The Continuous Scroll in Procedurally Generated Literature

In Electronic Literature, Scott Rettberg asks the reader to consider the form of the procedurally generated poems and love letters that he presents. He is concerned, largely, with the fact that these poems are written with little authorial intervention, yet the reader is still able to parse meaning out of them. Despite many of these works using a type of programming where a predetermined part of speech is slotted into a preexisting structure, the reader can still create meaning from the work. Moreover, these poems are also fleeting.

Many of the poems we looked at only exist for a brief period of time and cannot be remade in the same way. All, except the second implementation of “Christopher Strachey’s Love Letter Generator,” function as an infinite scroll upward where for every new implementation or line a previous one is lost. 

This fleetingness furthers the feeling of uniqueness to the poems. In “House of Dust,” with every new line, one line from a previous stanza is erased. Because you cannot scroll back through the entire log of stanzas generated, even if you have repetition, it is difficult to notice. Similarly, with the first implementation of “Christopher Strachey’s Love Letter Generator,” there are limited options, but each letter feels different because you are only able to see four at a time. Within the limited context, each letter or poem can be interpreted differently based on others around it. Thus, even if you do get an exact repetition, the context in which it is presented is still radically different. 

This final point is perhaps more apparent in “Stochastic Texts” by Theo Lutz. This poem is a single, continuous stanza made from excerpts of Franz Kafka’s writing (Rettberg, 33). Not only does this poem continually scroll, but having the surrounding lines affect how the reader interprets and understands the symbols presented. Because of its form, the reader expects there to be meaning, even if none really exists. Thus, in using surrounding lines, the reader begins to create meaning for the work. While lines can be repeated because of the limited options within the work, the chance of having the entire screen repeated again is very small. Thus, despite the limitations on the variation of language, the continuous scroll function keeps the work from becoming repetitive and stale.

The dark, the mysterious and the futuristic

While playing howling dogs and Destroy/Wait I realised that I saw a similar theme in those two ‘games’ as I did in most of the other IF we have seen, played and discussed. They all have some dark, mysterious and (Technologically) futuristic aspect to them. Whether it is the pitch black backgrounds with the brightly colored fonts or the snippets of photographs and drawing (like we saw in My Boyfriend Came Back from War, My Body – A Wunderkammer  or even Uncle Roger) or even the actual content itself, they all discuss a weirdly dark, unknown and even uncomfortable situations and circumstances that remind you of some sort of sci-fi thriller.

In Emily Short’s review of the howling dogs, she explains how Twine is often experienced or referred to as a CYOA book. I realized that the Return to the Cave of Time (1985) by Edward Packard, which is the book I read for our project, had a very similar pattern – any mentioned of the future and the whole plot became weirdly dark, strange and extremely futuristic. What I mean by “extremely futuristic” is the fact that any time I had to ‘time-travel’ to the future it never lead to something ‘simple’ like a flying car or a super high tech phone, but rather I would find ‘myself’ in a fully blown out production of humans living on different planets, in special egg capsules, living of off tubes connected to who knows what and swimming is some sort of special liquid to survive. Similarly, these IF game narratives describe circumstances where it is never really clear exactly what is going on. The rooms you are found in are never lit enough, survival is crucial; for some reason you never have enough energy and you usually lack water, nutrients and food, oh and weapons or spooky clue that have been left-behind are always an added bonus. 

I wanted to connect this with the thought that IF started appearing during a time were technology and computers also started gaining more and more fame and the realisation that they can be something so much more than we had ever imagined. The combination of all the aforementioned definitely reminded me of dystopian worlds presented in Fahrenheit 451 by Red Bradbury or Neuromancer by William Gibson, where worlds of the past and the future create hazardous worlds where culture is based of off the old/ancient while using the new. In this situation IF has been able to combine the existence of a narrative or a story traditionally found in hand-held books or other form of print with the rise of high-tech technology (computers, AI, VR, etc.) that is so transcendent, it has been able to be depicted in the actual IF narratives themselves. The fact that authors, artists and creators no longer need to be ‘confined’ or ‘restricted’ in a limited space (of a traditional book bind), has allowed them to create pieces where they are easily able to get away with providing only fragments of a story, give limited context and make it completely spooky and dark. However, they are also encouraged to connected it with futuristic elements because of the fact that the reader/player is not longer confined to follow actual page but can click away to any link, page, image, or sound that is connected to the plot itself. Changing the definition of “narrative” also changed its context and possibly its meaning and its goal.

