Hypertext, Doubles, and Weirdness

Playing through “weird tape in the mail” is, as expected, a weird experience in itself. I have read/played hypertext stories/games before (mostly when I was a kid), so the experience and set-up here was more or less familiar. Dickinson offers two different ways to click through the story, both of which are functionally the same but presented differently: the reader either clicks on a word within the text to reach the next page, or a choice is offered to the reader at the end of the page. These choices branch out slightly and can lead to different scenarios in the story, but from what I can tell these options are limited and, with the exception of the ending, usually circle back to the same starting point.

A word about style: the aesthetic here is minimalism which borders on crudeness. Dickinson does not use capital letters or punctuation. This choice, rather than an homage to E. E. Cummings or anything like that, seems more a reflection of the story’s medium. Dickinson’s simple, direct, casual, and purposefully clumsy writing makes sense for a piece that exists on the internet. The Microsoft Paint illustrations also reflect this aesthetic (or anti-aesthetic).

But is that all there is? As the story goes on and events get more and more “weird,” suddenly these laughable illustrations take on a different quality. They become creepy. There is a disconnection between the laziness of the drawings and the growing seriousness of the story that is quite terrifying. Does Dickinson’s use of language also capitalize on this irony? Or was this choice as simple as a representation of internet culture as I originally thought?

The story itself is quite interesting. The doppelganger narrative is an obvious but clever representation of what hypertext adventure games and stories are all about. By granting the reader agency, however limited, hypertext stories bridge the gap between the reader and the character. “Weird tape in the mail” is written in the second person so that “You” become the main character. To confront another “you” is a metaphor for the experience of clicking through the story itself, and just how bizarre this experience can feel.

There are other elements of the story that are not quite as obvious or clear. I was confused by Dickinson’s incessant “critique” of consumerism. Very quickly, these references to the addiction of buying and having to consume became parodies of themselves. This tired critique of capitalism is only interesting for its in-your-face quality, but how does it connect to the other threads of the narrative? Is it also a metaphor for the experience of hypertext fiction? Do we want to speed through these clickable pages in order to get the satisfaction of having consumed it? Or am I giving Dickinson too much credit?

Another idea is that this interest in consumerism is really about the issue of agency. During the dream segments of the story, you become a mindless consumer with the singular goal of buying products. If hypertext fiction is a medium about choice and the agency of the reader, what does this reduction of the protagonist (you) to a mindless robot say about the reader in general? This idea is a bit more interesting, but why is this already parodist critique of capitalism necessary to reach this discussion of agency? Regardless, Dickinson clearly wants these issues to be central to the tale, as one version of the ending occurs in a mall with customers shopping aggressively and ultimately trampling you to death.

The other version of the ending involves your being killed by your own doppelganger in the bathroom. These endings are radically different (even if you are killed in both) and support the claim that the reader indeed has some say in how his or her story progresses, even if it must lead to the same result. You are given the option of “rewinding” to try out each or both endings, rather than starting from the beginning, so these choices may not have the same consequences for the reader as other stories. Nevertheless, Dickinson has some investment in how a story progresses and who decides, even if there are only a limited number of options available.

“Weird tape in the mail” is an enjoyable story and a clever commentary on its medium and genre. Even if I cannot understand all of Dickinson’s stylistic and story decisions, I will certainly never look at my toilet the same way ever again.

Allegedly Interactive fiction; or, The Day My Computer Told Me “You Can’t Talk To Your To-Do List”

I went through “Howling Dogs” and found myself reminded of a conversation I had with an art major at a rather odd modern dance performance I attended.  We were sitting next to each other and fell to chatting about our majors, interests, and so forth.  Modernism in dance is not something I understand and I found myself engaged by the performance (sadly, I don’t recall the title) but provoked into thinking about it until my brain ached.  I was incapable of NOT trying to force the performance into a story that made sense, but its abstract nature defied me.  I confessed to my newfound artistically-inclined friend (when she asked what I, as a newbie, thought of it) that I couldn’t quite tell what it was about.  She told me that it isn’t necessarily about anything, and the experience of watching such a performance is more about letting it wash over you than anything else.  She explained that what you, as an individual audience member, feel while beholding it is the thing to analyze, not the performance itself.

