Over the last ten years, the gaming industry has seen huge innovations in how games are able to tell stories. From creative use of new technologies to an emphasis on the player’s experience of a particular narrative, several innovative games have shaped the way games are played, and also how they are viewed by non-gamers and academe.

We’ve been asking some of the best scholars and critics of games to single out one important game from the past decade. We start with Jim Whitehead from the University of California at Santa Cruz, who is perhaps best known for his pioneering work on WebDAV.

Facade is the breakthrough game of the decade because it demonstrates that you can have dialog-driven gameplay with rich characters where the player has a large degree of influence over what transpires. In the game, you take on the role of a friend of a 20-something married couple, Trip and Grace, interacting with them via conversational natural language. Trip and Grace respond to you--and each other--in real time, both with spoken and body language. During the game, you help the couple work through deep troubles in their relationship, and how you talk to them determines whether they stay together, split apart, or throw you out of their apartment.
Today, the typical computer game provides shallow choices for talking with other characters. You are limited to a small number of choices in what to say, and many times these choices have limited to no effect on the game. Dialog is arranged in large trees of predefined choices and responses. Characters seemingly forget what they have said to you in the past, or say things that expose serious continuity problems. In contrast, Trip and Grace in Facade have internal emotional models, conversational models, and goals they are trying to achieve in their interactions with each other, and the player. They have some ability to remember what you have said. This leads to open conversation that can run in many potential directions, and a feeling of freedom of expression in your interactions. You can literally say anything to these characters.
Facade is not without flaws. Though the faces of Trip and Grace are fully procedural, an impressive feat where they are generated by the computer on-the-fly while the game is running, they compare poorly with the artistry of professional games. Like any work of fiction, a willingness to engage the world as-presented is important to preserve the illusion of reality. It is certainly possible to find the limits of Facade. In one example, a player pretends they have been shot in the street before entering Trip and Grace's apartment; Trip offers the player a drink. But, at its best, Facade makes you feel like you are really in that apartment, adrenaline flowing, nervous, struggling along with Trip and Grace to find a way out, to discover what you can possibly say to make the other person *understand*, to make everything all right. But just like in the real world, sometimes that isn't possible.

Serial fiction plays an central role in narrative today. The serialized novel started in the 19th century, driven in part by the cost of books: people who could not afford to purchase an expensive novel instead bought one piecemeal, in weekly or monthly installments. Recurrent characters in short stories also proved a reliable source of readers, and then radio and television series preserved the tradition of the serial. Whether we’re talking about television episodes, webisodes, or the fact that every film and video game blockbuster seems determined to have a sequel before opening day, serialization has certainly crept into our lives in a very powerful way.

Jo Walton examines the joy of an unfinished series , arguing that an unfinished series leaves us wondering, speculating, and (in my opinion most-importantly) talking about what might come.

If you come face to face with James Clavell in the afterlife, my advice is to tell him first how much you like his books, before asking if he’s had time up there to finish Hag Struan.

Of course, many of us read hypertext narratives serially. Hypertext naturally lends itself to open-ended narrative, and the joy of an unfinished series is relevant whether we’re talking about a hypertext series or just an exceptionally long hypertext. And with the immediacy of Web publishing and hypertext’s ability to be constantly changing and expanding, there’s very little real difference between the two anymore.

Greg Costikyan reviews his narrative improv game Sweet Agatha for Play This Thing! , noting nuances of the mechanics in relation to their predecessors from the game world. Allen draws parallels to the similarities to classic role-playing games through “The Truth” player and “The Reader” player’s speech and roles in narrative building. He also offers interesting insight on the game’s tone:

One of its strengths, and most interesting aspects, is its tone of elegiac melancholy -- not uncommon in noir fiction (and noir is one direction in which you could take the story), but exceedingly rare in a game of any kind.