 

Escapism: A Never Ending Loop

In Porpentine’s howling dogs, the idea of form mirroring content is present in the recurring scene of the room. After any plot occurs, you are always placed back in the same room with the exact same options. Similar to how a person in a hospital or prison is subjected to the same routine everyday, playing through this game you are forced to eat and drink before entering the activity room just as the character in the story has done for the past 360+ days. This fact highlights the idea of grasp mentioned in Sam Ashwell’s “A Bestiary of Player Agency”. This rule isn’t obvious right from the beginning. However, by the second day in the game, I knew to immediately go to the nutrient dispensers before doing anything else. In addition, the images that appear once the visor is used simulate what the character sees when they ingest the fluids.

The use of this game layout works to place you in the character’s position. I was surprised the first time I tried to get more food and was met by the abrupt message that I had reached my rations for the day. The fact that the game allows you to click on the link knowing the action is no longer available contributes to the empathy one feels for the character when playing. I’m sure the feeling I had when I was denied was similar to how the character felt the first time they were hungry and tried for more food but couldn’t get any. This game layout and lack of areas to physically explore also create a sense of confinement. While there is the sanity room, and activity room, and a bathroom, there is no mention of any external doors to lead elsewhere. This is evident in the fact that all actions return you to the same room. This limits the exploratory agency and agency of possibility that we’ve seen in other types of digital literature such as interactive fiction and hypertext.

At the same time, the virtual world represents the opposite of confinement. It represents a world where you are in control of the narrative. It can act as an escape from the real world around you. This could be why the time in the virtual world grows longer and longer as the days go by. As the character continues to experience this alternate world, they want the experience to last as long as possible as a way of escaping their reality. When Porpentine wrote this piece, she had just started hormone replacement therapy. Her experiences during this process probably manifested themselves in the escapism seen in this game. While not explicitly stated, the idea that the virtual world is more pleasant than reality is evident throughout the game.

The one aspect I questioned was the importance of the “{*}” that appears right before sleeping and right after consuming the fluid to enter the virtual space. I imagine this placeholder before entering and exiting this virtual world exists to represent the barrier between the real and imaginary. Since the game ends with you being unsure what world you’re in, I would assume it would end without the “{*}”. However clicking the last “{*}” brings you to a blank screen which I figured was intentional before the last quote comes up. Never going to sleep then waking up leaves you in a state of limbo where nothing is certain and you feel lost and confused, feelings that probably led you to want to escape in the first place.

 

 

Destroying and Player Choice

While playing Destroy/Wait, I was confused at the initial goal of the game. I didn’t totally process what was going on with the initial noun and the choice to destroy or wait. What was I destroying or what was I waiting to do? Eventually, I figured out what was going on after pressing wait a couple times in a row. I found it interesting how it started off with physical things to decide on, such as cities or trees, but then moved to love and then eventually yourself. I played this game a couple of times and was interested if there were numerous outcomes, like some CYOA, but it seemed that the game always ended in the world ending with nothing left, which I found intriguing, yet dark. It seemed like there was an inevitable end to everything as even if you waited to destroy something, you were just prolonging the end of it anyways.

The second game, Howling Dogs, was even more dark. It seems like every time you enter the activity room, darker and darker “dreams” occur from strangling someone to death, to eating someone alive, to even being burnt alive. This game was a little hard to navigate in the beginning but I found it interesting to keep playing the game to see what the next “dream” may be, however dark it may have been.

I found it interesting as well how other people, like myself, found the game confusing, yet cool and kept them playing, like Emily Short cited. Being a hyper-text game, she found that this one was one that kept her thinking, which I agreed. I wondered, why were there so many different realities for this person to explore and what were they escaping from? It almost seemed like the person was using these dreams as a way to distract from sort of inner trauma, as the dreams they were interacting with were extremely dark and graphic. To me, it could almost be a sort of prison-like sentence, where someone is sent to spend the rest of their life living out other horrific acts and events. This made me think of Ashwell’s thoughts when he talked about protagonism as a way to drive player agency. In every dream, the player becomes a “new” protagonist and is the center of attention within that event, or at least their actions contributed to the story.

