Twine Torture and Emotional Growth

We were recently exposed to Twine games- as well as debates circling whether or not they are considered games.  I think this question is extremely relevant to the three games Cactus Blue Hotel, Will Not Let Me Go, and Please Answer Carefully.  These were very interesting to play, but made me really question whether I was playing a game or clicking through links.

I think in respect to Cactus Blue Hotel I began the game feeling that I was actually playing a game.  Soon, however, my feelings changed.  I found that I was clicking on certain words to move forward, when I was actually moving backwards.  I began to feel like I was clicking in circles.  I then started to click more so to end the loop rather than to understand the context of the storyline and find the actual end of the game.  I really did not even make it to the end of the game.  I ended up quitting when I became too frustrated with my clicks putting me in a viscous cycle.  This reminded me of how I felt when I was playing “Shade”.  In this game too, I quickly became frustrated (in this game more so with not understanding the vocabulary necessary to advance in the game, but all in all the same emotions arose.)  I am not sure if anyone else felt the torture of this twine game, but would love to discuss this frustrating loop further.

I became very frustrated again while playing Will Not Let Me Go (I am quickly learning I might not be the most patient person out there).  This game was filled with long story lines that confused me.  In this game as well I found myself clicking the key words only to move on through the story.  I did, however, enjoy this game a bit more than the latter as I could identify a goal the author wished to show.  Each different part of the game was mapped at the top of the screen by a black bar that grew as you completed the different sections.  In this way, I felt like I was playing more of a game- there was a goal to get to the end of the black line.  When you did finally reach the end, you realized that each story was connected and the ending of the previous story marked an all new beginning for the same characters to interact in the next.

Lastly, Please Answer Carefully was my favorite game from this section.  Again, this twine game did not feel so much like a game as there was no competitive aspect or major end goal.  I did enjoy this game the most though as I felt it was the most entertaining to play.  For me, (playing this game along in my not too lavish dorm room where I can hear all the sounds in the hallway and have my door unlocked) I was really scared!  I played the game with the sound on and the sound effects were quite startling.  There was deep breathing that really spooked me, not to mention the parts of the game where you had no choice but to answer the way the voice wanted you to.  I knew I was alone while playing the game, yet was so terrified there was somewhere with me I was unaware of.

Overall, these games made me really question what made a game a game.  I really had to think about what went into making games fun and entertaining.

Works Cited:

Empathy Through Language Choice

The way language is presented and the choices available can make a reader truly understand and empathize with the main character. In Will Not Let Me Go, the reader takes the role of an aging man with Alzheimer’s. The piece first starts out saying that the game will remember where you are, and as the text fades, ‘remember’ stands out a little longer to give a hint as to whats to come. The reader is then launched into the scene of a funeral. People are sad nearby the main character, Fred, but he feels he is only there since he is expected to be. He also has no idea who is next to him despite some physical similarities. What the reader does not realize at this crucial moment is that the person who has died is Fred’s wife, and the man next to Fred is his son, and he has no memory of who they are.

This beginning launches the reader into the realization that if he does not recognize his own family, then there must be a problem with his memory. The story then reverts back in time to when the problem first started, letting the reader connect deeply with Fred by making decisions for him. Fred will either cope his ever growing memory problem, or lash out and become aggressive to everyone and everything that slightly bothers him. As a reader, one must make a decision that seems the best given the limited context since Fred begins not to remember anything.

As time progresses, it reaches a point to where the text just gives you snippets of whats occurring as Fred barely even knows what is going on around him. Even after he lapses back into a period of partial stability, he does not even remember his own family who come to see him, creating an ever furthering burden upon them that he regrets causing.

As the text becomes more sporadic and confused, it is a representation of the evocative meaning that Fred is not in tune to what is happening. This is similar to the idea that My Father’s Long, Long Legs has a meaning that is evoked from the way the story unfolds. Will Not Let Me Go cleverly immerses the reader in a world that might otherwise be hard to understand, conclusively showing how the use of language and choices can allow the reader to connect to a main character in unfamiliar circumstances.

Twine Makes Games Better for Players and Devs

Twine games are a step above hypertext and interactive fiction we’ve seen so far this semester, in my opinion. There are multiple reasons for this.

The first of which being that Twine games seem to build off the structure and features that are found in hypertext and IF. For example, in 16 Ways to Kill a Vampire at McDonald’s (Corfman 2016), the user has direct choices that can be made. Unlike in IF, there is not as much failure involved because all of the user’s choices are seen on the screen instead of hidden in the code of the game. Like we discussed in class on Friday, this means there won’t be as much frustration for the user. It also means the learning curve isn’t as great as it is in most IF like Zork (1977). Thus, entry into Twine games is much easier for new users.