This philosophy of art is very foreign to my usual way of thinking, but it may be the best available approach to something like “Howling Dogs.”  I cannot tell you what it was “about,” but it did serve to focus my reading experience in different ways than would a stationary text.  At first, I found it a little dull, but eventually I warmed up to the poetic cadence of the dream-like “activities.”  The first time I tried the shower and the trash chute, they worked fine; after that, they were broken and I have no idea why.  I suppose “I” was living in filth for a sizable portion of the story, but other than that I observed no effect from these elements of “my” habitat ceasing to function.  I assumed they were there for some reason (maybe that was a mistake) and so was deeply unsatisfied when I never found out what the point of them was.

As I read the story, I noticed that the links that revealed more text on the same page (rather than opening a new one) served to focus my pauses in a way that would not have been possible if the story did not rely on hypertext.  This feature helped shape my impression of the story as poetry because it emulated the way poetry can use line and stanza breaks to cause the reader to notice words that would be quickly passed if the same text were presented in prose form.  Even with the enforced pauses, the experience of reading the story — even though some of the links presented choices — was one of letting it wash over me.  It didn’t really feel interactive, since the choices were so limited and often did not stand in clear opposition (except in the battle-or-biscuits scene), so I would term it “exploratory fiction” if I had to produce a name for what this thing is.   This format allows the author to constrain the way the reader moves through it in more complex ways than are available for printed fiction, so I do not feel that it gives the reader enough agency to warrant the term “interactive.”

The constraint of apparent (fake) freedom can be much more infuriating, as I found out when I tried to do “Shade.”  There seems something almost perverse about telling a reader to use her imagination but only so long as she imagines what the author has decided is appropriate.  I had seen from Susie’s post that there was a glass to be had, but even with that cheating, I could not make this thing do whatever it was supposed to do.  The structuring force of the story began to take on a personality (an incredibly annoying one) as my enemy, and I reached a point where I could no longer focus on getting that dumb glass of water because I was too busy trying to outsmart or subvert this petty tyrant.

One good thing about this “story” is that at least it stood still in a way that let me save the text for future analysis.  Here is my attempt:  Shade take 1.   The effort required to simply walk around “my” apartment shut down any interest I had at the outset in the content of the story.  Did anyone actually figure out how to get through this one?

If I don’t like a fixed story, I can simply blame the author or say “it’s just not my cup of tea,” but this supposedly-interactive fiction denies me that chance.  It tries to trick me into thinking that it is my idea to do whatever it wants me to tell it to do.  I think I would prefer, as a user, to be called “I” in the first person rather than “you” in the second so that I could more readily imagine myself inhabiting the persona of the character that the author has in mind.  Maybe that protagonist can’t even find her own bathroom, but I jolly well can (thank you very much) and I don’t much like some disembodied entity telling me that I can’t.

I realize that the frustration I felt while striving for that willing suspension of disbelief was not warranted, and I am actually intrigued by the choose-your-own-adventure format of storytelling.  But — to return to the experiential model of art reception — the most noticeable thing about this genre to me is the paradox it generates; it takes away perceptive control at the same time it purports to offer the reader more agency.  With a fixed text, I can read the whole thing (even if it is abstract or I don’t like it or I have no idea what the author wanted me to think of it) and hold it in my mind and subject it to whatever analysis or re-purposing critique I want; I can use my imagination about it if not within it.  Interactive fiction offers me the chance to use my imagination within the story itself, but it forcefully rejects my attempts to control the story as a whole.  Electronic interactive fiction imposes further distance between the reader and the ability to grasp the overarching structure that governs the story because, even with a printed choose-your-own-adventure, one can eventually read each path or can even wrest experiential control away from the author by choosing to read it cover-to-cover, out-of-order, or backwards.

All Roads Lead to Conclusion

I started with two of the interactive fiction pieces from the suggested list before moving on to Shade and in the two I read I noticed one big similarity in the construction. In both Dickinson’s “weird tape in the mail” and Anthropy’s “Hunt for the Gay Planet”, one of the primary methods of navigation is hyperlinks, which carry the reader to the next point of the narrative, but in a lot the initial frames, readers have several choices. In “Hunt for the Gay Planet”, you have the choice among four planets which you investigate, with the last one always being the “correct” one to continue with the story, thus necessitating doubling back from your previous incorrect choice. The same happens when you explore a cave. Walk the four cardinal directions (it’s irrelevant which you choose first, you have to do all of them eventually), and after that exploration of not only the narrative’s world, but also of the different strands in the programs/narratives/games (?), you find the way forward.

