconfusing way for the player to say where to go next, so is generally accepted as a convention of the genre.

Let’s dig into this convention a bit. Occasionally, it’s been challenged (Aaron Reed’s Blue Lacuna comes to mind), but for the most part, navigating interactive fiction with cardinal directions is simply what you expect to do. It’s essentially a grid system that helps players mentally map the game’s narrative spaces. Witness my own map of Anchorhead, literally drawn on graph paper as I played the game (okay, I drew it on OneNote on an iPad, but you get the idea):

My partial map of Anchorhead, drawn by hand
My partial map of Anchorhead, drawn by hand

And when IF wants to confuse, frustrate, or disorient players, along comes the maze. Labyrinths, the kind evoked by the streets of the Albayzín, defy the grid system of Western logic. Mazes in interactive fiction are defined by the very breakdown of the compass. Direction don’t work anymore. The maze evokes otherness by defying rationality.

When the grid/maze dichotomy of interactive fiction is mapped onto actual history—say the city of Granada—something interesting happens. You start to see the the narrative trope of the maze as an essentially Orientalist move. I’m using “Orientalist” here in the way Edward Said uses it, a name for discourse about the Middle East that mysticizes yet disempowers the culture and its people. As Said describes it, Orientalism is part of a larger project of dominating that culture and its people. Orientalist tropes of the Middle East include ahistorical images that present an exotic, irrational counterpart to the supposed logic of European modernity. In an article in the European Journal of Cultural Studies about the representation of Arabs in videogames, Vít Ŝisler provides a quick list of such tropes. They include “motifs such as headscarves, turbans, scimitars, tiles and camels, character concepts such as caliphs, Bedouins, djinns, belly dancers and Oriental topoi such as deserts, minarets, bazaars and harems.” In nearly every case, for white American and European audiences these tropes provide a shorthand for an alien other.

My argument is this:

  1. Interactive fiction relies on a Christian-influenced, Western European-centric sense of space. Grid-like, organized, navigable. Mappable. In a word, knowable.
  2. Occasionally, to evoke the irrational, the unmappable, the unknowable, interactive fiction employs mazes. The connection of these textual mazes to the labyrinthine Middle Eastern bazaar that appears in, say Raiders of the Lost Ark, is unacknowledged and usually unintentional.
  3. We cannot truly understand the role that mazes play vis-à-vis the usual Cartesian grid in interactive fiction unless we also understand the interplay between these dissimilar ways of organizing spaces in real life, which are bound up in social, cultural, and historical conflict. In particular, the West has valorized the rigid grid while looking with disdain upon organic irregularity.

Notwithstanding exceptions like Lisa Nakamura and Zeynep Tufekci, scholars of digital media in the U.S. and Europe have done a poor job looking beyond their own doorsteps for understanding digital culture. Case in point: the “Maze” chapter of 10 PRINT CHR$(205.5+RND(1)); : GOTO 10 (MIT Press, 2012), where my co-authors and I address the significance of mazes, both in and outside of computing, with nary a mention of non-Western or non-Christian labyrinths. In hindsight, I see the Western-centric perspective of this chapter (and others) as a real flaw of the book.

I don’t know why I didn’t know at the time about Laura Marks’ Enfoldment and Infinity: An Islamic Genealogy of New Media Art (MIT Press, 2010). Marks doesn’t talk about mazes per se, but you can imagine the labyrinths of Albayzín or the endless maze design generated by the 10 PRINT program as living enactments of what Marks calls “enfoldment.” Marks sees enfoldment as a dominant feature of Islamic art and describes it as the way image, information, and the infinite “enfold each other and unfold from one another.” Essentially, image gives way to information which in turn is an index (an impossible one though) to infinity itself. Marks argues that this dynamic of enfoldment is alive and well in algorithmic digital art.

With Marks, Granada, and interactive fiction on my mind, I have a series of questions. What happens when we shift our understanding of mazes from non-Cartesian spaces meant to confound players to transcendental expressions of infinity? What happens when we break the convention in interactive fiction by which grids are privileged over mazes? What happens when we recognize that even with something as non-essential to political power as a text-based game, the underlying procedural system reinscribes a model that values one valid way of seeing the world over another, equally valid way of seeing the world?

Header Image: Anh Dinh, “Albayzin from Alhambra” on Flickr (August 10, 2013). Creative Commons BY-NC license.

