TINDERBOX: Organization

January 15th, 2010 by susan


Finally got around to some attempt at organizing my literary endeavors into some semblance of order with Tinderbox.

What I’ve come up with so far is a file called “Literary Endeavors” with containers labeled “Print Journals”, “Online Journals”, “New Media Journals”, and three more labeled “Print Stories”, “Hypertext”, and “Poetry”.

In the “Print Stories” container I’ve got notes for each of the stories I’ve written and within each will be the word count, genre, and maybe a separate note within each for where they’ve been submitted. Maybe all will be separate, so that they can easily be brought up according to genre, or word count or whatever since that will align with many publishing restrictions. The same format will be done with Poetry and Hypertext.

In the three main categories of journals, I’ll likely put in a note for which stories have been submitted and the dates of acceptance (Yay!) or rejection (Boo.).

This looks like a fun project to do between writing bouts and will prove invaluable  now that I is a published writer.

HYPERTEXT & WRITING: Hypertext Style

January 14th, 2010 by susan


While I’ve sort of been accused of using an old fashioned form of hypertext narrative–and this may be true since I’m a bit behind the times learning on my own–I’m still very much aware of the fact that folks need to be eased into the concept of hypertext story.

In the 100 pieces I’ve done for the 100 Days Project, I can see my work becoming gradually more complex not just in the number of lexias but in the linking of those pieces. There are just so many ways of using hypertext that I’ve not learned all the methods and reasons yet behind it. For another, finding that most folks didn’t bother reading it (the usual reasons, ad nauseum) influenced a rather simplistic approach, trying to cover all the different purposes by focusing in on one at a time.

As way of explanation, one of the purposes/reasons for hypertext could be the deliverance of background information that can certainly enhance but is not vital to the flow of story. Another is to change the meaning of the story entirely by allowing a switching of paths or focus, perhaps to even come up with a different ending to a story. Another may be to emphasize one character over another in point of view. Maude Nichols is one of the few hypertexts I’ve written that really gives a reader a choice–at least a choice that is based on some form of informed possibilities because it includes a multiple choice at the end of each writing space as to proposed direction of story. This seems to be a good way of allaying the fears of the uninitiated hypertext reader about losing control of the story.

One of the things I need to do with my own hypertext work is to increase the level of visual impact, and that’s going to be a case of learning more about css and html and the various methods of display. I’d also like to get into the audio as well as video clips involved in most of the newer presentations while still keeping in mind that there’s an audience of the unaware and just plain resistant to welcome into the discovery.

INTERACTIVE FICTION: Colossal Cave Text Adventure

January 9th, 2010 by susan


I’ve been thoroughly enjoying watching Peter Jerz, 11 year-old son of Professor Dennis Jerz (Seton Hill) play this text adventure game via three videocasts of his experience.

Dennis is teaching this course at his college and it is a rare treat to sit back and enjoy the gameplay of someone else going through the interaction of the game. We did this in one of my literature courses at Tunxis prior to the inclusion of a New Media course later established and I remember sitting at the helm of the keyboard in the computer lab while the other students gathered around giving suggestions and directions as to how to maneuver through the game. It was most helpful to have someone provide clues that I’d missed since we all had played the game, Photopia,  individually at home and some of us got a lot further along in it than others. At one point, I remember trying all the standard directional functions of n (north), s, e, and w, and even up and down. I tried several other verbs but just couldn’t get out of a particular room without banging against the walls. After I typed in “cry” in frustration (hey, for a girl it sometimes works with a cop in a speedtrap) I was told to type “fly” and voila!

What Dennis has done here is made the reader/user’s first interactive experience a bit less intimidating by showing the thought process that develops in the game as one learns the lingo of text adventure. Besides the directions and most standard verbs acknowledged by the games, there are the shortcuts such as “x” for examine (a room, an item, etc.) and “i” to refresh one’s memory about what “inventory” has been taken, there are words such as “speak” or “talk” depending on the author’s choice in allowing the reader/user to interact with characters within the story.

This just may have me buckling back down to play with a few more games that I haven’t looked at in a few years and more, to maybe try my hand at creating a game myself. One that breaks down and helps you when you “cry.”

