The affordances of technological advancement

One of the main takeaways that I got from of chapter 3 by Scott Rutberg  was that  technological advancement  has  allowed the genre  of hypertext fiction  to develop and evolve. From our class on Monday, we established that Jorge Luis Borges’ story “Garden of Forking Paths”  published in 1944 ,even though itself was not a hypertext fiction, served as inspiration for later hypertext fictions. One example of a hypertext fiction that used Borges’ story as inspiration  was Staurt Moulthrop’s Victory Gardens published in 1992. Rutberg describes that Victory Gardens was a hypertext fiction with multilinear narrative structures and multiple potential outcomes, similar to Tu’ui Pen fiction novel in the Garden of Forking Paths. This grand undertaking of hypertext fiction was only made possible with the advancement of  technology and different software. At this point in 1992, most hypertext fiction were published by Eastgate publishers and used Storyspace as their software of choice . As technology developed, so did the possibilities for hypertext fiction.  It was now possible for hypertext text to become “playable media” with the invention of the web. Moulthrop describes this idea of hypertext fictions now being  ‘playable media” instead of conventional point and click hypertext fiction.  As mentioned in this chapter, with the invention of the web it was no longer necessary to be published by Eastgate publishers and it allowed these hypertext fictions to be overwritten and changed.

The hypertext fiction, Olia Lialina’s My Boyfriend Came Back from the War, that we were assigned for today’s readings was the first hypertext fiction to be published on the web. This hypertext fiction, for me, in a way demonstrates how the pictures and gifs help us understand the underlying context of the hyperfiction novel. My body-Wunderkammer published in 1997,  was another hypertext fiction assigned to us.  This  hypertext fiction highlighted the multilinear component of hypertext novels. In this hypertext fiction when you clicked on a body part, it took you to page with a story about that particular body part. Then some specific words were hyperlinked and  depending on the word you clicked on, it would take you to a page of another story.  Lastly, I believe that both  Olia Lialina’s My Boyfriend Came Back from the War and my body-Wunderkammer demonstrate the hypermedia elements that developed due to technological advancement.

The Replication of Emotions through Hypertext

 

When first reading Ryan’s Many Forms of Interactivity, I didn’t quite understand the purpose of a story being both external and exploratory. If the reader was neither a part of or had a lasting impact on the story how interactive could it really be? Both My Boyfriend Came Back from the War and My Body-A Wunderkammer display the power of hypertext and its use of fragmentation to display and replicate emotions. The external and exploratory nature of these pieces allows the reader to interact with the story in a way to truly understand the emotions of characters through the use of both fragmentation and multilinear narratives.

In My Boyfriend Came Back from the War, the divided black screen with blurry text shows the wide range of emotions between the couple. The constant confusion and incoherence the reader experiences mirror that of an argument going nowhere. The hypertext nature of the story allows the reader to step into the couple’s shoes. Although the reader is an outside observer, the fragmentation and multilinear narrative allow the reader to truly experience the confusion and uncertainty faced by the couple as they end their relationship. The confusion the reader is overwhelmed with as they interact with the choppy and bleak storyline replicates the disorder experienced by the broken couple.

The complexity and memories within one’s body are displayed in My Body-A Wunderkammer using fragmentation. Bodies are complex with marking and memories, and the hypertext nature of the story allows the reader to explore Jackson’s body in a multilinear way. The insecurities and the views of our body can be complex, confusing and often rooted in memories. The use of hypertext allows the reader to deep dive into the inner thinking of Jackson and how her memories connect to her body image. In Tattoos, Jackson first gives a general description of her tattoos but as you continue to click on the text you learn about the memories and experiences that inspired them.  Very similar to the process of getting to know a person, the story begins with surface-level descriptions and as the reader continues, they randomly learn personal details about the author.

The End of Hypertext: What’s Next?

In Winter Break, I had the chance to read Yuval Noah Harari’s 21st Lessons for the 21st Century. Although the book’s focus is on the prospective effects of technological advancements on the structure of our society as a whole, one argument that got me thinking about the importance of stories in our lives was that “humans think in stories rather than in facts, numbers, or equations, and the simpler the story, the better.” As we continue to develop and advance new technologies, we will continue to share our complex experiences in simpler forms with the help of increased interactivity and connectivity. 

