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  1. Myst

    Myst is a graphic adventure puzzle video game designed and directed by the brothers Robyn and Rand Miller. It was developed by Cyan (now Cyan Worlds) and published by Brøderbund. The Millers began working on Myst in 1991 and released it for the Mac OS computer on September 24, 1993; it was developer Cyan's largest project to date. Remakes and ports of the game have been released for Sega Saturn, PlayStation, 3DO, Microsoft Windows, Atari Jaguar CD, CD-i, AmigaOS, PlayStation Portable, Nintendo DS, iOS, and Nintendo 3DS. Myst puts the player in the role of the Stranger, who uses a special book to travel to the island of Myst. There, the player uses other special books written by an artisan and explorer named Atrus to travel to several worlds known as "Ages". Clues found in each of these Ages help to reveal the back-story of the game's characters. The game has several endings, depending on the course of action the player takes. Upon release, Myst was a surprise hit, with critics lauding the ability of the game to immerse players in the fictional world. The game was the best-selling PC game until The Sims exceeded its sales in 2002.

    Jill Walker Rettberg - 17.04.2014 - 15:44

  2. ScareMail

    ScareMail is a web browser extension that makes email "scary" in order to disrupt NSA surveillance. Extending Google's Gmail, the work adds to every new email's signature an algorithmically generated narrative containing a collection of probable NSA search terms. This "story" acts as a trap for NSA programs like PRISM and XKeyscore, forcing them to look at nonsense. Each email's story is unique in an attempt to avoid automated filtering by NSA search systems. One of the strategies used by the US National Security Agency's (NSA) email surveillance programs is the detection of predetermined keywords. Large collections of words have thus become codified as something to fear, as an indicator of intent. The result is a governmental surveillance machine run amok, algorithmically collecting and searching our digital communications in a futile effort to predict behaviors based on words in emails. ScareMail proposes to disrupt the NSA's surveillance efforts by making NSA search results useless. Searching is about finding the needles in haystacks.

    Alvaro Seica - 19.06.2014 - 17:25

  3. Heavy Rain

    Heavy Rain is an interactive drama action-adventure video game developed by Quantic Dream and published by Sony Computer Entertainment exclusively for the PlayStation 3 in 2010. The game is a film noir thriller, featuring four diverse protagonists involved with the mystery of the Origami Killer, a serial killer who uses extended periods of rainfall to drown his victims. The player interacts with the game by performing actions highlighted on screen related to motions on the controller, and in some cases, performing a series of quick time events during fast-paced action sequences. The player's decisions and actions during the game will affect the narrative. The main characters can be killed, and certain actions may lead to different scenes and endings. There is no immediate "game over" in Heavy Rain; the game will progress to a number of different endings depending on the sum of the player's performance even if all the characters become incapacitated in some manner.

    Jill Walker Rettberg - 20.06.2014 - 18:47

  4. Infinite Notebook

    An infinitely scaling story about the possibilities moments can contain. Written for "Strange Times / Strange Tellers," a night of experimental fiction.

    Marius Ulvund - 22.01.2015 - 15:45

  5. And the Robot Horse You Rode In On

    The post-apocalypse is a uniquely queer setting: a future where the institutions that keep queer banditas from screaming across the desert with their rayguns drawn and robot horses vibrating between their legs are ash and dust. And the Robot Horse You Rode In On is a breakup story set in the Old West of the Far Future.

    (Source: ELO Conference 2014)

    Thor Baukhol Madsen - 29.01.2015 - 15:48

  6. AUTHENTIC IN ALL CAPS

    AUTHENTIC IN ALL CAPS is a web audio adventure about the meaning of death. It draws audio drama, audio tours and alternate reality gaming. The use of audio is an attempt to create a sense of unity in a highly fragmented experience. I see the techniques and experience of audio tours as a way to bring disparate elements together. Just as an audio tour involves guiding a listener to different places, this audio experience guides players to different websites. I include both custom and existing sites, and so this project continues my interest in pervasive design: where the players’ world is part of the fictional world. The story is born out of the pain of suddenly losing my mother, and facing the meaninglessness of my life. I got past heaviness of the subject matter by drawing on my early days in sketch comedy theatre, unifying the disparate times of my life.

    (Source: ELO 2014 Conference)

    Marius Ulvund - 05.02.2015 - 15:16

  7. And Speak of Long Ago Times

    A 21st century art historian confronts the known and the unknown in both his life and his work, as - in a polyphonic 19th century remix - And Speak of Long Ago Times replays the words of 19th century Florentine sculptor Giovanni Duprè; replays Giuseppe Verdi's words from his autobiography that concern his antislavery opera Nabucco; replays the Narrative of the Adventures and Escape of Moses Roper from American Slavery which was published in London in 1837 and went through at least 11 editions. It is 1842. The Irish American sculptor Hiram Powers is in his studio in Florence, creating a model for The Greek Slave. It is the year that Nabucco premiered at La Scala in Milan. The Irish woman poet Frances Browne has just published "Songs of Our Land" in the Irish Penny Journal.

    Marius Ulvund - 05.02.2015 - 15:51

  8. Ice-bound

    Ice-bound is an interactive novel that combines a printed art book with an iPad app. Our goal was to create an experience with both high-quality surface text and significant player agency. The story concerns an encounter with a fictional artificial intelligence, a simulation of a long-dead author who enlists the player's help to finish his original's final novel. Inspired by the dense, labyrinthical texture of works like Nabokov's Pale Fire and Mark Danielewski's House of Leaves, the novel is a unique collaboration between two artists, both of whom are writers, coders, and graphic designers. Each story is built around a dynamically chosen set of symbols representing possible elements of the story. These might be traits a character could have, or plots that could be included in the story. When a story is first visited, the symbols are assigned to an author-defined group of sockets which can be turned on or off by the player. However, the player can only turn a limited number of sockets on at one time.

    Elias Mikkelsen - 10.02.2015 - 15:43

  9. L.A. Noire

    L.A. Noire (pronounced /ˈnwɑr/) is a neo-noir detective video game developed by Team Bondi and published by Rockstar Games. It was initially released for the PlayStation 3 and Xbox 360 platforms on 17 May 2011; a Microsoft Windows port was later released on 8 November 2011. In 2017 it was announced that a remastered version would be released in November for PlayStation 4, Xbox One, Nintendo Switch, and HTC Vive.

    L.A. Noire is set in Los Angeles in 1947 and challenges the player, controlling a Los Angeles Police Department (LAPD) officer, to solve a range of cases across five divisions. Players must investigate crime scenes for clues, follow up leads, and interrogate suspects, and the players' success at these activities will impact how much of each cases' story is revealed.

    Eivind Farestveit - 17.02.2015 - 15:40

  10. Quem Matou Clarah Averbuck?

    Clarah Averbuck is a writer residing in Sao Paulo, who became notorious for her thinly-veiledly autobiographical fiction and who began her career writing on the Internet. In the real world, she is alive; in the story, she is found dead in mysterious circumstances. Her death itself is completely irrelevant, but the “mystery of her death” connects different storylines.

    (source: José Carlos Silvestre, Experiments in Literary Cartography, 2010)

    Hannah Ackermans - 29.03.2016 - 15:25

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