The “Uncanny” Flat

At the end of Monday’s class, Prof. Sample said that Andy Campbell’s “The Flat” would provide a jump scare.  It’s safe to say that the only jumping I did while playing “The Flat” was jumping out of my seat to get some water before writing this post. Even though I wasn’t scared, it’s safe to say I was confused by the whole thing, and in the end, I definitely had some questions. Why did I keep seeing a face every time I clicked and saw static? Why did I definitely see a face in the closet? Who’s house am I in, and if it’s mine, why do I still live in a haunted house, and if it’s not my house, then why am I breaking into someone’s house? Lastly, why is Andy still obsessed with The Blair Witch Project 7 years after it’s release? All jokes aside, when you start the game, you start at the bottom of a staircase with words appearing in the air. You have the choice to go up the stairs or wait until that mysterious clock hits zero. If you’re adventurous and walk up the 14 steps,  you’ll be able to go into two rooms and a bathroom.  Each has different things, but you can explore them and get more confused. Personally, my favorite place is the bedroom, since it has more of a sense of mystery than the living room. Once you finish exploring and run out of time, you are dragged to look outside a window, and you see a shadow move past it. You may think it’s a raccoon, a dog, a cat, or even a person, so the sense of adventure tells you to investigate by opening the door. Then you see the cloaked figure on your lawn, and the story ends.

If Sigmund Freud were alive, he’d probably be so happy to see a game that utilizes his thoughts on the “uncanny,” which he talks about in his paper “The Uncanny.” “The Flat” has a sense of something that is seen in day to day life, an everyday apartment and adding a touch of spooky vibes to it. When we combine these two aspects, it looks like the idea of “uncanny” is what the “The Flat” is trying to maintain.

The Flat and Lo-Fi Productions

The first work that I looked at was The Flat. The interactive game starts with you at the bottom of a flight of stairs. The screen almost looks like you are watching this through one of those old TVs, where the horizontal lines flicker, reminiscent of early 2000 televisions and electronic sets (from what I remember). Words flickered occasionally on the bottom, with hints of self doubt and generally just creepy sentiments. The music/ambient noise added to the suspense of the scene. There also was a clock in the upper right corner counting down how much time you had. I was initially confused on what the purpose of the clock was. Was I supposed to find something/someone? Was I supposed to escape the room? Some of the floating words talked about how the house was always stuffy/closed up, increasing the suspicion that something was going on. The “surprise” at the end added to the creepiness of the whole narrative/game. I found that this game really reminded me of The Blair Witch Project, where people go into the woods to look for a murderer and some of the film is portrayed through a handheld video camera. The creepiness of both the house in The Flat in woods in The Blair Witch Project were amplified by the lo-fi aspect of the filming. I think that this allowed the stories to seem more believable, as it could’ve been made by anyone. The idea that this could be real is what really terrified me. Without the authenticity and amateur style of the videos, these films/games wouldn’t have been as haunting. Another aspect that I found similar between the two was the lack of answers. Not knowing the full story increased the suspense.

This idea of creepiness in the mundane was something that Freud talked about in his essay Uncanny. The idea of something familiar being creepy directly ties to The Flat as at its core, the game is really just exploring someone’s apartment. There is nothing inherently creepy about the apartment itself, but the situation surrounding the apartment make it creepy.

A New Look at the Flash Player

As a little kid, Adobe Flash Player could have been one software that I had to download the most. While surfing in the internet finding new games in website like Miniclip.com, the Flash Player would either break or require an update before running the game. Just like most of the kids at the time, I saw the Flash Player as a tool for playing games, but after my encounter with “Dakota” and reading “Kinetic and Interactive Poetry,” my perception of the Flash Player has completely changed.

The internet has allowed us to discover new ways for us to express our feelings through new forms of media, and not surprisingly, as the internet evolved, authors and poets explored conventional techniques to convey their ideas. For instance, the early hypertext authors utilized features such as web page linking to immerse the reader in an interactive story. With the arrival of the Flash Player, authors have shifted how they look at producing online. In Flash, Salter and Murray explain that Flash producers “took the affordances of the platform and the expectations users brought to Flash works and subverted them, or broke out of the affordances and created new systems for their art.” In that sense, Flash authors followed the same pattern as the hypertext creators. They were fearless to use the affordances of the platform to try new things even though the experimentation might fail miserably.