In addition to new users who play the games, Twine allows new developers to easily create their own games. Due to this, a writer who has little knowledge in HTML, JavaScript, and CSS can still create hypertext like games without losing out on any features that are found in hypertext.

Furthermore, the stories created in Twine games, at least 16 Ways to Kill a Vampire at McDonald’s and My Father’s Long, Long Legs (Lutz 2015), flow much better than the complex narrative paths that are found in IF like The Baron (Gijsbers 2006). In The Baron, the narrative can be hard to follow because of the time it takes to find the right path. This relates to the easier entry previously mentioned. Users do not have to be familiar with the literary structure like that found in parsed-based text.

These reasons show that Twine has many benefits and games created with it expand upon previous hypertext and IF.

 

Grappling with the Game-Play Atmosphere of “16 Ways to Kill a Vampire at McDonald’s”

Of the games for this week, I was most intrigued by “16 Ways to Kill A Vampire at McDonald’s”. Initially, I was struck by the shifts of color along with the narrative, moving between black, red, and green that effectively mimicked the feeling of movement throughout the space. Relatively dark, more ominous colors envelop the space in darkness.

After completing my first playthrough of the game, I was caught off guard upon entering the final screen, revealing all 16 possibilities for killing the Vampire. The presence of this screen evoked a very game-like atmosphere, despite having gone into my engagement with the piece.

For me, the game-like atmosphere took away from the ability to actually read the piece more than once. While reading through the alternative endings, I thought back to our conversation in class surrounding the role of guides and/or walkthroughs when engaging with electronic literature. “16 Ways to Kill a Vampire at McDonald’s” complicated this conversation. Though I find the use of external cheats/guides/etc. to disrupt the reading of electronic texts, Abigail Corfman’s intentional inclusion of the possibility list and hints makes the help part of the internal, textual experience.

Subsequent gameplay ultimately was affected by viewing the list and hints. In my own experience, even after only my first playthrough, reading the hints I was familiar enough with the game space to recognize what the hints were pointing narrator Lucy/the player towards. With each successive playthrough, I found myself going through the motions, increasingly aware of the space and the choices presented to me rather than using the narrative to find a way to get rid of the vampire (as I had done the first time). Though the narrative progressed in unique ways depending on the choices made, knowing the possibilities made engagement with the text feel limited.

Overall, I enjoyed the game-like atmosphere of the piece, especially being caught off-guard by this feature in the beginning, however; I find my enjoyment based more upon the play-ability of the piece rather than the literary/narrative merit (though the world was well-crafted, the text became less of a focus).

Weighing the Pros and Cons of Different Types of Interactive Fiction

This new form of interactive fiction is more storylike than games like “The Baron” or “Shade”, although they remain just as sinister and outlandish. Between what we have read about and experienced ourselves, there don’t seem to be a lot of overtly positive interactive fiction games, and I wonder why that is. I believe that overall, stories that end well aren’t as captivating as games that give people the creeps to some degree, and people are more likely to want to solve a twisted game that they don’t have a clue where it is going.

We spoke in class on Friday about the affordances and downfalls of the games we had been discussing. I think that games like “My Father’s Long, Long Legs” and “Power to the People” and even “Queers in Love at the End of the World” are much less stressful to play because they are more narrative; the player doesn’t have to do the hard thinking, they can just choose what comes next in the story and let the computer do the playing. This does, I think, take away a certain degree of control that a player has in previous games we discussed, but I think that players (or maybe just most people in our class) prefer to have their decisions made for them instead of aimlessly searching for what the computer wants them to do next. The narrative structure of the game also gives it a more gauntlet or maybe loop-and-grow feel (to use Ashwell’s terminology) than “Shade”, “The Baron” or many of our CYOA books.

