A. DeNiro’s Doggerland belongs to the interactive poetry school of Twine: highly personal, only loosely narrative, making play with hover effects as well as links in order to evoke some connections that aren’t explicitly stated. It concerns, among other things: winter and isolation, global warming, childhood, problems with America’s health care safety net, parenthood, glaciation, the passage of time, and a personal decision which (since the work is described as autobiographical) I assume is true to DeNiro’s actual experience.
There is, as far as I could find, one branch point where you can choose which of two vignettes to read, and since links are marked with icons rather than with text, it’s hard to call this a choice: it’s more of a lottery. The work is otherwise linear-exploratory, allowing the player to decide only how much depth to experience at each point before moving on.
I might almost have preferred not to have that branch. I replayed the story to see what I had missed the first time around, but the structure is otherwise so tight and the emotional impact so much tied up in the process of revelation that playing for completeness the second time felt like a diminishing of the experience. Perhaps. But then, the theme of opportunity cost is also appropriate for the story. And then, also, I understood the shape of the piece better the second time around, so perhaps it was worthwhile to encourage this. I don’t know.
I do know that it has a quality I associate with good poetry, which is that the more I think about it, the more it pulls together, the more the different screens and different text seem thematically interrelated.
The rest of what I think about this is not about craft but about content, so I’m going to put a spoiler jump in now.
Continue reading “Spring Thing 2015: Doggerland (A. DeNiro)”