One thing that I questioned was why Howling Dogs had limited choice in the actions that you could take within the narrative. Salter talked about how games that had limited choice tended to increase user empathy. Were we supposed to feel empathy for the main character that is stuck experiencing all these dreams/VR interactions? Additionally, I felt it interesting to have such little choice for the user. If empathy was not the goal, was limited choice more of a style choice? I came away from this game with more questions than answers.

But if Escapism Isn’t the Goal, What Is?

You would think that what every game wants is to get you to keep playing it. The more hours you log, points you gain, achievements you earn, and money you spend (if micro-transactions are involved), the better for its creator. If you play to the end, assuming there even is one, then play it again. It’s a win-win situation—the creator gets acclaim and you get to have some release from the stresses of the real world.

Yet some games will tell you that there is no happiness to be found inside of them. These games include “howling dogs” by Porpentine and “SPY INTRIGUE” by furkle.

During each day that passes in “howling dogs,” you must complete a series of menial tasks before you can indulge in the activity room. You are made to shower, eat a nutrient bar, drink a bottle of water, and maybe clean up your trash if you feel up to it. These tasks are important to your upkeep, of course, but they’re monotonous, repetitive. They aren’t nearly as interesting as the activity room, which lets you participate in vivid scenarios that vary in setting and role each day. Later in the game, the shower won’t turn on, the hydration unit fails to deliver cold water, and the trash disposal ceases to operate. Your skin itches and trash piles up on your floor. Even the sanity room begins to break down, signifying that your deterioration is mental as well as physical. This is all the more reason for you to retreat to the lavish fantasies of your activity room, up until you lose your very sense of self in the game’s most common ending.

“SPY INTRIGUE” gives a similar commentary about the allures and dangers of escapism. It has a clunky interface reminiscent of an outdated computer, featuring text in all caps and a choice map that lets you anticipate which options let you progress and which lead to dead ends. On the surface, the game is a ridiculous spy adventure that is impossible to take seriously. Whenever you die, however, the screen fades into a flashback sequence typed in all lowercase. These sequences give keen insight into the descent of the character’s real life, including drug abuse, traumatic memories, and mental illness. It’s as if in the interval between their game character dying and the game reloading to its last checkpoint, the player character is forced to sit alone with their dark thoughts and impulses. Then the game reverts back to its chirpy spy antics. Where the player in “howling dogs” wants to rush to the activity room as soon as possible, though, the player in “SPY INTRIGUE” wants to guide their character to the supposed dead ends in order to learn more about them. The more you die in the game, the more you revisit your life. It isn’t as fun—it’s pretty heart-wrenching, actually—but in the end, it’s the better option.

Player Agency and Twine

Today we were tasked to read “A Bestiary of Player Agency” by Sam Kabo Ashwell, as well as play “howling dogs” by Porpentine, “Destroy / Wait” by Chevalier, and “Spy Intrigue” by Furkle. All of these were interesting to play and read about. That being said, playing these games at some point made me want to pick up my laptop and throw it out of the closest window. “Spy Intrigue” and “howling dogs” were so long, and the actions the player had to do were so confusing at times that I almost raged quit a text-based game. Luckily I didn’t, and my laptop is still in one piece.

So the easiest (and less stressful) part of today’s assignment was playing “Destroy / Wait.” This game was fantastic since it was so simple to follow, with there being only two options throughout the entirety of the game. The player can either “Destroy” something like love or trees, or the player can “Wait,” which adds to the story. At some point, clicking “Wait” doesn’t become an option for the player; they have to “Destroy” the world. This is the case for every choice the player gets in this game leading to one end, the destruction of the player. Making it my favorite twine game ever, due to its simplicity to keep up with the story. Now tying this into the reading for today was tricky since it’s such a simple game compared to the other ones we’ve played. However, I believe that when Ashwell talks about the reflective agency, his description best fits what’s happening in the game. Every time a player selects to wait, the screen changes to say something new, but at the end of it all, choosing to remain doesn’t affect the game at all. You learn about the player’s life and regrets.