CYOA Books and Shade as Complex Interactive Fiction

As I interacted with Shade, I kept thinking back to the CYOA books we had discussed and mapped for our recent project. In class, we learned about four characteristics that encompassed complex interactive fiction. They were shifting perspectives, narrative enigmas, reconfiguring story time and reframing. I would argue that Shade and CYOA books could be characterized as complex interactive fiction. In  “Enlightening Interactive Fiction: Andrew Plotkin’s Shade, Douglass argues that “although the interface and description of Shade are rigorously contractured from the second point of view, from the outset there is another perspective present in the room, a kind of IF play-within a play” (135).  He mentions the foreshadowing that occurs towards the end of the game. In class, we define shifting perspectives as changing narrative points of view. I wonder if foreshadowing counts as a shifting perspective. In terms of CYOA books, the shifting perspectives can happen depending on the story that’s being told. In Marie-Laure Ryan’s “The Many Forms of Interactivity”, she describes different structures that dictate the narrative thats told during CYOA books. The Braided Plot structure allows readers to explore different character perspectives, which fits into the shifting perspective characteristic as a complex interactive fiction. 

Narrative enigmas defined as uncertainty as to whats happening or just happened is a key feature in both Shade and CYOA. Playing Shade, it is easy to get frustrated – especially because not all commands work. In many of the blog posts that talked about Shade, it was clear that many people gave up because they didn’t understand what to do. This speaks to the learning curve that IF has. Unlike CYOA books, one must understand the various commands that are offered and understand the importance of details. In CYOA books, the task is straight forward – you must follow the path that is given based on the choices you make. In both IF and CYOA books, uncertainty is key to telling the story. The thrill that you get from making a decision is similar to the thrill that you get when a command finally works. 

Reconfiguring story time is also present in Shade and CYOA. From what I understand about Shade, according to Dogulass there are “two worlds.” Death is imminent and this fits into the humbled chronologies characteristic in reconfiguring story time. I think that this is what makes Shade confusing. If I hadn’t read Dogulass piece, I wouldn’t have known that death was going to happen. In CYOA books, repetition is common. In my book, “The Magician’s House” the setting of the book was often repeated in order to get readers familiar to the odd characteristics of the setting. I know from my own experience reading CYOA books that flashbacks are also common and that different flashbacks are used in order for readers to understand the plot more. 

Lastly, reframing – forcing the reader to interpret past story events based on new information is something that is very present in Shade. For me. I found myself continuously scrolling up to the top to reread the background information in order to get a sense of what I was supposed to do. It’s also clear that after every command that works, the reader has to interpret whats given and try to continue on with the story. In terms of CYOA books, I know that mapping out each possible ending helped some of my classmates come up with the hidden lessons in their book. Some choices were more “privileged” and led to better endings. Because CYOA books fit the four characteristics of Complex IF, I would argue that CYOA books are a type of complex IF. 

 

The Waiting Game: Impatience in the Digital and Physical Worlds

When I first tried to explore Matthew Kirkpatrick’s “A Moment Ago,” I thought the website wasn’t working because of the delayed loading process. However, once I’d reopened the browser, there was the work! I think my initial impatience with the application is indicative of our expectations of games in the digital age; we expect things to be available immediately and often become frustrated when things take longer than a few moments. Once I’d given “A Moment Ago” time to collect itself, I found it very intuitive in terms of interactivity. Unlike games such as “Shade” or “The Baron,” the user does not have to guess at what is required of them and can therefore participate to their own satisfaction, instead of trying to ‘win’ or complete the game. On a metaphorical level, I also think the work functions as a demonstration of how the news today can be overwhelming to the point of incomprehension. Just as Kirkpatrick’s work jumbles snippets of content to form a conglomerate of ‘news,’ sometimes mainstream news reflects a world that could be considered unrecognizable. 

I also appreciated the opportunity to hear from Matthew Kirkpatrick in person. Sometimes the digital universe promotes anonymity in a way that de-personalizes the narrative experience. Hearing about his inspiration and construction process behind “A Moment Ago” somehow made the game seem less transient and fleeting; the game felt more significant when I knew a real person had considered topics such as the regenerative nature of news and its role in the digital age. 

Staying with the theme of face-less-ness in our digital world and wanting quick results, I am reminded of the recent technological troubles at the Iowa Caucus for the 2020 Democratic candidate. It is my understanding that this year, the DNC tried to use an app to report caucus results. However, technical difficulties caused discrepancies in the reporting. Caucusing is often characterized by its inherently physical nature–goers often must stand for hours in support of their candidate. Even with the app, caucus goers still had to show up for their candidate but I remain curious about the intersection between an event grounded in physical participation and the complications of the event’s technological use. Was this experience influenced by the introduction of (defective) technology? Do we see this clash of the physical and digital as something that is inevitable or something to be worked through and improved upon? In a recent reload of “A Moment Ago,” mention of the Iowa caucus appears; the digital and material worlds continue to collide.