This is where you have a moment that differs from the typical process of reading, say, a novel, where you may get the explore each cardinal direction, but of course, you would have to do it in the order it was written (at least not without some effort), and the choice is never offered to you to go in whichever order. It’s usually the character’s choice to make. You follow. For interactive fiction like that of Anthropy or Dickinson’s, doubling back to previous stages seem standard parts of the narrative. Even in “weird tape in the mail,” you are encouraged to explore something else besides just watch the video tape from the get go.

I want to commend the freedom the narratives offer in this respect. It is, to me, an aspect that really marks the affordance of narratives created in Twine as separate from that of printed literature. The ability to navigate different paths is something found previously in the choose-your-own adventure genre, but is not as seamless or intuitive as it is in electronic formats.

This format, however, from what I can see is still subject to the constraints of plot that narratives conform to, and this affects the structure of the narrative in both its ability to double back and to experience the climax or conclusion of the story. In “Gay Planet”, once you discover the Gay Planet, your choices are permanent (the browser’s “back” button is a loophole, of course) and you continue what is a fairly linear narrative with usually only two choices that eventually up with you being confronted by the Queen of the Gay Planet. This moment is unavoidable, much like discovering the Gay Planet itself is inevitable, but there is far less exploration involved in the culmination of this moment, and there is no ability to return to where you came from because you are interacting with other people, not simply exploring a room alone.

The same occurs in “weird tape in the mail.” After interacting with the tape (s), you are blocked from returning to former points in the narrative. The effect of time and social aspects of the narrative are constructed as permanent even in electronic spaces that afford contrary options. It’s even more highlighted in “weird tape” because (spoiler alert) no matter what, you die at the end. Pressing the back button is really the only way to get back and explore other options, but even then it’s fruitless because you still wind up dead (I’m almost certain that’s to get back at the readers who attempt to force their way back).

Thus, while the initial freedom of the stories is promising, and the stories benefit from allowing exploration, it seems that the narratives themselves always end in singular ways. Of course, two narratives is a poor sample size, but certainly shows how a limitation can still exist from medium to another: plot is something that can seemingly defy the medium.

“weird tape in the mail”

Most of the critiques I have about “weird tape in the mail” are general feelings I’ve accumulated towards interactive fiction/electronic lit in general, so I’ll start with some individual praises for the specific story I’m reviewing:

  • I appreciated the images and gifs, even if they look like they were made in ms paint. I think the use of extra media adds to the interactivity of the narrative and helps the reader to orient themselves in the space of the hypertext. I believe I’d be particularly engaged in a narrative that used maps to more specifically and geographically orient me within my story.
  • The uncle was not appealing in the least, but I appreciated the presence of a second character (and “weird tape in the mail” also included a pseudo-stalker/second “you,” as well!) which also heightened the sense of “interactivity.” Lots of stories and games seemed to be just “you” exploring a space, turning over rocks and looking around for objects. Maybe I just have a skewed sense of what “interact” means, but I tend to associate it with social discourse rather than with space (or in this case, hyperspace). What could be even cooler, I think, is if these stories were truly interactive–what if you met other “readers” along the way?
  • The element of mystery in this story was compelling. Instead of just looking for something (the correct gay planet, for instance) you were searching for an answer.

I did have one “specific” critique for “weird tape in the mail,” before I get to the general:

  • The anti-consumerist message in this story was way too overt. Almost every action was accompanied by a so-called urge to shop, the identity of the horrible uncle was primarily based on his flawed vision of utopia (a pristine mall) and, of course, one of the two dour ends to the tale takes place in crowd of crazed shoppers. In terms of thematic elements, I just found it to be overdone to the point of distraction.

