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  1. 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

  2. The Glide Project

    Glide is a dynamic visual language that originated in the context of Slattery's novel, The Maze Game. The materials available on the website use a strategy of multimodal means of self-presentation: narration, animation, translation, divination, game design, and appropriation of theoretical ideas that suit its purposes. Glide, at play on mutable media, modestly conceals the extravagance of its evolutionary intentions behind thin veils of noetic license.

    There are several interactive sections of the website:
    1) a full lexicon;
    2) The Glide oracle, called The Wine of the Lilies, contains a suite of auxiliary Glide language tools: two libraries of interpretations of combinations of glyphs, one static and one dynamic, (over 2000 entries); and a rich library of graphics and music compositions;
    3) the Collabyrinth, a full Glide language glyph editor. The Collabyrinth invites the user to experiment with the language by arranging glyphs, seeing how they can be linked and nested, changing their properties such as size, color, orientation, and creating animated glyphs by morphing between one glyph and another.

    (Source: 2002 State of the Arts gallery)

    Scott Rettberg - 13.12.2012 - 16:30

  3. 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