Ready: 10 PRINT CHR$(205.5+RND(1)); : GOTO 10

10 PRINT Cover

I’m delighted to announce the publication of10 PRINT CHR$(205.5+RND(1)); : GOTO 10 (MIT Press, 2013). My co-authors are Nick Montfort (who conceived the project), Patsy Baudoin, John Bell, Ian Bogost, Jeremy Douglass, Mark Marino, Michael Mateas, Casey Reas, and Noah Vawter. Published in MIT Press’s Software Studies series, 10 PRINT is about a single line of code that generates a continuously scrolling random maze on the Commodore 64. 10 PRINT is aimed at people who want to better understand the cultural resonance of code. But it’s also about aesthetics, hardware, typography, randomness, and the birth of home computing. 10 PRINT has already attracted attention from Bruce Sterling (who jokes that the title “really rolls off the tongue”), Slate, and Boing Boing. And we want humanists (digital and otherwise) to pay attention to the book as well (after all, five of the co-authors hold Ph.D.’s in literature, not computer science).

Aside from its nearly unpronounceable title, 10 PRINT is an unconventional academic book in a number of ways:

  • 10 PRINT was written by ten authors in one voice. That is, it’s not a collection with each chapter written by a different individual. Every page of every chapter was collaboratively produced, a mind-boggling fact to humanists mired in the model of the single-authored manuscript. A few months before I knew I was going to work on 10 PRINT, I speculated that the future of scholarly publishing was going to be loud, crowded, and out of control. My experience with 10 PRINT bore out that theory—though the end product does not reflect the messiness of the writing process itself, which I’ll address in an upcoming post.
  • 10 PRINT is nominally about a single line of code—the eponymous BASIC program for the Commodore 64 that goes 10 PRINT CHR$(205.5+RND(1)); : GOTO 10. But we use that one line of code as both a lens and a mirror to explore so much more. In his generous blurb for10 PRINT, Matt Kirschenbaum quotes William Blake’s line about seeing the world in a grain of sand. This short BASIC program is our grain of sand, and in it we see vast cultural, technological, social, and economic forces at work.
  • 10 PRINT emerges at the same time that the digital humanities appear to be sweeping across colleges and universities, yet it stands in direct opposition to the primacy of “big data” and “distant reading”—two of the dominant features of the digital humanities. 10 PRINT is nothing if not a return to close reading, to small data. Instead of speaking in terms of terabytes and petabytes, we dwell in the realm of single bits. Instead of studying datasets of unimaginable size we circle iteratively around a single line of code, reading it again and again from different perspectives. Even single characters in that line of code—say, the semicolon—become subject to intense scrutiny and yield surprising finds.
  • 10 PRINT practices making in order to theorize being. My co-author Ian Bogost calls it carpentry. I’ve called it deformative humanities. It’s the idea that we make new things in order to understand old things. In the case of 10 PRINT, my co-authors and I have written a number of ports of the original program that run on contemporaries of the C64, like the Atari VCS, the Apple IIe, and the TRS-80 Color Computer. One of the methodological premises of 10 PRINT is that porting—like the act of translation—reveals new facets of the original source. Porting—again, like translation—also makes visible the broader social context of the original.

In the upcoming days I’ll be posting more about 10 PRINT, discussing the writing process, the challenges of collaborative authorship, our methodological approaches, and of some of the rich history we uncovered by looking at a single line of code.

In the meantime, a gorgeous hardcover edition is available (beautifully designed by my co-author, Casey Reas). Or download a free PDF released under a Creative Commons BY-NC-SA license.

5 BASIC Statements on Computational Literacy

(This is the text of my five minute position statement on the role of computational literacy in computers and writing. I delivered this statement during a “town hall” meeting at the annual Computers and Writing Conference, hosted at North Carolina State University on May 19, 2012.)

I want to briefly run through five basic statements about computational literacy. These are literally 5 statements in BASIC, a programming language developed at Dartmouth in the 1960s. As some of you might know, BASIC is an acronym for Beginner’s All-Purpose Symbolic Instruction Code, and the language was designed in order to help all undergraduate students at Dartmouth—not just science and engineering students—use the college’s time-sharing computer system.

Each BASIC statement I present here is a fully functioning 1-line program. I want to use each as a kind of thesis—or a provocation of a thesis—about the role of computational literacy in computers and writing, and in the humanities more generally.