In terms of my general impression of this mode of writing, I think the characteristic that stuck with me most was the use of the “you” narrator. Second person a form of speech we don’t come across much (especially in narrative), I think, and I found it really disorienting. As I discussed in my previous blog post, it creates a weird protagonist/narrator hybrid, but one who has little to no control over  the narrative aside from the order in which one clicks links. And to reiterate a point I brought up before, I think the “choice” of the hyperlinks is usually a total illusion. The writer/programmer always ends up bringing you back to the thread he actually wants you to continue. In “weird tape in the mail,” looking at the toilet before you go outside to find the tape doesn’t impact the narrative at all. It makes sense that the writer only pursues alternative threads to a point, but I think it takes away from the power of the reader when he or she realizes they’ll end up going where the writer wants them to, in the end.

The use of “you” also seems to pointedly enforce identification with the protagonist, but I found this jarring. That isn’t my bed, those aren’t my blotchy legs, that isn’t my mound, or my uncle, or my car. would have cleaned my apartment when I moved in and gotten rid of a strange, unidentified mound that turned out to house an alternative-me. I do think the images in “weird tape in the mail” mitigated this issue somewhat, because you could at least consider an avatar-you rather than reader-you. When Adam Dickinson writes, “you peer into the bowl,” the image of the toilet is visually situated on the screen so that you are, in fact, peering into the bowl. But the line continues, “and it calms you.” Something about telling me how “I’m” feeling is off-putting to me. I can empathize with a narrator who expresses feeling calm (or not) but being told anything is often not something I value in literature.

The command-orientation of hypertext is very “telling” oriented, and I think that’s where the problem lies for me.

Kim’s Story: Hypertext as Phenomenal Cosmic Power with an Itty Bitty Utilization

Kim’s story is a fairly straightforward, linear memoir about Kim Moss’s childhood experience camping as a Boy Scout.  Yes, even though she is a girl.  It begins very simply, offering intriguing possibilities for followup:

When I was a young girl, I was a member of the Boy Scouts.

The Boy Scouts was my first experience with gamification.

Here’s a rope.

[hyperlink] Show me what knots you know. [/hyperlink]

Not only does she never really develop what she means by gamification, other than a reference to accumulating badges and leveling up, but she never really explains why she was a Boy Scout rather than a Girl Scout.  She says:

Of course, girls aren’t supposed to be Boy Scouts at all. I’ll forgive them for making me be one, though. They didn’t know.  They just wanted what was best for me.

What didn’t her family know?  That she didn’t want to be a Boy Scout?  That there was such a thing as Girl Scouts that offers both camping and the equivalent of an Eagle Scout? As a reader, I just felt that I was missing some kind of fundamental background information about her family–and about her, to know why she put up with the activity when she clearly didn’t enjoy it.

Even though this panel offers the first true hyperlink choice in paths by asking the question, “Would you rather be forced into the Boy Scouts or disappoint your family?”, there’s no difference in the following screen–it just starts with “It doesn’t matter which you choose”, in a rather frustrating meta-experience.  Other choices elicited slightly different opening line/lines in the next page, but in the end, the narrative all narrowed back to the same result.  Structurally, the layout of this story must have looked more like a stick than a tree.

I think I was so annoyed by this approach because it feels like the hypertext medium offers so many possibilities in terms of not only how you can tell a story, but what kind of story you can tell.  The choices the author made here to limit the direction of her narrative did reinforce her general theme of inevitability or fate, but it did seem like a waste–even if she wanted to stay truthful to the actual events of her biographical story, she could have delved into the thoughts behind her decisions (or lack of action as the case may be).   She could have speculated on how her life would have been different had she made a different choice (in the style of the varied Clue endings, perhaps: “This is how it could have happened…but here’s what really happened”).  As it was, with some links simply labeled “Next”, I wondered why she simply didn’t tell this story in a book/standard text form instead.

[Spoiler alert--last choice of story] 

And then, after accounts of how her stepfather left her to struggle on a winter hike alone, how she couldn’t dig an effective snow cave for winter sleeping, how weak she was and continues to be, the reader comes to Kim’s final, devastating question:

Do you think I’m pathetic?

Yes                        No

My immediate reaction was that this was the most awful thing to ask of a reader (or any human being!), but even as I clicked on “No”, I thought my answer might really, instinctively, on a completely irrational gut level, be “Yes”.  And I wondered, given the anonymity of the internet, how many people might click on “Yes”, even if this were published on a social media site like Facebook, even if they actually knew this person, because there’s nothing to stop them from being either cruel or honest-but-hurtful.

