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  1. sc4nda1 in new media

    At the heart any scandal is a story, or a thing of many stories; sc4nda1 is even more peculiar, but also begins with a telling. What you have before you started as an essay (or intent to rant) about an observation I kept reading in recent criticism, that electronic writing has not been properly dressed for the serious table. Where, the questions ran, are the publishers, the editors, the established and establishing critics? In a time of intense experiment and innovation, who says which textual deviations make real difference, and which are just bizarre? More ominously: where are the naive, casual readers, the seekers of pleasurable text who ought to move design's desire? To spin an old friend's epigraph, just who, exactly, finds this funhouse fun? ...And so to the thing itself: probably more exploration than investigation, though who knows what offenses may come to light. You may find it (inevitably) a post-serious entertainment for hand, eye, ear, and brain, other organs optional. If the thingy deserves a generic name, try arcade essay, a cross between philosophical investigation (well okay, rant) and primal video game.

    Ian Rolon - 09.04.2014 - 19:20

  2. Triggerhappy

    Triggerhappy is a gallery installation whose format will be familiar to anyone who has encountered that early arcade game, Space Invaders combining an absurd quest for information with an old-fashioned shoot-em-up computer game. In this, it accurately reflects, and comments upon, the electronic environment in which we live, work and play. "In effect", the artists say, "triggerhappy becomes a folly. A self-defeating environment looking at the relationship between hypertext, authorship and the individual." They cleverly recontextualise existing representations and subject them to active manipulation on the part of the viewer, who becomes an unwitting participant in a meaningless game of "info-war".

    -- Michael Gibbs, 1998

    (Source: http://www.thomson-craighead.net/docs/thap.html)

    Alvaro Seica - 26.04.2015 - 17:49

  3. From Beyond

    The installation plays with the boundaries of form and consciousness through play with the material and the immaterial. From Beyond invites the reader to interact with a digitally augmented Ouija Board. The Ouija Board (also known as the “talking board”) is well-explored in popular culture as a device that is traditionally employed in an attempt to communicate with the dead, who are themselves voiceless and thus can be “heard” only through the indication of written letters. The board is thus itself an interface that plays at the boundaries of the real and the presumed supernatural, as it operates through superstition: readers place their fingers on the planchette and it moves to answer questions, with a “Yes” or “No” placed on the board. Likewise, our digitally enhanced Ouija Board invites the user to guide a planchette (a pointer) as a tactile interface for making binary decisions while traversing a hypertextual work on a screen that serves as a lens between the reader’s world and the world of the story.

    Hannah Ackermans - 08.09.2015 - 09:45

  4. Quing's Quest VII

    Dietrich Squinkifer’s (aka Squinky) Quing’s Quest VII: The Death of Videogames was created for Ruin Jam 2014, a game jam inspired by tensions over the identity of games and gamers and particularly responding to accusations that feminists and advocates for diversity in games had set out to “ruin” the games industry. Quing’s Quest is built in Twine and takes inspiration from old-school adventure games, including Sierra’s King’s Quest series. The game takes place on a craft called the “Social Justice Warrior” (after a commonly-used pejorative term for those who point out misogyny, racism, transphobia and many other forms of discrimination and hatred online and in gaming culture), and features a character exiled from Videogames after the invasion of the “misogynerds.” This work captures the tension of a historical moment in which only some voices, games and critiques are heard and others are silenced and dismissed. (Source: ELC 3's Editorial Statement)

    Erik Aasen - 30.08.2016 - 16:02

  5. Digital: A Love Story

    A computer mystery/romance set five minutes into the future of 1988. I can guarantee at least ONE of the following is a real feature: discover a vast conspiracy lurking on the internet, save the world by exploiting a buffer overflow, get away with telephone fraud, or hack the Gibson! Which one? You'll just have to dial in and see. Welcome to the 20th Century.

