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Notes on Hamlet on the Holodeck
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I Antecedents
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Immersion
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Star Trek
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Brave New World
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Fahrenheit 451
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print pre 1501 - incunabula: "swaddling clothes", technology in its infancy (Link to Bolter)
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prefiguring of film in 19th century lit - Bront‘, Dickens, Tolstoy
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contemporary films, novels, plays prefigure mature cyber art
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It's a Wonderful Life
- Garden of Forking Paths (see Moulthrop)
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P. 34. Contemporary physics: "How do people live in a world where they are conscious of the world splitting in three at every decision point, a world in which there are infinite alternatives to every situation?
Alan Lightman - Einstein's Dreams
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Milorad Pavic - Dictionary of the Khazars
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Comparison of Groundhog Day and It's a Wonderful Life: Phil's educational simulation holds the town constant while the protagonist changes while George Bailey gets the opposite.
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P37-38: The Twentieth Century: "To be alive in the twentieth century is to be aware of the alternative possible selves, of alternative possible worlds, and of the limitless intersecting stories of the actual world. ... To truly capture such cascading permutations, one would need a computer."
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Italo Calvino If on a winters night a traveler
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Immersive films
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Across the sea of time
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Wings of Courage (features internal monologue )
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puzzle games
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Planetfall (Floyd the robot has personality, loyalty)
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Myst
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Story webs
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lexia - little windows of text or chunks of information
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Roland Barthes S/Z, George
Landow
Hypertext:The Convergence of Contemporary Critical Theory and Technology
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Talmud
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The Spot
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Eastgate
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Afternoon
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VR
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Placeholder world laurel and strickland
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(see clicking in)
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ALIVE Project MIT Media Lab
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intelligent agents
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OZ group at Carnegie Mellon (Joseph Bates)
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ELIZA Joseph Weizenbaum
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Four essential properties of digital environments
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Procedural
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Participatory
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Spatial
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Encyclopedic
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Procedural
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computer executes series of rules
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can embody compex, contingent behaviors
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Participatory
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We can induce behaviors, interact
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Zork
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programmed in LISP - early object oriented design
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Spatial
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represent navigable space ie, the desktop, PacMan
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Archetecture Machine Groups Aspen movie map
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Encyclopedic
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storage capacity
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links to web, etc
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Victory Garden (gulf war theme)
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SimCity
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Issue of hidden assumptions, e.g. what constitutes successful society?
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Data structures
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Vannevar Bush as we may think
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Ted Nelson Xanadu
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Murray contrasts Bush as rational, practical , Nelson as quixotic, hummingbird mind
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Objective Correlative TS Eliot clusters of event capture emotional experience.
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Immersion
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Don Quixote
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Susan Langer Feeling and Form (didn't like Peter Pan talking to audience)
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Umberto Eco "hyperreal" quality of american life
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Border between realtiy and fiction
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Avatars
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Lve action role playing games (LARP)
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P.126
Agency
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Agency is the pleasurable sense of power over the world of the computer.
participation based on limited interaction
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interactivity not necessarilly agency - busy work interaction having no real effect
One can interact with a computer in the sense of acting and seeing an effect, but "the actions are not chosen and the effects are not related to the player's intentions." A game like chess may have fewer interactions, but a "high degree of agency, since the actions are highly autonomous, selected from a large range of possible choices, and wholly determine the course of the game."
{However, the player can't go outside the rules and move a rook like a knight or tip the board over.}
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Navigation
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Mazes
- Exploring a maze or complex environment is a pleasure in itself.
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Kafkaesqe city
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Rhizome
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any point may connect to any other point
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post modern hypertext "rejects authoritarian, Ôlogocentric' hierarchies" (Moulthrop)
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postmodernists are priviledging confusion itself (Murray)
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the fact that the plot will not be resolved means that no irreparable loss will be suffered (Murray)
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"violence hub" at center of a webb of related narratives
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Journey stories
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problem solving - puzzzles should not take the player out of the virtual world
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Games into stories
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Myst - losing endings are more satisfying than winning one
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Tetris - metaphor for overtasked 90's American life
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games are rehearsals for life
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Contest game "agon"
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Constructivism
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MUDs evloved out of dragon slaying games into a shared social space
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where people can indulge in imaginative play
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MUDs have problems maintaining plot flow - LARPs have gae master to create enticing world and situations
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authorship vs. interactioin:
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playing a creative role within an authored environment
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authorship is procedural: writing rules governing the interactor's environment and narrative possibilities
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Player experiences agency: power over plastic materials, but not authorship
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Transformation
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kaleidoscopic narrative
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Mosaic v. linear communication (McLuhan)
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stories on newspaper page
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frames of a film
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TV channels
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Narrative devices: film cuts, flashbacks etc
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computer combines all of these mosaics
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ways of negotiating mosaics
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following characters in and out of story lines
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at intersections of multiple story lines
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TV shows allow society to work out novel or distrubing realities and assimiliate them into "our national consciousness"
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after workng through various sumblimated versions of the fantasy, the basic fantasy is encated or baldly stated, the story loses it's tension but the underlying issue has ben assimilated
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enactment in psychoterapy toovercome phobias, etc
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MUDs as incubators of social skills - or virtual antisocial behavior
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escapist, wish fulfillment fantasy - repetitive
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progressive - constructivist environment, poss of transformation and remodeling
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Refused Closure
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closure may be the answer to a puzzle or the experience of learning the work's structure
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Tragedy
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poss treatments of suicide:
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modeling mind as tragic labrynth
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following the reactions of other characters
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simulation - player s "god" in character's life
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Story construction
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formulaic patterns
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Ronald Tobias' list
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Quest
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Adventure
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Pursuit
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Rescue
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Escape
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Revenge
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the Riddle
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Rivalry
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Underdog
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Temptation
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Metamorphosis
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Transformation
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Maturation
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Love
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Forbidden Love
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Sacrifice
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Discovery
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Wretched Excess
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Ascension
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Descension
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Afred Lord the singer of tales: Yugoslavian bards
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primitives of story construction:
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actions of interactors as structured by author
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often outside of frame of story, such as menus of commands, sliders, button etc.
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use dramatic gestures, such as a hand on characters shoulder, clenched fist, etc
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limited vocab - best driven by story content, such as secret code
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players know the basic primitive actions demanded by the genre (detective, western, horror, etc)
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more subtle patterned activities (giving crayons to child, breakfast to lover) could drive stories of textured relaitionships
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Vladimir Propp
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essential morphemes
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villan causes harm of injury
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member of family lack or desires somehting
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hero leaves home
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hero is tested
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hero aquires magical agent
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h and villain join in combat
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hero defeats villain
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hero is branded ?
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intitial lack of misfortune resolves
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false hero presents unfounded claims
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hero is given task
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hero performs task
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hero returns
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false hero exposed
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villain ounished
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hero married, crowned
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Propp established rules for storytelling: some morphemes are always paired, or always in same order
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Marvin Minsky and frames (object oriented story telling)
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Oz group - Lyotard, the housecat
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intelligent agents as improvisational actors: a Lazzo is a formal pattern which can worked into different scenarios
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emergent behavior: a system can function in ways not predicte by the programmer
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Forster's "word masses" describing characters
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