I won’t spoil the endings for each choice, except to say that they are self-deprecatingly depressing to the point that if this were one of my high school students, I’d be having a conversation with her guidance counselor right now for being a possible suicide risk and in need of a depression screening.

Was the effectiveness of this form for the ending payoff enough for its lack of utilization before?  I don’t know.  All I can say is that Matienzo need not fear a lack of emotion in hypertext.

 

On interactive fiction

Later I’ll post my Twine story review per the assigned exercise, but I also wanted to share a discussion post about my experience with interactive fiction. I am a novice in this realm, so reading/playing “SHADE,” for instance, was completely foreign to me. A few observations, which will perhaps spur comments from the more experienced reader/players and sympathy from my fellow novices:

First, anecdotally: I was seated on my futon in my apartment when I opened “SHADE” and seriously, for a few seconds, thought there was some strange voyeuristic business going on when I saw the black bar at the top of the page (“Your apartment, on your futon”). I thought it knew my futon and me. Here’s to fulfilling apartment stereotypes. But I digress.

This game is not intuitive. (But is it supposed to be?) The “about” command only provided more setting and copyright material, and it least for me, it was not obvious which types of things I could and couldn’t do. I had no idea what I was supposed to be doing—was there an objective? In games, there are goals and you achieve things, but in narrative, those lines are blurred, and the responsibility certain isn’t on the reader to enact anything. Plus, a story isn’t necessarily about plot; while actions typically drive narrative, they don’t have to. How would the two (action & narrative) be blended in interactive fiction? And how does a reader become a player?

There’s a weird dialectic between player & computer/programmer, here. I am both protagonist of the narrative (it’s “my” apartment) as well as active player and thereby, in some sense, writer of the narrative. The onus is on me to keep the story going, and yet, I have little control over how my actions are described and what consequences they beget. For instance, when I typed “Stand up,” the narrative continued, “You lever yourself upright. Umf. It’s amazing how much lack of sleep feels like a hangover, only without the preceding party.” Andrew Plotkin describes the hangover feeling, but I invoked his description by commanding that my character stand up. In some instances, this was really interesting to experience, but at other times…

I got REALLY frustrated, especially if the game didn’t let me do what I wanted. At one point, I had figured out that the game wanted me (what does that even mean? How does a game “want” me to do something? “The game repeatedly prompted me,” I should say) to drink water. For whatever reason, it hadn’t been revealed to me that a glass was on the counter (I’d looked in the cupboards, where only crackers reside) and I had decided that my best option was to dump out the peanut butter and use the jar as a glass. But the game wouldn’t let me open the jar because it claimed I had no appetite! I couldn’t explain my ulterior motives, so had to give up and put the jar away. (The refrigerator door kept swinging shut anyway…). If this is a game, shouldn’t it just follow my commands? Why is opening the jar contingent upon my appetite? Who is controlling this narrative???? (It’s obviously Plotkin, and as a “reader/player/writer” I found this frustrating).

On top of that, the game kept telling me upon certain commands that I could “see no such thing.” Excuse me? It has also described the apartment as one room, with bathroom and kitchen “nooks.” I’m pretty sure I can see the futon. Why can’t I see the futon? It felt very limiting to be told what I could and couldn’t see. So sometimes I would get existential and tell it to imagine the desert (“That’s a verb I don’t recognize.”). At one point, I told it to look out the window (although I quickly remembered I should open the shade first) but then I was told, “Darkness is already crawling in around the edges of the windowshade. You have no desire to look night in the face. You run your tongue over dry teeth.” Again with the not understanding—or ignoring—my motivations and “desires.” I thought maybe I could get a description of what was outside the window (because I’m curious! Tell me more, narrator!) but instead, I was pointed back towards my “objective”: find some water. As  a typical reader of fictive narratives, I was interested in Plotkin’s descriptions, and eventually, that’s what I went searching for—descriptions of the room, of the trip that was planned, of the scenery outside the window (#denied) but because this is interactive fiction, I had to find water.

I’m pretty sure my asking the game to “Imagine the desert” succinctly portrays my struggle.

