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  1. My Name is Captain, Captain

    My Name Is Captain, Captain is a collaborative poem written in a language of word and image. The central metaphor is dead reckoning navigation, and the work as a whole has a peculiar relationship to the golden age of flight.

    (Source: 2002 State of the Arts gallery)

    Eric Dean Rasmussen - 24.02.2011 - 08:23

  2. Labyrinth: the Rulebook without Game

    An ergodic Flash text exploring video game culture through the lens of playable manuals.

    How does one read this clever piece, which touches on so many genres, such as poetry, fiction, game, theory, game manual, and codework? It claims to be a manual for an absent game, a bottomless pit, and a labyrinth for readers to get lost, wondering if indeed the game has already begun. The reader inhabits a character from the outset, a 35 year old married man, who can take on different roles in games belonging to popular RPG and videogame genres: science fiction, spy thriller, fantasy, and labyrinth exploration. Most of the writing is in the tradition of game manual for these types of games (here’s an old favorite) which at their best help immerse the readers into the world of the game and can be more fun than the game itself. In the case of tabletop RPGs, like Dungeons & Dragons, the game is the rulebooks, and all it requires is players and some dice for the necessary randomizations— making them good recipients of the label “cardboard computers,” as Matthew Kirschenbaum has used for tabletop wargames.

    Mark Marino - 28.03.2011 - 16:12

  3. Accounts of the Glass Sky

    In this Flash hypertext, Coverley weaves a tapestry of text, image, and sound, telling a California story that many readers can relate to. In this piece, the sky itself is the center of a meditation on memory and loss across decades of human experience. The same "blue sky" that often refers to people's wildest dreams now comes to represent boundaries and fears.

    (Source: Electronic Literature Collection, Vol. 1.)

    Eric Dean Rasmussen - 18.04.2011 - 11:07

  4. 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

  5. Speak: a Hypertext Essay

    This modest work is an essay which engages non-linear narrative and includes multimedia elements such as sound and image. The title is taken from Gayatri Spivak's essay, "Can the subaltern speak?." Variously, postcolonialism and feminism as discourses of 'otherness' have addressed the notion of 'speaking' and 'speaking position', asking questions such as 'who speaks for whom?', 'who is authorised to speak'. Such questions displace the idea that the 'other' is absent or silent, or that the 'other' is indeed 'other'.

    (Source: 2002 ELO State of the Arts gallery)

    Scott Rettberg - 13.01.2013 - 22:40