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  1. Deep Surface

    Deep Surface is the monstrous progeny of a strange romance between a reading machine and a free-diving simulator. Literature at crush depth. Hypertext gets wet. Generically, it is yet another instrument: one of those things you can play (or play with), without playing a game. There are rules here, and procedures, and (as in Real Life) a more or less invisible scoring system; so astute players may be able to invent clever and even elegant strategies. But if you're not feeling astute, you can plunge in and have a dip, immersing yourself in what signs and symptoms may present themselves as you pass by, dreaming perhaps of meaning... till robot voices wake you, and you drown.

    (Source: Author's description from Electronic Literature Collection, Volume Two)

    Eric Dean Rasmussen - 20.02.2011 - 14:26

  2. soundpoems

    These soundpoems are interactive phonetic poems. Minimal abstract poetry. Games for sampled voice.

    (Source: Author's description from Electronic Literature Collection, Volume Two)

    Eric Dean Rasmussen - 08.03.2011 - 15:22

  3. 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

  4. Game, game, game, and again game

    Game, game, game and again game is a digital poem, retro-game, an anti-design statement and a personal exploration of the artist's changing worldview lens. Much of the western world's cultural surroundings, belief systems, and design-scapes, create the built illusion of clean lines and definitive choice, cold narrow pathways of five colors, three body sizes and encapsulated philosophy. Within net/new media art the techno-filter extends these straight lines into exacting geometries and smooth bit rates, the personal as WYSIWYG buttons. This game/artwork, while forever attached to these belief/design systems, attempts to re-introduce the hand-drawn, the messy and illogical, the human and personal creation into the digital, via a retro-game style interface, Hovering above and attached to the poorly drawn aesthetic is a personal examination of how we/I continually switch and un-switch our dominate belief systems. Moving from levels themed for faith or real estate, for chemistry or capitalism, the user triggers corrected poetry, jittering creatures and death and deathless noises.

    Scott Rettberg - 15.04.2011 - 14:43

  5. Golpe de Gracia

    Golpe de gracia is an interactive multimedia piece that combines text, illustration, audio, modeling, and animation and tells the story of a character who undergoes a "near death" experience; this particular situation also functions as a metaphor for the cultural transitions of the present moment. The text is comprised of three "narrative worlds": Cadáver exquisito, L'nea mortal and Muerte digital (Exquisite Corpse, Mortal Line, and Digital Death, respectively) and four "deepening rooms" (games, reading texts, study, and construction). The work offers several different degrees of interaction that range from taking decisions in order to follow the routes, all the way up to the collective construction of the text, along the way participating in several interactive games. Golpe de gracia also has an educative and communicative purpose, which is to make us aware of, and to contribute to, the development of collective knowledge.

    Scott Rettberg - 15.04.2011 - 14:53

  6. This is how you will die

    A recombinatory digital fiction/poem for predicting death. It uses the stripped down the code of an online slot machine game, replacing the cards with 15 five-line death fictions/poeticals. The artwork recombines the scenarios randomly every time you spin. The writing divides the scenarios into location, method, result and post-result of each death possibility. Additionally, you can win death videos/poetry visuals and free spins. Some are rather scared of this creature's forecasting tone, while others exalt in the absurdist joy of the way all stories are interchangeable, interrelated and happily random.

    (Source: Author's description from Electronic Literature Collection, Volume Two)

    Scott Rettberg - 20.04.2011 - 13:23

  7. Oulipoems

    Oulipoems is a series of six interactive poetry Flash works, ranging from electronic poems, to games, to a tool for generating and writing poetry using the vocabulary of a variety of poets. The pieces are loosely based on the Oulipo movement in French literature, which focused on texts based on constraints (for instance, Perec's famous novel A Void, a lipogram in which the letter e does not appear) and also on mixtures of literature and mathematics.

    Eric Dean Rasmussen - 08.11.2011 - 16:25

  8. 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

  9. 1999

    1999

    Scott Rettberg - 16.06.2012 - 14:31

  10. Wittenoom: speculative shell and the cancerous breeze

    This award-winning responsive poem focuses on the Australian ghost town Wittenoom, abandoned due to toxic dust caused by asbestos mining. Each of its nine parts focuses on an aspect of the abandoned town and consists of an image from Wittenoom, generally portraying urban decay, an brief looping instrumental audio track, links to other parts of the poem, a title for the section, and a text accessible through different responsive interfaces. A brief parenthetical help text near the bottom left corner of each screen provides encouragement that hints at the interface, promting readers to explore the interactivity and intuit its internal logic. The thematic focus and consistent visual design pull the work together, while the varied interfaces lead to new explorations of the spaces, together producing an experience both jarring and immersive. (Source: Leonardo Flores, I ♥ E-Poetry)

    Hannelen Leirvåg - 07.05.2013 - 12:45

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