Despite my frustrations, I do think interactive fiction makes one think harder about the different roles of narrative. Who ultimately controls the story? What is a narrator? A writer? A protagonist? A reader? In interactive fiction, as I mentioned, there seems to be a combination of narrative description as well as objectives & goals. This prompts us to consider what the objectives & goals of non-game (non-interactive) fiction are. I just finished reading Moby-Dick for the third time, and I can’t help but wonder how it would play out if I read/played it interactively (“Pick up harpoon”).

But at the same time, isn’t all reading interactive? I’ve always thought that Melville prompts us at several moments to consider our own quests of reading alongside Ahab’s quest for the white whale—aren’t we all just looking for enlightenment? Perhaps the metaphor of gaming and reading is actually effective, then. I tried and tried and tried to find ways to get that poor sad sack on the futon some water, and maybe it’s the same as trying and trying to find meaning in a difficult passage. The power of description is ultimately with the writer (who doesn’t understand or know the reader’s motivations—who drinks water out of a peanut butter jar anyway?) but the reader/player, then, must make sense of his or her own experience.

I’m curious to see what experienced gamers/readers of interactive fiction have to say about the value of objective-based play-reading. What can be learned from this experience? Is it just fun? How does having a role in the action influence reading?

The Masked Storyteller

Twine and Bklyn Trash King became my first foray into interactive and hypertext fiction.  Like Kathryn, I had heard of Patchwork Girl, but have not read it.  However, I did hear about it’s quirks and kinks since it is a CD-rom.  Needless to say, I had higher hopes with the stories on Twine since it is internet-based.

I initially set out to read Hunt for the Gay Planet, but just a few sentences told me it wasn’t my kind of story, so it was onto Bklyn Trash King.  At first, I thought something was wrong with my version, or this was just a VERY short story, when I kept hitting the “refresh page” link and got the same page of text over and over again.  Clearly, creator Ben Esposito knows it is easy to trigger the average computer user’s frustration, because I was willing to keep clicking this link until something happened.  And it did.  I was rewarded for my need to make the link work via incessant clicking and taken to the next page of the story.  I had to chuckle at Esposito’s cleverness at having the same page appear for both the narrator and the reader, thereby effectively putting the reader in the role of second person narrator.

What worked well was the continued use of tricks like this.  Esposito included links to outside sources/websites to further place us in his story and give it some validity.  One was a genuine news story about raccoons becoming pests in Brooklyn–the plot of Bklyn Trash King–which acted as a rather long footnote.  I actually took the time to make sure the article wasn’t just Esposito going the extra mile and making a mock news story.

Using the tried and true method of the choose-your-own-adventure tale, Esposito nearly lost me, but alas, it was another of his tricks.  For the first few “pages,” no matter which link I clicked, at the end I was rerouted back to the initial page where you were given options.  I then had no choice but to click the additional options.  Finally, I was taken back to a page where a third option that wasn’t there before has appeared.  Curiosity piqued.

At this juncture, the story truly becomes choose-your-own-adventure.  You are no longer taken back to the starting point with two choices, but are taken along a new path.  Of course, I had to know what happened in the other story I did not choose, so I started from the beginning again.  And here I was disappointed.  It was like a rom-com where you find out Gwyneth Paltrow’s fate is to be with this ONE guy, no matter which course her life takes.  I would have preferred an original ending for each course Bklyn Trash King took.

I’m sure creating these stories takes a lot of time and effort, but a little more attention could have been paid to minor details like spelling and grammar.  Those things immediately take me right out of a story.  Also, the deal between the narrator–you–and the Raccoon King to kiss the butts of three raccoons, plus his, just for a retweet seemed quite juvenile.

Overall, I liked the way the story worked and am curious to read more of the stories on Twine.  I think it will definitely give me some ideas on how I want to pursue my own Twine story next week.