In Electronic Literature, the author discusses how the rise of internet and interactive web browsers led to the hypertext movement, during which multiple authors explored novel techniques to tell their stories. Interactive via the Netscape Navigator, My Boyfriend Came Back From the War allows the reader to progress through a story of a woman and her soldier boyfriend. What stroke me in this piece was the effective use of HTML elements such as hyperlinks and images to engage the user with the conversation that takes place between two characters of the story. In a similar fashion, my body – a wunderkammer presents the author’s physical and mental insecurities through the links on body parts that takes the user to a narrative.

Interacting with these early forms of hypertext in 2020, I predict that works like My Boyfriend Came Back From the War are under the threat of becoming obsolete. In Electronic Literature, Rettberg touches on Moulthrop’s Reagan Library, which is defunct due to QuickTime VR being no longer supported by Apple. Recently, Mark Zuckerberg made the bold claim that there would be a breakthrough in virtual and augmented reality glasses within the upcoming decade. As these technologies will be adapted, there is a chance that we will no longer use web browsers. In that scenario, what happens to the earlier works of hypertext like My Boyfriend Came Back From the War still remains as an unanswered question.

As a virtual reality developer and researcher, I could imagine a revised version of My Boyfriend Came Back From the War, where the user interacts with the story within the woman’s self-avatar. The user then can interact with objects in this dark room and could engage in a conversation with the boyfriend through voice-recognition, but would these kinds of revisions be welcomed by the creator of early hypertext pieces? Would the authors feel the need to revise their work to keep the authenticity of their stories? Is there even a need to revise and revisit these literary pieces? Only time could tell.

Cyborgs and Somatic Hypertextuality in Shelly Jackson’s “My Body”

A through-line that connects many of the CYOA games and hypertext pieces we’ve been exposed to thus far this semester is a propensity for them to contain sexually explicit content–often surrounding culturally taboo sexual interactions. “My Body–A Wunderkammer” perhaps makes this thematic undercurrent most visually evident in its literal connection of the author’s physical body to the digital text. Wunderkammer itself is german for “a place where a collection of curiosities and rarities is exhibited” according to Lexico. I’d like to focus on this notion of exhibition and somaticism that hypertext and digital storytelling seem to adhere to frequently. 

One interesting paradox of “My Body” is the mediation with which the story is told. Ostensibly such digital/technological intervention into autobiography would feel inherently alienating or rather disembodying. And yet, the opposite is true. Shelly Jackson invites her reader into the somatic space through the graphic fragmentation of the artistic representation of the body. Such access is made clickable, and therefore virtually tactile through the hypertext. 

We as readers are literally invited to touch the body, albeit through the form of a cursor. 

In our chapter on hypertext in Electronic Literature, Scott Rettberg makes a passing reference to Donna Haraway’s theory of “cyborging” in literature. In her essay “A Cyborg Manifesto” Haraway argues that “a cyborg is a cybernetic organism, a hybrid of machine and organism, a creature of social reality as well as a creature of fiction”(Haraway 1). Haraway’s manifesto is dense and complicated but can be summarized best by these above lines. Haraway is useful in an analysis of “My Body” in her theorizing of a body which inhabits a mechanical and “social reality”–one in which the body is inherently tied to the technology through which it understands itself. 

To return briefly to the sexually explicit nature of the hypertext, specifically that of the passage regarding the penetrative tail, the reader, through their interactivity with the body of the hypertext, is asked implicity to participate in this sexual act. Therefore the technological mediation of the fictive text enables the reader to engage in a more embodied way with the subject matter of the text. 

A similar dynamic could be seen in the game “The Girl and The Wolf“ in which the reader was provoked to analyze the most sexual and violent aspects of the story’s axis. Perhaps the formal way in which hypertext engages the tactile senses and POV of its readers/users lends itself to these more exhibitory narrative plotlines. But when these narrative lines have inherently misogynistic or sexually violent, a potentially problematic participatory voyeurism is at play

While the hypertext does mediate suh embodiment, it equally evidences and attempts to make lear its thematic concern with disembodiment. “My Body” also evidences what Rettberg references in his chapter as a medial reflexivity in which the fragmented and seeming alien nature of the intervention of technology in this deeply personal autobiography reflects the author’s view toward such embodiment. The author’s characterization of her body is told in an inherently, quite literally fragmented manner (the body parts are cut up and sectioned off). Therefore the alienating/disembodying nature of the autobiography is reflected in the games very structure. 