Shade: Descriptive and Confining

I found Shade frustrating because of how little there is to do. Some of my commands were not understood, but after some trial and error, I was finally able to explore the room a little. I found that taking what the game gives you helped you progress a little. For example, once you get up from the futon, you are able to turn on the stereo and listen to music. However, there was one aspect of the game that was particularly frustrating. The story kept telling me that I was thirsty and when I typed in the command to drink water, it wanted me to be more specific. I attempted to go to the kitchen, but the computer did not seem to understand that command. After examining the travel book, I found that the character is about to leave fora festival in Death Valley in a few hours. I was curious to know more but was unable to figure out anything else. The contrast between darkness and light also seemed to be an important aspect of Shade. The description of the apartment mentions the darkness trying to creep inside. After attempting to open the shade and turn off the lamp, you get messages saying “you have no desire to look night in the face” and “you do not want the dark.”

Instead of drawing you in with the storyline, Shade engages you by carefully describing the setting and being specific about how the character is feeling. As a result, you must use what the game gives you and use that in order to move forward.

Blurring the line between reality and creativity

In anticipation of Matthew Kirkpatrick’s visit to class, I completed the assigned homework of navigating his two works A Moment Ago and The Silent Numbers. I began with A Moment Ago. Ever-changing, this piece randomly collects text from various online news sources. Once the user tries to click on, or even hover the mouse over, a part of the linked text, another stream of text appears. The constant evolution of A Moment Ago at first overwhelms the user, but eventually she becomes familiar with the onslaught of information and settles into her role as a player, a reader, and an observer. Kirkpatrick’s second work is more guided; The Silent Numbers invites the player along as the game reveals various developments to the player. These reveals, however, are accompanied by audio that existed as legitimate radio transmissions. Thus, as the player goes through the piece she is reading Kirkpatrick’s words as she listens to the spoken numbers. This combination elevates the material because, similar to A Moment Ago, the authenticity of the audio components (the news content for A Moment Ago) grounds Kirkpatrick’s textual and stylistic additions.

Kirkpatrick’s visit as well as his work led me to further consider how creators incorporate real-world activity into art. I have also been thinking about the boundary between fiction and nonfiction, especially in regard to contemporary realistic literature. From there, I think of the line between personal experience and imagined situations— I predict there to be fewer differences in terms of plausibility between the two than one might initially expect. Interesting that even his novel The Ambrose J. and Vivian T. Seagrave Museum of 20th Century American Art adopts a form that blends the established line between print and electronic literature. Both A Moment Ago and The Silent Numbers reminded me of the proximity that communication allows, and seeing that proximity develop in the two pieces forced me to consider the implications of genre distinctions and other distinctions in general; it’s more similar than we’d think. 

The Affordance of Perspective on Players Interaction

In comparison to the game we played last class, The Baron, playing Shade was much more challenging. The Baron was easier to navigate and gave more information on what was happening in the game at that moment. Playing Shade I became frustrated very quickly with the failed commands I entered. In my opinion, The Baron gave more hints about what the next steps should be, but Shade gives more limited information. I found myself giving up much quicker while playing Shade in comparison to playing The Baron.

While playing this game, I was constantly entering different commands until it would let me move on. It was almost as if I was in an argument with the game, and the only way I could win is to do exactly what it wants. Douglas states that “the emerging character is a negotiation between play and design”. I agree with this statement and would also say that this limits the interactive freedom in most games. I would describe this game as an internal-exploratory because I am now involved in this game world, but there is a pre-defined storyline that I must follow. Making my own choices does not necessarily affect the outcomes, because if I make the wrong choice it abruptly stops me. The game does not allow your own personality to influence the turn of events, but you are still eager and persistent to proceed further throughout the game.

The use of the second-person during the game’s narration allows the player to get a more personal feel. I didn’t realize how impersonal and distanced the first-person narrative actually is until exploring more electronic literature. Receiving directions and commands while being referred to as “you” allows one to be immersed within the storyline. I feel as if this level of engagement made me so determined to finish, despite my frustration. Second-person narration can really grab the audience’s attention and coerce them to want to get to the end of the story of their characters.

My favorite part of Shade was the ending, even though it took me over an hour to get there. Towards the end of the game, the narration switches from second-person to third-person, as an outsider looking in at someone who is dead in the sand, but that person is you. This play on the psyche makes you question the entire storyline and makes you wonder if any of it was actually real. This rhetoric allows the player to not only be engaged while playing the game, but the engagement continues upon completion as the player tries to analyze the story line and question oneself.