
Expressive Processing
January 23, 2008Over on Grand Text Auto, Noah Wardrip-Fruin is running an interesting experiment in peer-reviewing: a blog-based peer review. Visit the site to read portions of his text and comment on them.

Over on Grand Text Auto, Noah Wardrip-Fruin is running an interesting experiment in peer-reviewing: a blog-based peer review. Visit the site to read portions of his text and comment on them.

For some time I’ve been arguing that the way forward for interactive storytelling is to heal the long-standing breach between narrative and puzzle, and make the interactive parts of a game reinforce and enhance the story. The player’s action should in some way help him better understand the characters, explore the constraints of the circumstance in which they find themselves, or intensify his feelings towards the participants and the outcome. (There are probably other possibilities too, but those are the obvious ones that present themselves.)
The casual game Miss Management accomplishes all that surprisingly well.

on interactive fiction is now available. Jeremy was kind enough to let me read a draft a few weeks ago, and I found it quite enlightening. The introductory chapters, where he re-evaluates the timeline of IF and discusses the role of academic criticism in studying new media, I found pretty convincing.
More challenging is his argument that the term “player character” should be abolished entirely, on the grounds that it conflates several different kinds of relationship that the player can have with the characters in the game, and that using the terminology makes it unnecessarily hard for us to distinguish those different functions. I’m not sure whether this will change anyone’s long-held habits, but the argument is intriguing and worth a read.
Finally, Douglass offers several extended readings of specific works of IF, and especially a very long analysis of Andrew Pontious’ Rematch. This is great stuff, and I haven’t seen much IF criticism like it.
The book is not a small one and will take some time to go through, but it’s worth the attention. If at some point I come up for air from other tasks, I may address the substance of it at more length here — we’ll see.
In the mean time, congratulations to him for finishing, and thanks for making it available for everyone to read!

One of the questions I semi-routinely get asked on interviews about interactive fiction is whether I think the annual IF Comp is a good thing for the community. I find the question hard to answer: the competition is so essential to the community identity that I have a hard time imagining it away, and besides, my opinion wouldn’t change anything; it’s like someone asking whether the human body would be more aesthetically appealing if it didn’t have a spine.
Nonetheless, I’m constantly conscious of the con arguments brought up a few times a year: that the competition siphons off attention from other games released at other times; that it produces a trend towards small games rather than epic works; that there is something wrong or unfair about the voting scheme (opinions vary on what that might be); and — my least favorite — that “real” artforms, like novels and paintings, are not produced primarily for competition, and that therefore competition is an unhealthy or unnatural context for artistic production, and we’d be better off without it. (Here we touch another of my pet peeves: people who make sweeping statements about “real” art are usually talking about [what they know about] commercialized artistic production in the early 21st century. I run into something similar with freshman mythology students: they’re often convinced that “originality” is the defining feature of good art, and so object to the fact that ancient authors reused mythological material. Their conceptions about literature have been shaped by market forces and copyright law in ways they don’t recognize. They also, if pressed, don’t have a very clear idea of what originality means, other than perhaps refraining from reusing the same plot and cast of characters from another work.)
Lately I’ve been reading two books that have helped clarify my visceral sense about this problem into something I can articulate.

I’ve been thinking more about “Airport Security”. Maybe I’m being unfair and judging it by the wrong criteria: given the off-the-scale absurdity, maybe it would be most reasonable to regard it as a kind of interactive editorial cartoon, rather than as an interactive argument.
I might put Persuasive Games’ Disaffected into a similar category: it’s a frustrating game to play, in a way that pokes fun of the frustrations of a copy shop in real life, without actually emulating the system at work in any depth. And their Presidential Pong goes even further, with the game-play almost entirely separate from the political content, which is expressed chiefly in editorial-cartoon format. (The “special powers” of each candidate are cute, but some of them work better than others, both as political comment and as powers within the game.)
Is there a single axis here, from anti-advergames and lampoons through semi-educational pieces like Electrocity into hard-core investigative or scientific simulations?
And how much do supposedly incidental aspects of the user interface determine our experience? I’m not talking about the assumptions buried in the simulation — those are necessarily ideological — but about surface qualities, like how difficult or easy various tasks are, how well optimized the game experience is, and how it uses the frustration that Grant Tavinor identifies as one of the key emotions evoked by gaming.
I’ve now played several games whose persuasive point was mostly achieved by a) annoying the heck out of the player and b) framing that annoyance as the natural result of some kind of unreasonable system — Airport Security is only one example. This may be emotionally effective, but is it rhetorically fair?