As a final note and to harken back briefly to my time in Death in the Digital Age with Dr. Sample, the inhuman humanity of the text or rather the bodiless body that the hypertext enables is ultimately an uncanny creation: one which seems to, by its very nature, necessitate discomforting content. 

.Work Cited

Haraway, Donna Jeanne. Simians, Cyborgs, and Women : The Reinvention of Nature. Routledge, 1991.

“Wunderkammer: Definition of Wunderkammer by Lexico.” Lexico Dictionaries | English, Lexico Dictionaries, www.lexico.com/en/definition/wunderkammer.

Self-Inflection Through Hypertext

In the work ‘my body — A Wunderkammer‘ by Jackson, hyperlinks were used as a way to explore the author’s past and interpretations of herself. Throughout the piece you are invited to click on various drawn body parts which then redirect you to another page with an anecdote about that particular part. By reading the passages written by the author, we are able to learn about the insecurities faced by the author, either physical or mental. As the author of ‘Electronic Literature‘ explains, Jackson interpreted the body as “a kind of inscription surface for personal history and memory.”

Among these different pieces within the hypertext story we can see patterns appear that reveal deep-set insecurities. For example, in the ‘hips‘ and ‘shoulders‘ section, she constantly compares different parts of her to male ones. She remarks in ‘shoulders’ that she appeared to have male genitalia but was potentially glad she did not. At the same time, in the hips section she remarked she had musculature similar to men idolized by the Greeks. Both of these remarks seem portray to the idea that she was uncomfortable with parts of her body and how some aspects of her did not hold up to her image of a proper female body.

These remarks went further than just physical, they also bled into psychological uncertainties as well. In one section called ‘tail‘ the author claims she has a tail that likes to move on its own and even assault her. In one recollection, she talks about her friend using her tail for sexual pleasure. The unlikelihood of this part seems to instead point at her insecurity of her body and how it is not perfectly “female” to her. She even describes trying to remove it by tying it to a door handle without success. From this we can assume the tail is a manifestation of her mind of how her body appears partially masculine.

This work is an intense view into the author’s mind and cleverly uses hyperlinks to portray a story of both body and mind. Similar styles that use hyperlinks can be seen in other hypertext stories from class including the like of ‘Uncle Roger‘ that contains several stories hidden away until the user accesses them through a hyperlink. Jackson clearly showed the versatility of hypertext stories and how the author can use it to explore many different aspects of life.

The Convoluted Nature of Hypertext Fictions

As I read through this batch of readings I found myself intrigued by the stories “Uncle Roger” and “Uncle Buddy’s Phantom Funhouse.”

“Uncle Buddy’s Phantom Funhouse” was hardly an enjoyable experience to play. The slow loading times were frustrating and the ever more cluttered dashboard made the whole story overwhelming and hard to follow. The graphics and loading symbols reminded me very much of old school computers which helped with the immersion of the game, but overall the story it was trying to tell proved hard to find through the clutter.

“Uncle Roger” played more like what I was expecting from a textual fiction. We followed a series of paths, changing course by simply clicking one of the highlighted text options. I found the whole experience to be far more enjoyable that my time with “Uncle Buddy’s Phantom Funhouse.” This was likely because “Uncle Roger” was designed to be more user friendly. The “story” unfolded using traditional english writing styles, with the text appearing in an abbreviated, poetic sentence structure. The narrative is gamified by its interactivity. I liked that I was able to pick what aspect of the story I wanted to hone in on or continue, but I also felt that this freedom to choose where the story went had some drawbacks. In particular I felt that the actual work suffered from the user’s ability to choose paths as it can lost continuity by providing so many paths to go down.