Now, the other two games took so long to complete and took a while to figure out how to win. “Spy Intrigue” supposedly had a tree showing all the paths you can take in the bottom right corner. It took me until the end to figure that out. “howling dogs” was also tricky since there was no map, and you had to find the right combination of choices until reaching a critical point in the story. These games had examples of big decisions as talked about by Ashwell. “howling dogs” also presents challenges where you must take an absolute path to reach the next story point. I do believe these games are similar when it comes to player agency, but a big difference between the two is that “Spy Intrigue” presents a sense of completionism. Seeing as the game remembers the nodes that the player goes to by marking them yellow. Once the player makes every node turn yellow then that’s how they’d know the game is over. The last thing I want to say is a question that I thought of when playing “howling dogs”. How do you figure out which word leads to the correct ending? I have a feeling that one of the words in the ballroom scene leads to a different ending, but how do you figure it out other than clicking every single word.

Twine: CYOA 2.0

After completing our Choose Your Own Adventure project, I felt quite sad that this form of text has almost completely faded from society. I was very wrong; Choose Your Own Adventure books have not disappeared but rather evolved. As Salter points out in Playing for Empathy, Twine games are known for being “an open-source tool for telling interactive nonlinear stories”. Similar to Choose Your Own Adventure novels, Twine allows you to have an internal ontological experience with a given set of choices digitally.

Twine games have upgraded Choose Your Own Adventure Texts by increasing the exploratory nature of the story. In Twine games such as Cactus Blue Hotel and 16 Ways to Kill a Vampire at McDonald’s, the reader is encouraged to explore their settings and talk to other characters. In addition, the story is constantly evolving as the reader continues the story the options given change and adapt to reflect the past chosen taken by the reader. Another difference between Twine and choose your own adventure books is the complexity of the narrative. What makes many Twine games appealing are the heavy topics explored and the mystery surrounding the plot. Unlike Choose Your Own Adventure books, in many Twine games the reader is unaware of their mission. It is only as the game unfolds that the reader is able to understand the main character and their motives.

The beauty of Twine is that it combines the ease of Choose Your Own Adventure books and the exploratory nature of earlier interactive literature games. When playing games such as Shade, I found myself quickly disinterested as I continued typing commands the game could not understand. On the other hand, when playing a Twine game such as Cactus Blue Hotel I was so truly immersed in the game due to its ease of use. I was easily able to explore the hotel and talk to the guests with a click of a mouse. The choice of options rather than typing out commands made the game move quickly and feel truly immersive. While playing Cactus Blue Hotel, I felt emotionally stuck in the game. I could not physically stand up until I was able to make it out of the hotel. The greatly immersive experience provided by Twine games allows readers to easily understand and connect with the main character.

 

Work Cited:

Abigail Corfman, 16 Ways to Kill a Vampire at McDonalds (2016)

Anastasia Salter, “Playing at Empathy: Representing and Experiencing Emotional Growth Through Twine Games” (2016)

Andrew Plotkin, “Shade” (2000)

Astrid Dalmady, Cactus Blue Hotel (2016)

 

Twine: Open Source Platform for Text-Based Game Creation

As a to-be computer scientist, it is hard not to see the similarities between open source game and software creation. In resemblance to game development companies, software companies only allowed its employees to work on the company’s next milestone software project. In a Wired article, Bill Gates says “open source creates a license so that nobody can ever improve the software.” Even though technology tycoons have disliked open-source software, it has an huge impact on how we create software today. With its focus on innovation, customization, and collaboration, the open source community created fundamentally important software technologies such as the Mozilla Firefox Web Browser and Python Programming Language. Its impact in the industry is so predominant that Microsoft not only acquired GitHub, but also promised to improve the platform with a slogan chanted by Satya Nedalla: “We are all in on open source.”