To explore one of the first examples of Flash literary works, I viewed “Dakota”, created by two artists Young-Hae Chang and Marc Voge. Unlike the hypertext works that we explored earlier in the semester, the creators expected the users not to interact with, but to view the content. While words and short phrases are being thrown at me, I felt like I was watching an action movie and trying to catch up with what’s going on in the story line. In Electronic Literature, Rettberg claims that “the use of typographic effects is minimal and controlled, but the pace at which the words are displayed is often very rapid, pushing at the limits of how quickly we can read and absorb the meaning of the words.” Although the idea to direct one’s attention to a couple of words for a couple of second was interesting, I found it quite challenging to understand whether the words being shown make sense. I could see the artist’s intention to challenge in what speeds we could absorb the content being shown at us. It could have been that Chang and Voge were criticizing the pace of information being thrown at us in the information age, but I would have appreciated if the producers included a slide button that would have allowed me to speed the narrative down.

Yet I wasn’t a big fan of “Dakota”, I need to highlight that it made me look at the Flash Player in the ways I haven’t considered before. For me, Flash was just a tool for eye candy and games, but now I also consider it as a medium for kinetic poetry.

 

Is Interactivity Overrated?

The simplicity yet the difficulty of Dakota engages the reader deeply. As both Rettberg and Pressman note, the creator of Dakota purposely avoids the interactivity present in many electronic literature pieces. While at the first I thought the lack of interactive elements in Dakota would make it quite boring, it was one of the most engaging works we have read this semester. Unlike many of the interactive works we have discussed such as Abra: A Living Text, Dakota has a deep meaning based on a traditional work of literature. Many of the works we have explored this semester have used the digital space to merely make their work interactive, but this did not always add depth to the piece. Many creators have used technology to just add flashy elements to literature rather than push and adapt the art of literature itself. Interactivity is present within traditional literature with Choose Your Own Adventure Books; Dakota avoided this element to push the bounds of literature rather than just expand it to the digital space.

Chang states, “no graphics or graphic design; no photos; no banners; no millions-of-colors; no playful fonts; no pyrotechnics. I have a special dislike for interactivity.” (Pressman 82). This quote by the author of Dakota shows the intention behind its simple design. Technology allows the author of electronic literature to add plenty of graphics and visual aids but this does not always add to a story. Compared to Abra: A Living Text, Dakota has a much simpler design but also a more complex meaning. The most interesting thing about Abra: A Living Text was the graphics and colors, rather than the actual words within the work itself.

Besides lacking interactivity, Dakota stands out among all other works from this class as it uses the digital space to completely change the way one goes about reading and interpreting literature. The difficulty of actually reading and analyzing Dakota adds a whole new activity and element to literature. Many works of traditional literature are difficult to interpret and analyze due to the complex and formal writing, but the speed reading used in Dakota makes it almost impossible to merely read the text. The piece uses the digital sphere to bring a new element to life traditional literature cannot. This work urged me to expand my idea of electronic literature as it does not only bring literature to the digital sphere but it changes and alters the very basis of literature itself.

Work Cited:

Amaranth Borsuk, Kate Durbin, and Ian Hatcher, Abra: a living text (2017)

Jessica Pressman, “Speed Reading” from Digital Modernism: Making It New in New Media (2014), pp. 78-100

Rettberg, “Kinetic and Interactive Poetry” from Electronic Literature, pp. 137-143

Young-hae Chang Heavy Industries, Dakota (2002)

You Don’t Have to Choose!

This section of the class, The Random and Automatic, has mainly consisted of a series of games that have predetermined ends and/ or story lines.  These game creators have taken out the need for the player to choose- good news for indecisive gamers!  However, this prompts the question of whether or not this is an effective method of game design.

An important point to note in Dakota is the lack of choice the game provides.  It is more of a story told in motion- in my opinion.  This method of story telling reminded me much of “This is How You Will Die”.  Although these games had two very different story plots, they were very similar in the lack of choice the game design provided to the player.