 

Remember, Remember, the 11th of December

So, the title of this post is more for story clarification than actual advice, because I actually don’t know why the Twine story I read bears the title December 11, 2012, beyond perhaps the publication date(?). [SPOILER ALERT] The traumatic event in the story takes place in mid-summer, though the usage of a date as a story title (especially with the subtitle ‘Teddy’) did indicate an in memoriam work. When first approaching this story I glancingly assumed the importance of the date was historical – perhaps something to do with Pearl Harbor (yes, I know, that was December 6th… or 7th…). If I had known it was a story about cats, I definitely wouldn’t have read it, since neither I nor my family has ever owned a cat, and I don’t really care for them that much (the scratching, the snubbing, the hissing). However, in spite of this, I am glad that I was mildly tricked into reading this story, because it was abruptly emotional in a way that made me relate instantly to the author’s affection for his/her cat. Even with the clear foreshadowing, the very snapped-off way the death of Teddy is delivered to readers renders a clear picture of the disbelief one feels when they realize that they have truly seen someone/something alive for the last time, in a moment unrecognized for its significance. For me, that emotional impact was delivered after the news of Teddy’s death, in the lines:

By the time you fly home, Teddy has been euthanized and cremated. His remains are in a box in a drawer…you keep saying you’re going to bury him. You haven’t yet.

I know this has all been personal response so far, so I’m going to take a look at some of the technical aspects of the medium that I think worked to achieve this emotional effect on the reader (aka me). My first thought (and notation) while reading “December 11, 2012: Teddy” was that I liked the use of hypertext as a meta component to the story. I use parentheses and insertion dashes constantly in my informal writing, especially emails, and have to resist their overuse in blog posts (notice how I used a sly comma bracket for “especially emails” to avoid parentheses? oh, dang it). This incorporation of a meta component served to draw the reader closer to the emotional side of the story in moments (the incorporation of Teddy’s picture at the moment it would have the most emotional impact), while in others, paradoxically, the running commentary almost dulled the senses, as the monotony of normalcy is prone to do.

The stacking of the meta story at the bottom was… controversial for me. I jotted down “has linear component, but feels messy – why can’t there just be an inset pop-up that appears and disappears when you click the link?” as well as “really like that is doesn’t redirect,” like the tangential incorporations of the The Choose Your Own Adventure genre. CYOA never appealed to me as a child. I was always convinced that there was a ‘right’ narrative to the book, and so I read anxiously, marking my decisions with fingers tucked into different figurative crossroads, ready to backtrack at a moment’s notice. A little over-controlling, maybe, but my ‘right narrative’ theory seemed pretty valid when I ‘died’ in the course of reading… oh, wait, no I didn’t – let’s skip back to page 37 and choose “Follow man down the gangplank.”

In retrospect, though, the stacking of the “December 11, 2012″‘s details reflects the memories of the author, the compilation of moments that comprise the relationship between pet and pet owner, so I think maybe this stacking worked for this story. I was surprised by how short the story proper was – three short paragraphs that fit onto a single screen – yet the meta commentary took up a space over 5x greater. I’m pretty sure this was an intended point by the author. In a technical sense, I found that I tended to skim right over the titles given to each meta section (a sort of meta for the meta?) – maybe a two-step removal from the story was too much for my preferred reading concentration. Perhaps titling the sections with the word/phrase linking to that section would help the title disappear, yet retain its orientating function (as I perceived it).

Overall, I liked how this story was a hybrid of a fictive narrative and a blog post, in the sense that I was drawn into it emotionally and yet the entire story is, ostensibly, a public tribute to the author’s deceased cat. The same information could be shared by a FB status, “Teddy just died. :( I’ll miss that cat a lot,” but without the emotional impact felt when unraveling the story via Twine. That being said, I don’t think my Twine story for next week is likely to focus on the death of my hamster, Nibbles, however I might try my hand at incorporating the meta component that enriched this story so much – there are a lot of different directions one can take this.

 

Taking a Water Taxi to Raccoon Island

The sum of my experience with hypertext prior to this class starts and ends with Shelley Jackson’s Patchwork Girl. The format of this work involves numerous nodes of text that you can click through at your own pace. Some of these nodes tend to follow a linear narrative, while others seem to bear little connection to the following and preceding nodes. It is nearly impossible (unless you have a lot of time on your hands) to read through each and every node on your first run-through. Nodes of text may repeat themselves, but this is almost never an indication that you are completely finished reading. It merely means that you must find a new starting point. All of the nodes were ultimately connected, telling fragments of the Patchwork Girl’s story. All led to the same “conclusion” (if you could call it that), though the means of getting there varies greatly for each new reader.