    (Source: Authors's statement, ELC3)

    ---

    Christine Love’s Digital: A Love Story is a visual novel set “five-minutes into the future of 1988” and invites the player back into the early days of the Internet through the interface of an Amiga-esque computer. The graphical interface of white text on a blue background accompanies the metaphor of the local BBS (bulletin board system) as a happening space for conspiracy and flirting. All the core interaction takes place through dialing into this system, which has multiple characters and threads that can be explored through sending out replies to advance the story. The work is strongly grounded in early hacker culture and William Gibsen-inspired models of artificial intelligence.

    Scott Rettberg - 01.09.2016 - 15:36

  6. The Hunt For The Gay Planet

    anna anthropy’s The Hunt for the Gay Planet is a text-based Twine game that uses the medium of Twine to comment more broadly and bitingly on the status of queer representation in videogames. The work takes its premise from a mainstream online roleplaying game, Bioware’s Star Wars: The Old Republic, which in 2013 announced they were expanding their romance options in-game to include homosexual options, but only on a single planet in the galaxy. anthropy satirizes this decision with this beautifully retro piece, in which the player is invited to gradually explore the galaxy (looking under rocks and in caves) in search of a lesbian romance. The game serves as a powerful example of Twine’s potential as a platform for commenting on and engaging with AAA gaming, as Twine builds on the traditions of hypertext to allow for complex decision management and choice-driven experience design. (Source: ELC 3's Editorial Statement)

    Erik Aasen - 08.09.2016 - 13:46

  7. Queers in Love at the End of the World

    Queers in love at the End of the World is a hypertext game in which the reader experiences fleeting intimacy in a ten-second narrative. In the upper left of the browser window, a timer counting down the seconds prompts the reader to move quickly, advancing the narrative by clicking highlighted action words with little time to deliberate or savor the moments chosen before "Everything is wiped away."

    Anthropy writes of the work, "If you only had ten seconds left with your partner, what would you do with them? What would you say? It’s a game about the transformative, transcendent power of queer love, and is dedicated to every queer I’ve loved, no matter how briefly, or for how long."

    The work was inspired by a game competition, Ludum Dare, whose theme was "ten seconds." It was built with Twine, and makes use of a modified version of Stefano Russo’s timer Twine extension. It was made with support from the crowdfunding site patreon.

    Carlos Muñoz - 19.09.2018 - 15:35

  8. Ms. Lojka or: In Despair to Will to Be Oneself

    A short hypertext exploration of psychosis, about ignorance, defiance, and freedom—or: self-knowledge, acquiescence, and fate. Takes about 15 minutes to play. There are two significantly-divergent endings, but replays are intentionally discouraged.

    This game was awarded the New Media Writing Prize in 2016. 

    Nina Kolovic - 02.11.2018 - 17:51

  9. Beyond Tomorrow

    "Beyond Tomorrow" is an interactive text-based science fiction game made in Twine. The player assumes control of a wealthy business empire whose goal is to lead a successful expansion into space. The story revolves around the different choices and consequences one must face when encountering new planets and worlds. The game includes four unique planets that each has its different expansion possibilities and conflicts. The style of play is entirely up to the player and allows for either a violent or peaceful playthrough, as well as a combination of the two. Some of the themes explored in the game are power, imperialism, law and order, and warfare. 
    (Source: Author's description)

    Filip Falk - 05.06.2019 - 23:26

  10. Hologram Will

    "Hologram Will" is an interactive science fiction game. Businessman and millionaire David Mann has passed away, but before his death he recorded a hologram that acts as his will and testament. The hologram has been given to one of his heirs who has become the will's executor. The player can choose between three different heirs who each has their own unique message recorded for them. The inheritance consists of several rare and valuable items collected by Mann, in addition to company shares. As the executor, the player can also increase their inheritance by claiming the other heir's shares. However, legal and other fees will be incurred during this process and can exceed the net benefits of the will, making this a costly affair. 
    (Source: Author's description)

    Filip Falk - 18.07.2019 - 21:50

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