Our friends at ElectricLit posted an interesting essay by David Shields on remixing . The essay itself is remix, combining original work with excerpts from Emerson, Picasso, and Godard to the pop-culture offerings of Wikipedia. It offers a musical blend of written voices (as only an expertly-remixed work can) while providing useful insight on the history and practice of remixing. The work’s successful use of the technique is enough to justify the merits of remixing.

The piece is excerpted from Shields’ Reality Hunger: A Manifesto (2010).

Julian Opie, an artist known for his digitization in visual art, has just launched a beautiful new Web site.

MemoryMiner is a software application that allows for easy image sharing and publishing with a plentiful metadata and commentary. Users quickly import photos, add tags and tag-comments for faces or any area of the image, attach time and location data, and publish to Flickr or a MemoryMiner gallery that keeps much of the desktop application functionality intact. Metadata can be automatically; for example, if GPS data is embedded in the image, as on the iPhone, MemoryMiner can situate the image on a Google Map. Similarly, it can import face-recognition data from iPhoto. Photos can be located by searching for one or more people in the image, location, time, or relative time in a person’s life (e.g. John as a toddler)

The software bills itself as “Digital Storytelling” software “used to discover the threads connecting peoples’ lives across time and place.” Indeed one could certainly see it as a database of the links between people, times, and places and the natural narratives that emerge from these intersections. It could also provide a useful tool for creating visual hypertext literature that takes advantage of linking people in images, adding text, and using Google Maps for a fun added dimension of realism. A Carmen Sandiego-style mystery immediately comes to mind, however I’m sure a clever author could come up with a very interesting way of using MemoryMiner’s tools to create an immersive narrative experience.

StoryTrek

Brian Greenspan was one of the most fun and colorful people we met at the Future of Digital Studies conference. In addition to seeming to always be at the center of the most interesting conversations, he proved to have very interesting ideas on electronic narrative. His current project, StoryTrek, looks to provide fascinating and immersive possibilities for the future of digital storytelling.

The idea behind StoryTrek is that authors could combine their digital texts with geospatial location systems to provide location-specific text. Reading the text on her phone, the reader might be traversing the text as she walks, only to read a passage about arriving at a brook as she does so in the real world. Going a bit further might reveal a passage about dipping one’s feet into the water and so forth.

HTLit is back at home from the Future of Digital Studies Conference at the University of Florida. In addition to an impressive list of invited speakers, the organizers were able to bring together several of the field’s most prominent scholars through teleconferencing.

This final session was wrought with technical failure, but as several conference attendees pointed out, if there was a crowd in all of academe that could appreciate and analyze this failure, it was digital humanists. Mark Bernstein tweeted to ask whether this was failure or just “excessively ergodic” interaction. After the session, I had a lovely talk with Brian Greenspan discussing how Rita Raley’s digital disfiguration was like an uncanny bit of art—her face blurred beyond the point of being humanly identified, leaving only the clear image of her eyes floating above the pixelated canvas where her face should be.

Though the video sessions certainly had their difficulties, the malfunctions were more of a launching point for interesting discussion than actual failures. As with the rest of the conference, there were many interesting ideas introduced and discussed.

While in Boston for Eastgate’s Tinderbox Weekend Event on March 13-14, Felix Kuehn & Alex Strick van Linschoten will be at the Harvard Coop on Friday March 12 discussing My Life with the Taliban , an autobiography of Abdul Salam Zaeef, former senior member of the Taliban.

Editors Felix Kuehn & Alex Strick van Linschoten will discuss this harrowing autobiography by Taliban member Abdul Salam Zaeef. The book begins with the author’s early childhood before turning to the Soviet invasion of Afghanistan and Zaeef’s decision to join the mujahideen resistance. Countering conventional accounts that the Taliban emerged in the 1990s, Zaeef maintains that the movement existed as early as the 1970s. The author traces his rise in the Taliban to his appointment as ambassador to Pakistan in 2000, and his subsequent arrest and imprisonment in Guantnamo Bay after September 11 and the fall of the Taliban regime.

Discussion and book signing will take place 7:00-8:30 PM on Friday March 12.

