Search

Search content of the knowledge base.

The search found 8 results in 0.008 seconds.

Search results

  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. Ad Verbum

    Ad Verbum is a Oulipo-inspired wordplay-based game.

    Scott Rettberg - 20.05.2011 - 12:00

  3. Clues

    Clues explores the nature of communication, knowledge, and identity through the language and postures of mystery fiction. It's a metaphysical whodunit that invites you to solve the mystery by uncovering clues linked to images throughout the work. The search becomes a game that leads you down wooded trails, back alleys, and empty hallways. Which characters should you pursue? Which objects should you investigate? To win the game, you must separate all the clues from the red herrings. Your final score determines the outcome of the text. But is the mystery really soluble? Is winning actually better than losing? Are the answers or the questions more revealing?

    (Source: 2002 State of the Arts gallery)

    Scott Rettberg - 16.06.2012 - 11:45

  4. 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

  5. Hors Catégorie

    Hors Catégorie is an interactive fiction by Chris Calabro and David Benin developed in 2007.

    It is possible to play it on almost every system, even on Smartphone.

    The used Software is a z-machine Interpreter, which is a game’s requirement as the player needs it in order to emulate an Infocom machine.

    It takes place entirely in a single hotel room, with several subrooms. Unlike many adventure-like interactive fictions, location, possessions, and strength are not the main obstacles of this game, but rather player knowledge and moral choices. The point is to explore the inner conflict of the protagonist and shape his character. This is why the typical presence of interactive fictions’ obstacles makes Hors Catégorie innovative and different because here they are the player moral choices.

    The title of the game comes from the 'out of category' classification of difficult climbs in the Tour de France, where the game is set. The protagonist is a rider in the Tour, just waking, getting ready to take on the day's current stage.

    How to play:

    Scott Rettberg - 07.01.2013 - 16:24

  6. Skindoscope

    Web-art work that focus on the poetics of alterity – the game of identity and alterity. Based on interactors’ data (skin color, name, city, country, gender, height and weight) the work creates different visual kaleidoscopes intending to cause reflection about people’s differences and similarities.

    (Source: Artist's site)

    The artist also produced a version of the work for Second Life, where the kaleidoscope is formed by the leaves of a tree. Each avatar who interacts creates a leaf with his/her skin color and each 10 leaves created causes the tree to produce a coin of L$ 1,00, which can be taken by any avatar who touches it.

    Scott Rettberg - 10.01.2013 - 00:14

  7. Common Ground: One Night in a Three-story House

    Common Ground: One Night in a Three-story House is the story of a poor suburban family told interactively through text.

    (Source: 2002 ELO State of the Arts gallery)

    A three-chapter game (with an epilogue) in which you're a different character in each chapter. The twist is that each chapter covers roughly the same space of time, and you interact with the other two characters, to varying degrees, when you're in each pair of shoes. The gameplay is a bit restrictive--the game doesn't allow for a lot of variation--but the characters themselves are well developed and the interactions feel reasonably realistic. The game even does a passable job of recording the actions you take when you're one character and playing them back when you're a different character, observing the antics of the first. Very short--20-30 minutes to play through at most--but worth playing; it largely eschews puzzles in favor of character interaction in a way that little IF attempts.

    (Source: Review by Duncan Stevens, BAF's guide to the IF Archive)

     

    Scott Rettberg - 17.01.2013 - 13:26

  8. Reading Club

    Reading Club is a project started by Emmanuel Guez and Annie Abrahams in 2013. Eleven sessions were organized with more than 40 different “readers” in English and/or French based on text extracts from Raymond Queneau, from Mez and the ARPAnet dialogues to Marshall McLuhan, Michel Bauwens and McKenzie Wark. Guez and Abrahams experimented with different reading and writing constraints (color, duration, text-length, number of “readers”, etc.) and different performance conditions (online vs. live performance, with and without sound, etc.). In a session of the Reading Club, readers are invited to read a given text together. These readers simultaneously write their own words into this text given a previously fixed maximum number of characters. The Reading Club can be seen as an interpretive arena in which each reader plays and subverts the writing of others through this intertextual game.

    Scott Rettberg - 25.09.2013 - 11:21