10 PRINT 2+3

I’m beginning with this statement because it’s a highly legible program that nonetheless highlights the mathematical, procedural nature of code. But this program is also a piece of history: it’s the first line of code in the user manual of the first commercially available version of BASIC, developed for the first commercially available home computer, the Altair 8800. The year was 1975 and this BASIC was developed by a young Bill Gates and Paul Allen. And of course, their BASIC would go on to be the foundation of Microsoft. It’s worth noting that although Microsoft BASIC was the official BASIC of the Altair 8800 (and many home computers to follow), an alternative version, called Tiny BASIC, was developed by a group of programmers in San Francisco. The 1976 release of Tiny BASIC included a “copyleft” software license, a kind of predecessor to contemporary open source software licenses. Copyleft emphasized sharing, an idea at the heart of the original Dartmouth BASIC.

10 PRINT “HELLO WORLD”

If BASIC itself was a program that invited collaboration, then this—customarily one of the first programs a beginner learns to write—highlights the way software looks outward. Hello, world. Computer code is writing in public, a social text. Or, what Jerry McGann calls a “social private text.” As McGann explains, “Texts are produced and reproduced under specific social and institutional conditions, and hence…every text, including those that may appear to be purely private, is a social text.”[1. McGann, Jerome. The Textual Condition. Princeton, NJ: Princeton University Press, 1991, p. 21.]

10 PRINT “GO TO STATEMENT CONSIDERED HARMFUL”: GOTO 10

My next program is a bit of an insider’s joke. It’s a reference to a famous 1968 diatribe by Edsger Dijkstra called “Go To Statement Considered Harmful.” Dijkstra argues against using the goto command, which leads to what critics call spaghetti code. I’m not interested in that specific debate, so much as I like how this famous injunction implies an evaluative audience, a set of norms, and even an aesthetic priority. Programming is a set of practices, with its own history and tensions. Any serious consideration of code—any serious consideration of computers—in the humanities must reckon with these social elements of code.

10 REM PRINT “GOODBYE CRUEL WORLD”

The late German media theorist Frederich Kittler has argued that, as Alexander Galloway put it, “code is the only language that does what it says.”[2. Galloway, Alexander R. Gaming: Essays on Algorithmic Culture. Minneapolis: University of Minnesota Press, 2006, p. 6] Yes, code does what it says. But it also says things it does not do. Like this one-line program which begins with REM, short for remark, meaning this is a comment left by a programmer, which the computer will not execute. Comments in code exemplify what Mark Marino has called the “extra-functional significance” of code, meaning-making that goes beyond the purely utilitarian commands in the code.[3. Marino, Mark C. “Critical Code Studies.” Electronic Book Review (2006). <http://www.electronicbookreview.com/thread/electropoetics/codology>.]

Without a doubt, there is much even non-programmers can learn not by studying what code does, but by studying what it says, and what it evokes.

10 PRINT CHR$(205.5+RND(1));:GOTO 10

Finally, here’s a program that highlights exactly how illegible code can be. Very few people could look at this program for the Commodore 64 and figure out what it does. This example suggests there’s a limit to the usefulness of the concept of literacy when talking about code. And yet, when we run the program, it’s revealed to be quite simple, though endlessly changing, as it creates a random maze across the screen.

So I’ll end with a caution about relying on the word literacy. It’s a word I’m deeply troubled by, loaded with historical and social baggage and it’s often misused as a gatekeeping concept, an either/or state; one is either literate or illiterate.

In my own teaching and research I’ve replaced my use of literacy with the idea of competency. I’m influenced here by the way teachers of a foreign language want their students to use language when they study abroad. They don’t use terms like literacy or fluency, they talk about competency. Because the thing with competency is, it’s highly contextualized, situated, and fluid. Competency means knowing the things that are required in order to do the other things you need to do. It’s not the same for everyone, and it varies by place, time, and circumstance.

Translating this experience to computers and writing, competency means reckoning with computation at the level appropriate for what you want to get out of it—or put into it.

10 PRINT “10 PRINT SOON IN PRINT”

I’ve had a sneak preview of MIT Press’s Fall 2012 catalog, and I’m delighted that the boldest project I’ve ever worked on is in there. The title is 10 PRINT CHR$(205.5+RND(1)); : GOTO 10 and it just gets crazier from there.

Ten authors.

Working by wiki style collaboration.

Studying one line of code.

For a thirty-year-old computer.

I’ll say more about 10 Print in the coming weeks, but for now, I just want to admire my co-author Casey Reas’s brilliant cover.

Cover to 10 PRINT (MIT Press, 2012)