BKLYN Trash King was quite different from Jackson’s Patchwork Girl. The story played out like a choose-your-own-adventure game, though the choices were limited, and you were ultimately driven to virtually the same conclusion. At the start of this story, you are placed into the position of an individual engaged in attempting to fund a kickstarter project, which varies each time from ::: SmartJelly: A Wifi-Enabled LED Inside A Mason Jar ::: to ::: SteamCraft: The World’s First Steampunk M.M.O.R.P.G. ::: to ::: A DIY Tissue Box Ukulele Kit :::. However, the Wi-Fi cuts out, presumably because raccoons have been chewing through wires. Thus begins the adventure of finding the raccoon king in order to restore internet to your residence so you can continue to monitor your kickstarter project. While, as I said, there is a choose-your-own-adventure vibe, many of your choices are unimportant such as (“Look out the window” versus “Read the newspaper”). The only choice that really seems to matter is whether or not you will choose to strip down, tie raw meat to your body, and let raccoons eat the meat. You also have to choose whether or not to literally kiss the butts of said raccoons in order to get the BKLYN Trash King raccoon (who has an astonishing amount of followers on Twitter) to retweet your kickstarter project that seems doomed to fail. On my first play-through, I said “Hell no” to the repulsive demands of the raccoons, after which my character returned home to find the apartment wrecked. Following this, you quickly discover that the kickstarter project failed. I was confused, left wondering what was the point of it all. Wanting to see all of the options played out, I went through the story again and chose to do all of the repulsive tasks requested by the raccoons, which even having my character in the game do them was unsettling. Once I did this, I was asked whether or not I wanted to hang out with the raccoons (which led to my character drinking a lot of PBR and forgetting all about the kickstarter) or go home (which brought me to the same screens I received when I decided not to do any of the repulsive tasks set before me by the raccoons). In terms of the narrative, I was definitely confused as to the purpose of the story. As I said, the choices placed before me were relatively limited, and I found that I wasn’t rewarded for choosing one way or another. I suppose the internet is turned back on–though this seems to be the case in two of the three scenarios (refusing the tasks and performing the tasks but going home) since your character watches the project fail and the third indicates that nothing matters except PBR. The linearity imposed by the limited choices and conclusions offered by the author made me think that there must be a lesson to be learned from this story, but I was definitely unsure as to what the overarching point behind the story was.

One of the things that I found particularly interesting about this piece of interactive fiction and that helped me to interpret this work was the inclusion of external links (extra points for the inclusion of an external link to a video of an adorable slow loris eating a rice ball). At one point, you are led to a newspaper article about a real raccoon problem in Brooklyn. People seemed to be at their wits end trying to cage these witty creatures and relocate them elsewhere. So, the interactive fiction has a real-life story at its foundation, making the trip to see the raccoon king come across as a fictional solution (however ridiculous) to the problem facing the citizens of Brooklyn. Later, (if you click on the appropriate links) you are led to a TED talk by Seth Godin discussing “tribes” and the need for the average individual to invoke our shared cultural values and take charge in leading others toward change for the betterment of our communities. This shed a bit more light on this strange tale, because, while the methods utilized by your character are odd to say the least, at its heart this interactive tale relates a story about an individual trying to make a change in the community (by turning the internet back on), though as I said, I am unsure how much your actions, in terms of deciding whether or not to perform the tasks set before you by the raccoons, influence the return of the internet. However, your character does at least show some initiative in each scenario by going to see the raccoon king. Perhaps this is why the kickstarter project is doomed to fail in each scenario–because that’s not what really matters. As odd as it may be, perhaps by taking a water taxi to raccoon island, your character really did make a difference.

For those who like to tinker…

If you haven’t heard about the Raspberry Pi microcomputer (which retails for around $35), I thought this would be of interest. People use them to create all sorts of cool homebrewed tech projects: robots, home automation, etc.:

http://www.raspberrypi.org

PS: The Pi was created as an inexpensive computer for schools in the UK, so there’s a “digital equity” angle to the project.  There’s a “what girls dig” (to paraphrase B. Nowviskie) angle too; see: http://www.raspberrypi.org/archives/3594