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  1. AlletSator

    “Alletsator” is a hypermedia work that is best defined as a quantum opera, or perhaps in the final analysis a game – interactive, three-dimensional – where the present and the virtual intersect and mix. A hybrid hypermedia, therefore, in which the “spectactor” (immersed in an environment that is intended to be cosmic, magical, fantastic, dreamlike ...) is challenged to traverse the surface of a sequence of drawings. The work is a journey without ending. “Alletsator” is a computer generated narrative that allows an infinite potential of combinations. It is also an object of the new media art. It is a product and agent of the cyber culture that promises to revolutionize the world as we know it. The dramaturgy it needs is already anticipated in the metaphor that better explains the work itself: a spacecraft of dispersed paths, of multilinear unexpected pathways.

    Scott Rettberg - 30.01.2011 - 18:22

  2. Colossal Cave Adventure

    The first work of interactive fiction was Colossal Cave Adventure. Its first iteration was developed in 1975-76 by Will Crowther, a Cambridge, Massachusetts-based programmer who was part of the team that developed ARPANET, the original network infrastructure on which the Internet is based (Montfort, 1997, p. 86), and subsequently expanded by Don Woods (1977). Crowther turned his programming skills towards a game about cave exploration after his divorce in order to entertain his children when they visited him (Nelson, 2001, p. 343). Crowther had been a spelunker in his past, helping to map a network of caverns in Kentucky (Jerz, 2007). He used that experience as the basis for the network of caves described in Adventure. The game itself provided a relatively simple experience of navigation and puzzle solving. Players attempted to retrieve objects from within the cave environments, and to win by completing their collection—a kind of textual geocaching.

    Jill Walker Rettberg - 18.02.2011 - 15:06

  3. King of Space

    A dark science-fictional ritual of fertility and regeneration, King of Space takes place in an abandoned starship, circling the edges of a plague-ridden and collapsing solar system, where an escaped terrorist meets the last star-captain and his ship's Priestess. Old man and young, young woman and ageless starship meet and meet again as enemies, allies, rapists, and lovers. The story has elements of gaming; an unwise move can send a character to the kitchen ("hundreds of tiny sandwiches, all alike") or into the rocky caverns of the intelligent and unpleasant starship, where a very persistent elevator is waiting to have a conversation; you can meet the Lady Nii's ancient, dreadful lover, King Brady, or become him; you can fall into a maze of love, or find the dance at the center of the world that regenerates the ship. Contains games and animations. Not for kids. (Publisher's blurb)

    Jill Walker Rettberg - 27.07.2011 - 15:23

  4. Deadline

    Deadline is a traditional detective mystery adpated to adventure game format: a mansion, a murder, and the usual suspects. It differs from the episodic paradigm of treasuer hund, bewildering maze, and tough monsters introduced by Adventure and instead confines the action to a limited space . . . with almost no hidden rooms, no mazes, less then fifteen, all human, characters (if human is the right word), and an intratextual time span of twelve hours.

    (Source: Espen Aarseth, Cybertext)

    Scott Rettberg - 06.09.2011 - 14:30

  5. Pax: an instrument

    Theme

    "Pax" is a lesser apocalypse that began to unveil itself one stormy spring day near Dallas when someone closed the terminal and the guns came out. It's about flying and falling, truth and desire, nakedness, terror, and the home land. While some may find these themes all too American, they are as Chekhov might have said originally Russian: recall what happened to those cosmonauts who took off from the USSR and landed in the CIS, displaced by a trick of history, discovering (as we all must) that we travel through time as well as space. It's become a common experience these days, this journey to another world, this never coming home. Especially when the guns come out.

    Scott Rettberg - 25.05.2012 - 15:22

  6. Animalamina

    Created by babel and 391.org, Animalamina, a collaboratively constructed work of multimedia poetry for children, consists of 26 pages of flash-based poetry organized around the letters of the alphabet.  The key aim of this project is to introduce a younger audience (5 - 11) to a variety of styles of digital poetry, animation and interaction, through the familiar format of an animal A-Z.  As the project’s “background” page notes, this work is situated within a tradition alphabet primers that stretches back over 500 years.  This background is noteworthy precisely because of the tradition’s combination of pedagogy and play, instructing new generations in the mechanics of emerging techniques and technologies.  Specific innovations introduced in this recent ABC are animation, audio, interactive content, non-linearity and chance.  

    Scott Rettberg - 16.06.2012 - 12:01

  7. Super Atari Poetry

    Super Atari Poetry is a multiplayer game installation that enables players to make about 1000 different poems. The work is made of 3 Atari 2600 consoles, joysticks, self-manufactured cartridges, and old TVs. Each cartridge contains a group of verses that are constantly changing colors which can be manipulated using a joystick. In this way, the audience can either freeze/move the colors or just move forward and backward the sentences. The reading of the 3 verses printed on the screens produces an interactive and coherent poem that's always changing its meaning and chromatic structure.

    Super Atari Poetry follows a non-lineal narrative system present in previous works such as The Poetic Clock, 1997; The Poetic Machine, 1998 and Poetic Dialogues, 2000-05. It is also attached to an exploration based in Atari 2600 consoles initiated by the artist in 1985. It has precedents in works like net@ari, 1985; the Atari Poetry series, 2000-2005; and Justicia, 2003.

    (Source: http://www.cibernetic.com/indexart.html)

    Alvaro Seica - 18.02.2014 - 13:58

  8. The Portopia Serial Murder Case

    Portopia Renzoku Satsujin Jiken (ポートピア連続殺人事件?, literally The Portopia Serial Murder Incident), is an adventure game designed by Yuji Horii and published by Enix (now Square Enix). It was first released on the NEC PC-6001 in June 1983, and later ported to other personal computers. Chunsoft ported the game to the Nintendo Famicom, known outside Japan as the Nintendo Entertainment System, or NES, on November 29, 1985, and to different mobile phone services starting in 2001. It is the first part of the Yuuji Horii Mysteries trilogy, along with its successors Hokkaido chain murder: disappearance of Ohotsuku (Hokkaidou Rensa Satsujin: Ohotsuku ni Kiyu, 1984) and The Karuizawa Kidnapping Guide (Karuizawa Yuukai Annai, 1985). There are several fan translations to English but no official translation.

    Jill Walker Rettberg - 20.06.2014 - 18:43

  9. Fallen London

    A browser-based choose-your-own-adventure game set in "Fallen London", an alternative Victorian London with gothic and steampunk overtones.

    (Source: Wikipedia)

    Jill Walker Rettberg - 25.10.2014 - 07:40

  10. Depression Quest

    Depression Quest is an interactive fiction game where you play as someone living with depression. You are given a series of everyday life events and have to attempt to manage your illness, relationships, job, and possible treatment. This game aims to show other sufferers of depression that they are not alone in their feelings, and to illustrate to people who may not understand the illness the depths of what it can do to people.

    (Source: Official Website)

    Thor Baukhol Madsen - 19.02.2015 - 15:39

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