Such can be said for both “Uncle Roger” and “Uncle Buddy’s Phantom Funhouse.” Both are non-linear stories that use player interaction to drive the story forward. The difference between the two is that the confusion and convoluted nature of such interaction within fiction is a critical spect of the user’s experience with “Uncle Buddy’s Phantom Funhouse.” The game/story is supposed to feel increasingly busy and overwhelming, and though I found it frustrating I found it to be a very interesting and creative way for a story to unfold and be told.

Redefining Literature in an Age of “Infinite” Information

While completing today’s assignment, I particularly enjoyed my time exploring Judy Malloy’s “Uncle Roger”. Malloy’s integration of more traditional text (in the form of short storytelling poems), with hyperlinks enabling readers to chart their own story within the poems, well-illustrated the non-linear storytelling potential of hypertext. Though the poems themselves were fixed, the ability for readers to “randomly” select the next poem in their larger narrative (sight-unseen), mimics the randomly accessible affordance of print literature. After clicking through the first “File” of “Uncle Roger”, I began thinking of successive clicks of the hyperlinks to the act of flipping the pages of a more traditional print text. However, unlike a print text, hyperlinks, though listed in an order, don’t require readers to engage with them in any particular way, nor with all of the sections. In fact, after making many clicks through the various hyperlinks, certain options became unavailable, ultimately adding the effect that certain storylines couldn’t occur after certain “actions” were taken. Readers make these actions almost arbitrarily, being given vague terms like “jane”, “food and drink”, and “semiconductor chips”, to choose from when constructing their own narrative from the poetic pieces. The second and third “File’s”‘ enable readers to make similarly arbitrary decisions by clicking one of three picture-links surrounding the text or an unlabeled key on a keyboard, respectively. Ultimately, through “Uncle Roger”, Malloy presents readers with the opportunity to engage with traditional text in a non-linear format while taking advantage of hyper-links and construct a hypertext of fixed pieces.

Today’s reading also prompted me to consider the role of hyperlinks and hypertext in my own online experiences. Nelson’s conception of, “a literature”, as, “a web of interconnecting documents”, enabled me to establish an understanding of how hypertexts fit into my typically more restricted definition of literature (Rettberg). More commonly thinking of the “canon” of print texts read in English classrooms, I never before considered the potential for seemingly unrelated texts I discover online to be literature in their own right. I began to think of my own experiences on Wikipedia, a website on which I frequently fall into a hole of clicking hyperlinks until I forget the place I started. Before reading Nelson’s conception of literature, I never would’ve considered my forrays into the depths of Wikipedia or times playing the Wikipedia Game with friends in middle school, as literary acts. Now reflecting on these experiences through Nelson’s lens, I regard them in a new light. Though clicking through links from an event, to a space, to an object, to a person, (and so on) doesn’t necessarily construct a clean narrative, the underlying logic constructs a web of text, or literature, and so engaging with a platform like Wikipedia, enables users to participate in a literary experience without picking up a book, or reading an article. Considering the plethora of information readily available on such sites, the literature constructed through hyperlinks then becomes essentially infinite and nearly entirely customizable by each reader, an affordance print text cannot achieve.

Ultimately, consideration of “Uncle Roger” and the affordances of hypertexts enabled by Nelson’s definition of literature, prompt me to ask the class the extent to which they agree with Nelson’s understanding of literature, and the infinite texts that subsequently contribute to the modern literary canon?

 