Twine, an open-source platform for creating text-based computer games, has challenged the traditional practices of publishing computer games. Similar to open source software creation, game designers from all over the world could exercise their creativity on developing games on any topic. This allowed users to concentrate on topics that are usually not conveyed in computer games. In “Playing at Empathy”, Salter analyzes Twine games that are relevant to mental health and highlights an important feature of such games: limitations on choice. While playing “Please Answer Carefully“, one could see how limited choice plays into immersing the user into the mindset of a person, who is being stalked. Presented as a survey, where the reader is expected to have freedom over their choices, the game forces you to make decisions that benefits the stalkers. It expects you to strongly agree to the statement that everyone deserves a second chance no matter what they have done. Similarly, you are not given any freedom but to say that I forgive you, come inside in response to your stalker’s I miss you message.

https://www.wired.com/2011/09/phone-story/
Image courtesy Moddeindustria (Phone Story)

While playing such games, I feel nothing but disoriented, stuck, and hopeless. If these games are targeted to solve our mental health issues, shouldn’t it be that they give us hope to fight our issues? In Gender and Technology, we discussed a similar case when Apple decided to remove a game called Phone Story that is aimed to reveal the miserable consequences of phone manufacturing. In one of the scenes, the user’s target is to save workers who are trying to commit suicide by jumping out of the FoxConn factory. Although Phone Story helped me become aware of the exploitation that runs in the hardware industry, it didn’t show me a path how to solve this issue. I believe Twine games are also similar in a sense that they portray that mental health is a critical problem in today’s world, but doesn’t show you how you would approach it to solve it. Creators of such games should think more critically not only to immerse the user into somebody’s mental problem, but also shed light on how to escape it.

 

Glitches and Graphic Empathy in Twine Games

Litrouke’s “Please Answer Carefully” draws our attention to the act of seeing— the flashes of screen that make the reader feel as if their own eyes were betraying them, calls attention to the process of reading itself. One of the most profoundly broadening aspects of Twine games as Anastasia Salter points out in her article “Playing at Empathy” is there “immersive” capacity that allows a true conflation of reader/character/POV (Salter 1) . I think this is most true in “PAC” for it, more than the other games, blurs the line between text and device seamlessly through its format as a questionnaire–a pop up survey you might see scrolling on the very device you play the game on. 

Particular to this Twine game are its glitches which are the earliest sign that the questionnaire is not as it appears. These glitches become a full on hacking of the survey as it is revealed to be a sort of digital entrapment from a distant stalker. What is perhaps the most unnerving, and true to the experience of stalking is the way in which the game initially makes us distrust our own vision, and our own choices, through the employment of these glitches. There’s a theme  of gaslighting that Litrouke is clearly tapping into through this manipulation of medium. As readers we are made to question our own vision? Did we really see that? Or is our mind just playing tricks on us? 

The sound effects egg this on, as our eyes are glued to the screen we’re made to feel suddenly entrapped in our surroundings. I’m interested to see how other members of the class felt about this game, specifically in regards to gender lines.  

In this regard, I wonder how empathy can become more complicated by interactivity. I’m reminded of Saidiya Hartman’s Scenes of Subjection which addresses the complication of empathy in slave narratives written by white abolitionists, and how their attempt to embody empathy was more complicated than the parameters of good intentioned activism–an in fact resulted in a promulgation of graphic  trauma. In Twine games where for example we are asked to immerse ourselves in potentially problematic, racist, traumatic, etc subject matter, what is the effect of such immersion and interactivity? What are we, as reader/players, enacting? Salter talks about Twine games in relation to their capacity to enable “emotional growth” and “experimentation” but are such games always spaces for the positive processing of such emotions (Salter 2-3)? 

What, if anything, are we forced to experience more viscerally than we’d like to in such games? 

 

Work Cited:

“Please Answer Carefully” by Litrouke

Hartman, Saidiya V. Scenes Of Subjection: Terror, Slavery, And Self-making In Nineteenth-century America. New York : Oxford University Press, 1997. Print.

Salter, Anastasia. “Playing at empathy: Representing and experiencing emotional growth through Twine games.” 2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH) (2016): 1-8.

Twine, a “non-typical” game

According to Salter, Twine, released in 2009, has provided a new platform for game designers of diverse backgrounds to create “non-typical” games and has highlighted the concept that games have the potential to “increase empathy and create emotional connections.” In addition, we can see these aspects of Twine games in “Cactus Blue Hotel” and “Will Not Let Me Go”. Firstly, Salter states that Twine is a code free environment and therefore people with no programming background can be the creators of these games. As a result, this allows the Twine community to have a different group of creators with diverse backgrounds in comparison to the main-stream and homogeneous gaming community dominated by white males. Consequently, the concepts and themes of twine games are “non-typical” and “not clearly goal-oriented, and instead place emphatic development at the center of play”. Salter also states that there are some characteristics that are shared between twine games which includes personal voice or autobiographical influence, limitation of choice, dark color palettes, limited imagery, and use of internal monologues and dreamscapes. I believe that the games “Cactus Blue Hotel” and “Will Not Let Me Go” have some of these characteristics that are intrinsic to twine games.