In class, we talked a lot about the aesthetic components of games.  More specifically, we used Twitter bots to compare aesthetics.  The Twitter bots we talked about in class had very different looks; for example, @robotrecipies used a seemingly standard Twitter format.  This did not draw much attention from various viewers as each tweet just looked like the next.  However, each tweet from @factbot1 had a picture that corresponded to the fact that was displayed in the tweet.  Having various images captured my attention more than other bots we looked at.  I think this is a good comparison to Dakota as we can also discuss this games aesthetic properties.  Dakota uses large words flashing across the screen to capture the viewers attention. The goal of having the words flash across the screen fast is to get the viewer to feel involved in the piece, however Jessica Pressman discusses this in varying views.  “(H)is success can be attributed to its simple, minimalist and, indeed, modernist aesthetic. This aesthetic, I argue, has the effect of compelling viewers to close read. The flashing text pro-motes speed-reading while its literary content demands an opposite response” (Pressman, 79).

The minimalism Pressman points out is very interesting to me.  I think that she is right in saying the the very plain text design requires the viewer to focus more on the words that are popping up on the screen as opposed to anything else on the screen or otherwise potentially distracting from the words.  This is very different than the Abra: a living text  app we played.  This app had a lot going on, and many of the components (not all on the screen at the same time) added to the chaos.  I was pretty confused when playing this game as there were so many possibilities the game provided that I did not know where to begin.  I like that Dakota had much less going on, but at the same time wish there was more.  I wonder if there is a better method to clear up this grey area I speak of?

Works Cited:

Jason Nelson, “This is How You Will Die” (2005)

Amaranth Borsuk, Kate Durbin, and Ian Hatcher, Abra: a living text (2017)

Young-hae Chang Heavy Industries, Dakota (2002)

Jessica Pressman, “Speed Reading” from Digital Modernism: Making It New in New Media (2014), pp. 78-100

Decision, Dakota, and Sensory Experience

“Dakota” represents for me some of my initial frustrations with interactive fictive texts like “Queers in Love at The End of The World.” Like “Queers in Love,” “Dakota” arrests readerly agency in the process of reading. Jessica Pressman deems this a “subversion” of “close-reading” in her book Digital Modernism (Pressman 97).

But, increasingly, I have been asking myself what the extent of transgressive digital texts does for the reader. From the perspective of reader response, the answer is seemingly well, little. The texts are frustrating, and at worst alienating, and though they may mirror the content of the subject matter they deal with, I am forced to wonder what the point of having a text that one cannot truly dig into is? Perhaps digital texts like these however should not be read in relation to “literature” and require a different logical parameter when approaching them. 

 

What if “logical” is itself a false parameter by which to approach digital fiction? Seemingly, “Dakota” offers an immersive experience into fast-paced youth and drunken stupor. “Dakota” offers more of a feeling than a narrative, and embodies relations and sensations more than it does story. It’s disorienting use of fragmentation, flashing, and rhythmic drums offers something akin to, as Pressman states, a “cinematic” experience (Pressman 88).

 

I think this also prompts questions about readerly agency. In the CYOA books, readers for the most part were allowed to assert their own decision making within the story universe. But in Dakota, as Pressman acknowledges, the point of “Dakota” is  antithetical to interactivity (Pressman 82). Especially in an age where we have so much individual control over our devices, Dakota seems to divorce us of that agency. But as a reader, I’m not sure I’d gravitate to fiction like that, even if I understand the creativity and thesis of the project.

Limitation of Choice 2.0

In our last unit “The Variable”, we learned that a common characteristic that Twine games share is limitation of choice. Often this limitation of choice can force players to have an emotional experience and to develop empathy, for example, we saw how the limitation of choice in “Will Not Let Me Go” forced players to experience Alzheimer’s through Fred’s eyes.  Now in Dakota, this limitation of choice takes on a new function and purpose. 

“Dakota”  is literary animation that was produced in Flash. Rettberg  in Electronic Literature  describes Flash as a “multimedia software platform” that was seen as a “movie-based production metaphor”. On the other hand, “Dakota” displays black text on a white background and contains no graphics and animations. As mentioned in “Speed Reading”, the creators of “Dakota” ,Young-hae Chang Heavy Industries (YHCHI),  aimed for minimalism and therefore did not want to include anything that may want to distract the reader away from the text.  Since the game includes no graphics or any intricate design, the reader is forced to only focus on the text of the animation and to “close read”.