Parallels Between Antecedents of Hypertext and Modern Electronic Literature

In Chapter 3 of Electronic Literature by Scott Rettberg, he discusses the history of hypertext fiction and the features of it. These features described by Rettberg were multilinearity, metafiction, reflexivity, and fragmentation. Such features are still used in modern electronic literature. When Rettberg was describing the features of hypertext, I immediately made parallels to examples we have discussed in class. Some of those we have discussed are metafiction due to their focus on narrative structure rather than normal literary subjects such as characters, plots, or themes. This is exemplified by Anna Anthropy’s Queers in Love at the End of the World. In this piece of electronic literature, because of the limited time to go through it, the main aspect of the piece is the narrative structure. The limited time causes the players to not be able to read what is on each screen, thus making the character names and plot irrelevant to the player and instead, making the player focus on the narrative structure. Fragmentation can be seen in Aaron Reed’s 18 Cadence. Though not formed by the author, the fragmentation is done by the player when they rearrange text in varying years to create their own story. These fragments form a completely unique story and cause the original one to be fragmented. Like metafiction, multilinearity can be seen in a large portion of the electronic literature pieces that we have discussed. For example, chatbots or AI bots allow for a story of many possibilities that depend on the user’s input. In addition to these examples, Judy Malloy’s Uncle Roger exemplifies the multilinearity found in the antecedents of hypertext. In this example, depending on the file chosen, the user has a multitude of narrative paths that they can follow. Thus, there is not a single storyline. If the user chooses file 1, A Party in Woodside, they can choose which subject to start with and then repeatedly make decisions on what subjects to explore, such as characters. These aspects that were present in the antecedents of hypertext are still found in modern electronic literature. As a closing question, besides the multilinearity feature, do other features found in electronic literature parallel video games and their stories?

The Affordances of the Electronic Codex

One of the things that interested me most about our readings were the short stories that we were assigned. In both, the books mentioned tested the limits of the affordances of books we had previously discussed while also reinforcing others. Take Ts’ui Pen’s Forking Graden, for example. While the labyrinth is volumetric, it appears to be only sequential as opposed to both sequential and random access. The Book of Sand seems to be both sequential and random access, but surely not finite because the pages multiply and rearrange every time the narrator opens its cover. Of course, neither of these books written about are real books; both exist within the finite boundaries of the short stories in which they were created. This does, however, raise a few observations and questions for me. Borges wrote “The Book of Sand” in 1975, “The Garden of Forking Paths” in 1941. This means that people have been imagining and playing with the notion of books existing beyond their most basic affordances as early as 1941. Borges paints said notion as being a magical, mythical occurrence, but the notion of books existing beyond their covers has become more real than imaginary with the creation of computers and the internet allowing people to expand upon books in a multi-faceted way with the opportunity to encompass more facets than imaginable. Take Queers in Love at the End of the World, for example. If written into a traditional book, the story would only have one ending and one way to get there. Since Anthropy created the story online, however, the story is allowed over one hundred different storylines and even embodies the acute sense of time Forking Paths begins to explore (although in the opposite sense of time limiting what one can glean from a story). The age of electronics has muddled the affordances of the codex we read about from Kirschenbaum, but what are some affordances that technology has served to offer to literature?

Why hasn’t hypertext transformed literature? Or has it?

I particularly enjoyed reading Borges’s short story Garden of Forking Paths. It’s quite interesting imaging a novel written in the style of Ts’ui Pên, refusing to follow the typical narrative of a novel where each choice a character makes eliminates all other options at that point in the story. His novel isn’t even a Choose-Your-Own-Adventure type of narrative where one can somehow return to a point: if the character makes a choice on page 74 only to realize it leads to a dead end on page 82 they might return to 74. Rather, in Pên’s story, every single possible outcome of any choice occur all at the same time which continually spreads into another round of all possible outcomes occurring and on and on and on. Albert tells Tsun that in the some of the story forks they do not exist, in others only one of them exists, in one Albert is a ghost, in yet another Tsun arrives to find Albert recently dead, then finally he foreshadows his own death by saying one scenario involved himself as Tsun’s enemy. Tsun promptly lies to him and then murders him.

After reading, I was considering why hypertext didn’t lead to the predicted transformed literary future of endless possibility with a move away from linear literature as a format. Rather, we commonly use hypertext in linear literature to more efficiently address the information level that each reader seeks: if they want the most in-depth look they can open every hyperlink, or they can skip over every link and absorb as little as they want. I think it is largely because non-linear literature quickly becomes a pain to read if written too similarly to linear literature, and if it is written “well”, it becomes a pain for the author, who must at each point must provide the reader background information on the characters and such to make the work at least somewhat digestible. So while hypertext hasn’t transformed literature, it has provided internet users the ability to hop around in a somewhat nonlinear fashion, seeking out what interests them from an article from The Atlantic or the details of a poll aggregated onto a model on FiveThirtyEight. –Levi