Talk at Jornada Nacional de Literatura

Video_check
View of the technical check, with Alabaster on screen
The Jornada Nacional de Literatura is a big festival/conference with a lot of different aspects: aside from the workshops, there’s a children’s program with multiple activities going on at any given time during the day, and kids are bussed in from the schools; there are academic conferences and summits for local Brazilian writers; there are displays by local artists, sculptors, and photographers; a big area devoted to shops by different publishers; and a sequence of afternoon and evening panels aimed at adults, including scholars, writers, and members of the general public. It’s a hugely energetic and fascinating environment.

In addition to the workshop on interactive fiction, I was asked to participate in a panel on art and media convergence. At the beginning of this panel they played a video on interactive fiction created by Nick Montfort, which discussed the history of the medium and some recent directions in it. For my own talk, I aimed for something that would be accessible to a broad audience and would address some of the themes that had already come up during the other panels and talks — especially the generational shift towards interactive learning discussed by Wim Veen the first night, and discussions (and doubts) about the aesthetic potential of art created via computer or in collaboration.

So I talked about interactive storytelling in general: my argument that it’s a medium still very much in development, that it will one day be a high art form, but that to do this it will need to mature in its own directions rather than taking existing literature or game forms as a strict template. To illustrate the possibilities, I briefly discussed Photopia and Fate, making the case that each provided a meaningful and human experience that would be impossible in the same form without the interactive element. I also mentioned (though briefly, because pressed for time) some other projects in interactive storytelling that suggest a wide-spread interest in the possibilities from academics, gamers, and writers: Façade, Fatale, We Tell Stories.

It was, necessarily, a very general overview of why interactive storytelling is interesting, with an emphasis on contributions from IF specifically, but it seemed to go over well, and I got some very positive feedback afterward.

I don’t know exactly how many people attended: the tent in which it occurred can seat 5000, but was certainly not full. Still, a considerably bigger audience than I’ve spoken to before.

Workshop experience: Day 1

One of my tasks at the 13ª Jornada Nacional de Literatura was to give a workshop (three hours a day, four days) on interactive fiction, touching on history, how to play, some background on why the form is interesting in general, and then how to create one’s own.

I was blessed with not one but several excellent translators, and also some technical help. We were working in a standard computer classroom, which is to say that there was a place to plug the demo computer into a projector, and then networked individual workstations for all the participants.

Continue reading “Workshop experience: Day 1”

[Help Wanted] Speak (Brazilian) Portuguese?

On Saturday I’m headed to Brazil to lead a week-long workshop on interactive fiction as a (very small) part of a literature conference in Passo Fundo. I gather most of the people I’ll be working with will know some English, and there will also be translators available. But it occurred to me that it might be helpful to have the standard verb list from my intro-to-IF pdf here, with Portuguese equivalents, so that I can hand this around to people when they’re trying out games.

It would’ve been smarter to have thought of this two weeks ago, I realize, but perhaps someone out here either a) already has written out a list of standard verbs in the process of making a Portuguese library or b) wouldn’t find it hard to translate the list quickly?

If not, I imagine we’ll still be okay, but any help would be much appreciated.

“Interactive fiction” from the publishing side

Recently I’ve run into a few references to “interactive fiction” where the term doesn’t mean any kind of game, but something more choose-your-own-adventure-like. In the 80s we had Infocom appropriating the word “fiction” in order to lend an impression of literary depth and respectability to its brand; now we have book publishers borrowing interactivity in order to make their publications seem more appealing, particularly to young people. I’m interested in this, but not terribly heartened by the samples I’ve run into recently.


One example is this series of choose your own adventure books aimed at helping “tween” girls make Christian decisions. I assume the author has the best intentions for this project, but — leaving aside the actual content of the decisions — I get the strong impression that the reader is presented with choices each of which has only one rather blatant “right” solution:

In the Scenarios series, each main character is faced with many choices and moral dilemmas. Eventually, they find that their choices have led them into a situation that requires them to make a very difficult and potentially life-altering moral decision. When the story has fully unfolded, and the main character arrives at that moment of truth, the reader makes the big decision for her and then turns to the corresponding section in the book where the resulting circumstances unfold. This places the responsibility for those decisions squarely on the reader’s shoulders, in hopes that she will learn from her personal experience as she lives it through the eyes of the book’s character. She will learn the importance of good decisions as well as the truth about forgiveness and grace. Even when poor choices are made, the redemptive power of Christ is evident as forgiveness is sought, offered and received.

When I was in sixth grade we had a drug awareness program in school that included similar exercises, in which we were asked to pick whether we would Give In To Peer Pressure or Just Say No. Not so much roleplaying, which I can somewhat understand; just picking what was the Right Answer. I’m not sure what this was meant to accomplish other than to make sure the students knew what the teacher wanted to hear.

Though I’m very interested in interactive choice in general, I find this particular use of choice (“you get to choose, but if you choose the Morally Wrong Answer, you get preached at!”) aesthetically repellent and also ineffective as propaganda. This is not a story; it’s a quiz. I have no problem with that in the context of, say, safety training: I once had a job that involved potential exposure to chemical toxins and radioactive substances, and I had no problem being trained with multiple-choice questions about what to do when I dropped a beaker of liquid, or the role-playing scene where I needed to dispose of something safely. But there wasn’t any moral judgment involved there, just a procedure I needed to learn to follow.

I suspect the Christian Morality Storyquiz does the reader a disservice by pretending that life is simpler than it actually is. Unless the reader has some ability to share the protagonist’s temptation, it’s easy to piously do the right thing on her behalf — and for that experience to be nothing like preparation for real world situations. (Not to mention that sometimes you can do what you absolutely believe is the right thing and still hurt someone’s feelings thereby and face unhappy consequences.) So it all sounds a bit plastic. And most kids old enough to fit the “tween” category are old enough to smell the artificiality a mile off.


The second example comes in the form of a press release emailed to me:

Writers of interactive fiction for the 21st Century wanted

mifiction calls for entries from established and aspiring authors to create modern day interactive fiction –

UK, October 13, 2009: mifiction, an innovative online publisher based in the UK, is looking to reinvigorate interactive fiction using the latest in modern technology, and your writing skills.

In an effort to encourage authors and to find a host of exciting and imaginative stories, mifiction is hosting a writing competition which is open to anyone with an interest in interactive fiction and a passion for writing.

About the competition:
Aimed at writers who are enthusiastic about teen fiction, mifiction is encouraging authors over the age of 16 to submit entries from almost any genre…

It turns out that what they’re looking for is choose your own adventure stories that can be delivered in snippets of 150 words, the better to display on a mobile phone.

This is a fairly restrictive form, I feel, and I’m not encouraged by the fact that the very first snippet of their example “interactive fiction” contains the text “You can sees it now…”.

But what bothers me about it even more is the recommended implementation structure. To avoid uncontrollable amounts of content, the guidelines suggest that story branches should reconnect to the main storyline. However, the system does not track variables and has no preserved state other than the fact of which text we’re currently looking at. So player’s past choices are forgotten and disregarded as soon as the story rejoins, which means in practical terms that none of one’s early choices will matter. (Unless — one could argue this — viewing one branch rather than another significantly affects the interpretation of later material. But that’s a bit meta.) In any case, what they’re implementing could be implemented equally well as a series of very simple HTML pages, with none of the complexities to be found in more sophisticated literary hypertext software.

That said, first prize in this competition is 300 UKP (about $490 at present exchange rates), for what I suspect is substantially less work than entering the IF Comp once. So hey, perhaps someone will find it’s worth trying to wrangle an interesting interactive experience out of this extremely bare-bones format.