We've found a fresh video of Ted Nelson, hypertext pioneer and founder of Project Xanadu, discussing ZigZag (ZZ)/ data structures. ZigZag provides “hyper-orthogonal” structures and links which structures allow for a system that maintains links from one cell to another without imposing tabular structure.

Most importantly, the hyper-orthogonal structure allows the user to enter data in two or three dimensions, then create additional dimensions without disturbing those first dimensions.

ZigZag certainly disrupts a common understanding of spatial relation, but once you understand it, the implications and uses for it are myriad and limitless.

Remix My Lit is a project based in Brisbane which aims to provide remixed and remixable texts, so that literature might take advantage of a creative practice that has been prevalent in movies and music for quite a while. Copyright laws tend to get in the way more often for printed works than other media, which has severely limited their availability for remix in the past. Remix My Lit hopes to change that while still respecting copyrights

Prominent Australian authors have written new short stories and released them under a Creative Commons Attribution Non-Commercial ShareAlike licence. What that means is you can remix the stories, but only if you acknowledge the author, the remix is not for commercial use, and your new work is available for others to remix.

The site now offers an anthology of remixed (and remixable) literature called Through the Clock’s Workings.

Tax season is upon us, and for many free-lance writers or those running a successful weblog, deciding what can by deducted might be a little confusing. An article in Freelancing and More! provides tips . See also, Wisebread’s 101 tax deductions for bloggers and freelancers.

Nicolle Elizabeth interviews Susan Gibb for a weblog series on Fictionaut . She asks about Fictionaut's Hypertext group, which Gibb created, and her depiction of writing hypertext offers encouragement to those who might wish to try writing some. Just as important, it reminds us why we fell in love with hypertext in the first place:

There is a certain amount of learning to write in the form so that readers aren’t left hanging off cliffs or walking (reading) in endless circles–unless that is his intent. Hypertext narrative can also offer many different endings to a story; parallels in time that change the outcome by choice–just as in real life. In truth, hypertext more closely resembles reality than linear text. I find it challenging and fun to write in hypertext form, but not all stories want the paths, and some stories just beg for it.

Ed Blackham answers our post on Editing Hypertext with an insightful look at how software debugging relates to electronic literature and the issues therein.

Your description of the problem made it sound similar to the the problem of debugging a program. We write (or sometimes auto-generate) tests, and we have tools that try to assess the quality of our test suites by (among other things) pointing us at areas of the code that no test has yet looked at. But even those tools can't really get at the fact that a line of code that's innocuous when arrived at along one path is deadly when arrived at along a different path. […]
If indeterminacy is part of the hypertext, of course, it all gets very difficult. […] It's all very fine to say in a postmodern (or pre-Socratic) sort of way that no two readers ever read the same text (or no reader ever reads the same text twice), but what can fairly be said of a "text" whose words make this philosophical conceit literally true?

November’s National Novel Writing Month (NaNoWriMo) has been over for a couple of months. Now, many writers are returning to the novel for which they sacrificed blood, sweat, and their carpal tunnel. Many are casually editing and revising for their own sake, but others are looking to actually publish.

The NaNoBlog as posted an interview with Smashwords founder and eBook enthusiast Mark Coker on why electronic publishing may be the most viable format for many.

An ebook author doesn’t need a publisher to gain mainstream distribution into the largest online ebook stores. Amazon’s Digital Text Platform allows authors to publish their books directly into the Kindle store, and my own Smashwords recently announced ebook distribution agreements with all the major online retailers, including Barnes & Noble, Amazon and Sony. We also have distribution into the online catalogs of mobile platforms such as Stanza on the iPhone, Aldiko on Android phones, and Kobo across all mobile phone devices.
Millions of book buyers now prefer reading ebooks over print books, and this trend is likely to continue in the years ahead.

Of course, matters chiefly to those who have interested readers queued up in sufficient quantity to make publishing worth while, but cannot easily reach so many as to attract a conventional publisher. And do we know that millions of readers now prefer ebooks? Still, distribution is good to have.


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