In the first half of this class we explored hypertext text fiction and how interactivity is a common element these text. For example, we have explored the interactive work of “Queers in Love at the End of the World”. On the hand, Dakota would not be classified as a hypertext electronic literature work due to it’s  lack of interactivity; there are no instances in the animation where the reader can participate. As a result,  there is limitation of choice in “Dakota”. This lack of interactivity then forces the reader to concentrate on text presented in front of them. Pressman states that “ “Dakota” resist the alignment with electronic literature with hypertext and,and favor the foregrounding of text and typography”.  When playing “Dakota”, I felt that I paid a lot of attention to the text because there were no interactive elements and I also had no control of the timing of the work. Since I did not have any control, all I could do was try and pay close attention to the text, even though I could not  keep up the text at some moments.  Thirdly, I definitely paid more attention to the text in “Dakota” in comparison  to “Queers in Love at the End of the World” . Since “Queers in Love at the End of the World” is a timed hypertext fiction, I felt the need to click  on the hypertext words and create as many stories as I could within those 10 seconds. As a result, I did not pay that much attention to the text itself. Therefore this demonstrates how limitation of choice forces the reader to really pay attention to the text itself. 

To conclude, limitation of choice can be used as a technique to get readers to pay greater attention to the text presented in front of them.  

Speed and Attentiveness

In a movie, speed can make a film more action packed, and can sometimes even leave your audience behind if done improperly. Dakota is a Flash literary animation that uses speed, but with the purpose of locking in attention, even if the audience gets lost in the process. Immediately as you start the work, music begins to pick up with the background changing with the beat. Following that, a countdown begins, alternating between numeric and character representations of the numbers, hinting at the chaos to come. Soon after the countdown, the title appears, only to immediately descend into chaos as words start flashing on the screen at high rates of speed. Even if it feels fast at the start, the words flash faster and faster as you progress through the piece, matched with the music in the background. Large font and fast paced music and transitions leaves the audience overwhelmed as they try to piece together what is occurring, leaving no time to truly process the references or comparisons they made. It was difficult enough just to keep up with the actions that were taking place. In Speed Reading, Jessica Pressman goes into detail how Dakota is based off of The Cantos. In the beginning, it starts off mid sentence just like in The Cantos, but many parts of the poetry is mirrored in Dakota, but at such a high rate of speed, that it is impossible to appreciate the comparisons that were being made.

Because of the difficulty in close reading, the fast music, and rapid animation, it is hard to call this piece a traditional literary work, however, the focus on text also means it cannot be excluded from being a literary work. Therefore, it sits in this middle ground, not a film, and not a literary work. And yet, that is the benefit of electronic works, Dakota combines both the traditional work of playing off of previous pieces, and yet creatively puts it into a riveting electronic form that holds its audience’s attention.

Tracery: The Cobble Tavern

The Cobble Tavern is a tracery project that uses recombinatory storytelling to tell a narrative that takes place at a tavern. In this piece, only certain aspects are changed in order show the helplessness in certain events that happen in life (for anybody). As you read through the story, you can change certain text with the button below, but also beware, not all text is exactly as it seems.

Hint: Hover your mouse over certain text and see if anything seems off.

Originality and Authorship in Regenerated Text and Combinatory Poetics

In Electronic Literature by Scott Rettberg, regenerated and mutated existing texts are discussed by Rettberg (Rettberg 49). He highlights Nick Montfort and Stephanie Strickland’s Sea and Spar Between. This piece is made up of words exclusively from poems of Emily Dickinson and Herman Melville’s Moby Dick. Since this piece is created from words that were used in specific texts, it raises the question, is Montfort’s piece completely original. Additionally, are the makers of combinatory poetics considered authors?

The originality question is one I believe is easy to answer. Due to Sea and Spar Between rearranging the words from the previously existing texts into original structures, the piece is original. It is not like the creators of the piece copied long strings of the text together to copy the original texts’ intentions. Thus, the intention of the authors is different than that of the creators of Sea and Spar Between.

Authorship relating to the creation of combinatory poetics is an issue we have discussed in class. I think the authorship question comes down to intention, just like for originality. In combinatory poetics, the resulting pieces usually have so many varying permutations that the creator cannot intend for all of them to be a specific way. This is an issue that occurs with bots. For example, Dr. Sample made one of the bots that were shown in class on Friday. One of the issues with the bot was that it produced unintended outputs such as offensive language. This is not an issue an “author” runs into. Everything an author intends for a piece to be is what is produced in the final product. Pieces that are authored are static whereas combinatory poetics are dynamic. Therefore, I believe people who develop combinatory poetics should be regarded more so as creators rather than authors because of the unintended results that can be produced in pieces.