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  1. Blue Lacuna: Lessons Learned Writing the World's Longest Interactive Fiction

    Blue Lacuna is an ambitious new long form interactive fiction comprising nearly 400,000 words of prose and natural language source code. The longest work yet produced in the Inform 7 language, it is also among the most substantial text-based story games in existence, an interactive novel with an average play time of fifteen to twenty hours. In development between 2006 and 2009, Blue Lacuna features several experiments of interest to creators of long-form interactive stories. This paper describes these experiments and performs an anecdotal post-mortem on what succeeded and failed in the project's realization. I focus on how successful I was at achieving my three principal goals: 1) simplifying the IF interface so those unfamiliar with the medium can easily participate, 2) telling a story which revolves around the player's ability to make choices with real dramatic repercussions, and 3) creating a character able to form a complex relationship with the player across the span of a novel-length story.

    Audun Andreassen - 10.04.2013 - 11:24

  2. Loss of Hover: Re-implementing Director Vniverse as an App for Tablet

    Proposal:
    V appeared in 2002, distributed across an invertible two-in-one print book from
    Penguin, V : WaveSon.nets / Losing L’una, and two online locations: the first, V:
    Vniverse, a Director project with Cynthia Lawson published in the Iowa Review Web,
    and the second, Errand Upon Which We Came, a Flash piece with M.D. Coverley
    published in Cauldron and Net. The print book contained at its center, approached
    from either direction, the url for the Vniverse site.

    Elias Mikkelsen - 12.02.2015 - 14:57

  3. Between Paper and Touchscreen: Building the Bridge with Children's Book

    E-books, e-book readers, touchscreens and other types of displays do not belong to the realm of fantasy any more, but are an indelible part of our reality. Interactivity is becoming a key ingredient of electronic publications. There are several projects dedicated to children that allow the practicing of important literacy skills, such as language development, story comprehension, sense of the structure, and collaboration in storytelling by playing and experimenting. These activities are crucial to a child’s development.

    Hannah Ackermans - 10.11.2015 - 09:28

  4. Touch and Decay: Tomasula's TOC on iOS

    TOC's promotional tease – “You’ve never experienced a novel like this” – became awkwardly literalized when, after a Mac OS update, I could no longer open the novel. The tease inadvertently highlights the obsolescence that locks away so many works of electronic literature from present day readers. Even an exceptional work like TOC – exhibited internationally, prize-winning, the subject of many scholarly articles, underwritten by a university press – is no less subject to the cycles of novelty and obsolescence that render many works of electronic literature only slightly more enduring than a hummingbird. “The accelerating pace of technological change,” N. Katherine Hayles observes, “may indicate that traditional criteria of literary excellence are very much tied to the print medium as a mature technology that produces objects with a large degree of concretization”.

    Hannah Ackermans - 10.11.2015 - 09:57

  5. The Urban Metainterface

    Examples of everyday urban experiences with interfaces are numerous: TripAdvisor provides access restaurants, and other sights that are otherwise not clearly visible in the urban landscape; with Airbnb, any apartment in the city holds the invisible potential of a bed and breakfast, etc. In other words “every street corner and every local pub leads a double life.” (de Waal). The interface is however not just an interface to the city, but is a meta-construction that within itself holds a particular urban gaze (Andersen and Pold). This presentation focuses on the black box of the urban metainterface, and how the city is textualized beyond the street sign and the billboard; and how this produces a particular territoriality and perception of space. The urban metainterface depends on an ability to capture the user’s behaviors: the more the interface opens up the city – to diverse behaviors and signification – the more it needs to monitor the users and their milieu, and process these data. The more we read, the more we are being read. But what are the aesthetic mechanisms of seeing and walking in the city, whilst being seen and being guided? 

    Jana Jankovska - 05.09.2018 - 16:09

  6. Genre-bending on an Academic Platform: Three Creative Works on Scalar

    This paper investigates genre and media specificity of electronic literature created in Scalar. Scalar is a platform and authoring tool created specifically for humanities scholars to enable multimodal and multilinear publications. Besides scholarly work, Robert Budac's The Scalar Conspiracy [4], Steven Wingate's daddylabyrinth: a digital lyric memoir [12] and micha cárdenas' Redshift & Portalmetal [5] are all works of electronic literature created in Scalar. I demonstrate that all three of these works use Scalar to create genre-bending texts that build on and subvert the technological affordances as well as the contextual connotations that Scalar provides. The Scalar Conspiracy parodies the counter-intuitive user interface elements by making the reader investigate the text's different hidden messages. daddylabyrinth: a digital lyric memoir destabilizes the genre of the (auto)biography by promoting documentation and research while continuously showing how these processes fall short during the writing and reading process. Redshift & Portalmetal favors experience over documentation to create a work that is both immersive and theory-building.

    Hannah Ackermans - 18.10.2021 - 16:10

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