In a response to my recent comments on his work, Mark Bernstein writes:
I wasn’t actually talking about ate and hamartia, or not only about them: there’s a simple logistical contradiction that lies at the heart of IF. You’re the hero. You’re in a tight spot. Things seem hopeless.
>What do you do?
>Well, what would you do? What would James Bond do, or wily Ulysses? They’d do something brilliant, totally unexpected, something nobody would have thought of. They’d do the one perfect thing that only they could do to get out of this tight spot.
So, you rack your brains. And you come up with something incredibly clever, unexpected, and far-fetched. Something perfect! But I’m just a writer, not a hero: have I thought of your incredibly clever strategem? If I have, you’re deflated: it’s not heroic after all, it was just a puzzle and you’ve supplied the correct answer. A tough puzzle, maybe, but (obviously) the author was here before you.
And if I have not been here before, the game’s going to say, “I don’t understand.” So, heads you lose, and tailsyou lose.
I have several responses to this:

I’ve been saving these for last, because they’re really the juiciest: a couple of articles authored or co-authored by Mark Bernstein.
Bernstein is the founder of Eastgate Systems, a company promoting serious hypertext. They sell a small but — within the hypertext community — highly respected collection of hypertext fiction and nonfiction, at serious book prices: much of it runs from $25 to $45. And they produce and sell Storyspace, a tool for hypertext creation. This is a niche market: the major works are self-consciously literary or pedagogical, and I think it would be fair to say that IF in general is a more populist form. At the same time, hypertext is a more successful niche market than IF: how many of us are selling IF game files at $45 a pop? how many would feel ballsy enough to try? And, leaving aside the commercial, hypertext also gets studied more extensively by academia, taught in more new media courses, and generally considered more serious.
Some of this has to do with accidents of community — with the sorts of people who happened to be drawn into creating each kind of thing, and with the ways in which they framed and presented their finished products. But I also think the media favor different kinds of content, and it’s interesting to look at why.

Part 3 of 4 of commentary on the ACM archives I have been looking at.

More from the ACM archives I have been looking at.
Grant Tavinor, “Video Games, Fiction, and Emotion,” ACM Conference Proceedings, Vol. 123, 2005. 201-207.
Mr. Tavinor’s work is focused on how we feel about the games we play, and how games evoke those feelings; he talks a bit about interactive fiction (though, I think, defining it a bit more broadly than as the text-based form I tend to mean on this site). But his conclusions leave out a lot of possibility. Here’s a sample of what I mean:
Emotions are involved in the affective framing of fictional worlds, making salient the goals and needs of those fictional worlds, so that our interaction in them is motivated and enhanced. The player of a video game feels angry at their inability to overcome the massive fiery lobster monster, frustrated by the difficulty of completing the platform-jumping task, fearful of possible loss, or elated at defeating the hordes of mutants or crazed chimpanzees. Consequently, the emotions seem to guide participation in the fictional world of the video game by boosting attention and concentration to deal with these challenges. The emotions we have for video games are framing devices that channel our interaction with these fictions.

The last couple of days have brought some interesting reads that weren’t announced on RAIF, so I’ll mention them here:
Trotting Krips’ review of Planetfall. I’ve never gotten around to playing this one myself.
Nick Montfort’s dissertation on nn, an IF development system he designed in the course of getting his doctorate at Penn. The dissertation runs to several hundred pages, so it’s not a light read, but I’d recommend a look to those interested in IF theory. Some of what he writes is fairly technical discussion of how his system works, and it’s difficult to judge its merits given that there aren’t any actual games written in it (as he admits himself); on the other hand, he also does a lot of theoretical definition of the different aspects of IF games.