LITERATURE & NEW MEDIA:

January 2nd, 2010 by susan


Two interesting articles today on the neverending speculations about what e-books will do to change reading habits:

John T brings up the NPR note that focuses on Amazon’s reader and this statement by a writer:

“Over the last couple of years, I’ve really noticed if I sit down with a book, after a few paragraphs, I’ll say, ‘You know, where’s the links? Where’s the e-mail? Where’s all the stuff going on?’ ” says writer Nicholas Carr. “And it’s kind of sad.”

But I find that to be a back and forth switch that toggles itself depending upon which method of reading is being done. If I’m reading “straight” text for a while–a while meaning anyplace from an hour to a couple days–I’m momentarily stumped by finding links in a hypertext piece–and here, I’m talking seconds of indecision. Then back to straight reading where I will indeed be looking for links, as Carr notes. Though not with the sense of sadness, but rather mere readjustment to the medium.

Then this in MacWorld:  “Sales of electronic books topped their paper-based cousins for the first time this past Christmas day, according to Amazon.com”  With the caveat:

“Given the timing of the event, it’s likely that the spike in e-book sales recorded by Amazon was due primarily to the high number of gift recipients who opened up the brand-new Kindles they found under their Christmas trees; nonetheless, this milestone could represent a watershed event for the inexorable rise of e-book readers in general, and the Kindle in particular.”

Yes, that would explain a good portion of it. It’s the typical case of receiving the expensive medium as a gift and then need to feed its hunger with the software.

I don’t know why we’re really even arguing at this early stage of the transition. Any innovation that changes society’s manner of “doing” necessarily involves a bit of generational changing of the guard. Grandpa doesn’t always give up Old Nellie for the Model T that easily. Not by choice, perhaps, but by habit, income restrictions (think about how upgrading even a home use computer is a major decision when old programs won’t work anymore with Bill’s latest software releases) and a small percentage by stubborn resistance or by mere desire to remain in one’s comfort zone of familiarity.

Time will tell, then; though I believe that while all the old literature slowly finds its way onto disk and internet servers, there will always be shelves built for books.

HYPERTEXT: a Universe (to be continued evermore)

January 1st, 2010 by susan


Steve Ersinghaus has taken on quite a project with a universe in that he will be continually adding to this hypertext story/poem as he is inspired to take it into new directions.

His latest, rakes, introduces two types of characters that are constantly driven by the stirrings of perhaps jealousy and the “greener-grass” syndrome that too many of us allow to take over our efforts. There is Steve’s usual eloquence and play with language:

“The land is orange on the upswing of the sun and grows paler as the day wears on. Ear to the ground, you might hear moles moving through the earth, and when the sun finally sets and you look up and find the newly fathomable stars and planets, you might think of Henry’s mother who wonders at the upper quadrant of the picture window if her dreams are true.”

This is one to bookmark and folow; Steve posts at twitter with announcements of new additions though of course, it doesn’t really matter where you enter a hypertext piece sometimes.

GAMES: Every Day The Same Dream

January 1st, 2010 by susan


Sort of a fun way to start out the New Year: Every Day The Same Dream by Molleindustria (thanks to Nick Montfort for the link).

Easy to play–unless you want to make a change in your life and without Nick’s hint, I played through twice without making much progress though the humdrum of office cubicle life came flooding back in a scary rush. Now I must go back and see if I can break away as I did once before, twenty some-odd years ago.

It needs to be downloaded but it’s well worth the doing.

REALITY?

December 31st, 2009 by susan


GAMES & NEW MEDIA: Spirited Heart

December 27th, 2009 by susan


Every now and then Chris Crawford’s Storytron comes back to mind and it’s what I thought of this morning when I ran into this note on my newsfeed on a game called “Spirited Heart.”

Spirited Heart is a fantasy life sim game. You’ll be able to create your alter ego choosing from 3 races: Human, Elf and Demon. Each race has different starting attributes, and unique dialogues and events, so if you play with a different race you’ll see different in-game situations.

You can see where I mentally linked the this with Storytron, in the mention of “Each race has different starting attributes” so that events will play out according to certain predetermined conditions that need to align. I’m sure this is nowhere near as calculated and intricate as Crawford’s work which he and his team have put years of effort and intelligence into.

Time perhaps for me to revisit Storytron and other exciting ventures such as Facade that are at the forefront of new discoveries in gaming and new media.

REALITY?: Merry Christmas and Happy Holiday to All!

December 24th, 2009 by susan


HYPERTEXT: Proud to Announce

December 19th, 2009 by susan


The publishing of my latest hypertext, Blueberries in the Fall 2009 issue of the highly respected New River Journal.