 

“Cactus Blue Hotel” is about three friends that are driving through the desert on their way to California, for their last hooray together before they start a new chapter of their lives and go to college. While driving they ended up stumbling on a hotel,  and decided to spend the night there.However, they soon  found out it is not a regular hotel when the hotel’s cactus sign bloomed a blue neon light flower and the hotel appeared more lively afterwards. Dean, a character in the story, described  the hotel as a place “where people never got tired” and “a place you can just stay put and do nothing”, but they discover that it is essentially a trap. On a representational level, this hotel represents a place where you can get trapped in because you want to escape and get away from your problems. In addition, the main character realizes that all people have problems that they want to escape from, for example, Lex doesn’t seem to have the money to pay to study and live at NYU and Becky is having relationship problems with her boyfriend.  While on an evocative level this hotel can represent a dangerous mindset that people may have, if they want to escape the realities of life. They might let their entire lives go pass them without moving forward and they end up stuck in the same position for a long time.  We can see this through the hotel guests. Some of them have been stuck in the hotel for ages, for example, when the band member  asked  “we made it through Y2K?”, it definitely highlighted how much time he had been stuck there at the hotel.

Firstly, this game is limited in the choices the player can make which is a characteristic common to Twine games. It really only follows one main story-line until the end. The choices that you make mostly, are mostly related to the emotional response of the main character and the things that she might say.  Therefore, although there is not a lot of choice, I ended up building an emotional connection with the main character because I felt that I was her while playing the game. It is also because of the personal voice used in the game. The game was written in the perspective of the main character and  therefore the personal pronoun “I” was used a lot. Secondly, I believe that this game places emphatic development at the center, but also includes elements of it being goal-orientated. The story made me  remember when I was a teenager and how intimidating it could be leaving high school, because you do not know exactly what is in store for you at college or any of your future endeavors.  However, the game also has the player do specific tasks before  they can move forward in the game, for example, going to the shed. At some points you can get stuck in the game, if you are not entirely sure how to find the shed. Lastly, I thought the form of her twine was really amazing, because it was kind of like a mini map but in text. If the word “Room” was a hypertext link , you could click on it  and it would take you to your room. So, it was pretty easy to navigate once you got the hang of it, which took me a little while.

“Will Not Let Me Go” had some similar characteristics to “Cactus Blue Hotel” for example, limitation of choice and the game places emphatic development at the center of the game.  “Will Not Let Me Go” was centered around the main character Fred, who has Alzheimer’s disease, and the game features many excerpts of his life during the  different stages of his Alzheimer’s disease. For example, the first excerpt was at his wife’s Virginia’s funeral, but he didn’t know it was his wife’s funeral. Since the story is from his perspective,  I also did not know that it was his wife’s funeral until at the end of that  scene when the young man next to him said “C’mon dad.” Firstly,  I believe that the limitation of choice forces the player to experience Alzheimer’s disease. In this game, the choices that you make have no direct impact on the main plot of the story-line, therefore I  had no choice but to follow Fred’s story and go through his life with him.  I even got really frustrated when he was looking for his glasses;he was looking everywhere for them and then he went outside and got lost . As a result, I feel  that by limiting our choices, I was forced to go through all the motions and emotions of having Alzheimer’s disease which lead me to feel empathy for people who have to go through this disease. In addition, I think the form of the of the twine game emphasized  how scattered a person with Alzheimer’s disease could feel because the excerpts were not in any sort of chronological order, they were kind of all over the place. 

To conclude I believe that both “Cactus Blue Hotel” and ““Will Not Let Me Go” both have characteristics of the twine genre proposed by Anatasia Salter in her paper.

Works Cited:

“Will Not Let Me Go”

“Cactus Blue Hotel”

“Playing at Empathy: Representing and Experiencing Emotional Growth Through Twine Games”