Those Trojan Girls (Mark Bernstein)

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Those Trojan Girls is a hypertext novel by Mark Bernstein, written in Storyspace. Storyspace is Bernstein’s project, and the blurb for Those Trojan Girls describes how the tool might add to the possibilities of the medium:

Those Trojan Girls is also the first published hypertext to use the new Storyspace 3 facilities for stretchtext and sculptural hypertext – ideas explored in the research literature for more than a decade but that remain little known outside the research community.

In practice, stretchtext and sculptural hypertext refer to ideas that already exist in interactive fiction. As discussed in an interview with Bernstein here, “sculptural hypertext” refers to having pieces of text that appear based not on links but on other variable conditions, similar to quality-based narrative. Stretchtext refers to replacing a section of text with a longer, more detailed section, which is one of several things Twine texts do fairly routinely with text replacement macros. So “little known outside the research community” might be a slight exaggeration.

But the point, I think, is that the piece is attempting to introduce some of these features and methods to a community of practice — academic/literary hypertext — that has historically not paid terribly much attention to the IF community of practice, despite very significant overlap in many of the technological affordances of their tools.

Those Trojan Girls is definitely unlike game-like hypertexts, and avoids the kinds of agency found therein. I’m not sure I’d say there’s much of what I typically think of as “readerly” agency either. It’s hard, for instance, to decide on a theme, character, plot point or other element you want to pursue and track that train through the narrative (in contrast with Arcadia, which is designed for exactly that type of reading, or if, which thematically encourages completionist rigor).

There are a few formatting challenges familiar from Twine and not exactly solved here. Some blue links expand in place, while others lead through to a new passage of text — a frequent complaint about Twine works as well — and in Storyspace (or at least in this implementation) one can’t predict which is which without either clicking through or referring to the map, which appears in the lefthand side of the screen and moves as you read:

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Emergent Puzzle Solutions

A recent RAIF thread brought up the Magnetic Scrolls games, and the fact that they used a simulationist system that could produce puzzle solutions that the game authors hadn’t thought of:

“Talk of current IF development drifted on to whether it’s possible to create a game in which the player is not really constrained by the author’s intentions. Michael noted that Magnetic Scrolls games were kind of like this-for example, if an object had the “sharp shards” bit set, dropping or throwing the object would cause it to shatter into many sharp shards. In total, 128 bits were used to describe a more or less working universe that the player could interact with in ways that hadn’t been anticipated. As an example, Michael described an unintentional situation in which one could put a rat in some liquid nitrogen, snap off its tail and, for a few turns, use the tail to puncture feed sacks and obtain food.”

This raised a fair amount of interest (most of the “ZOMG that would be GREAT!!” kind). This yearning to do something the author didn’t think of is something I hear a fair amount of: Mark Bernstein has complained that, because IF games anticipate solutions, the IF player is always robbed of the pleasure of having invented a novel solution because he always knows the author was there first. Emergent-solution design might address that complaint. It might also address the frustration players often feel when a logical-seeming approach is either forbidden or not recognized by the game at all.

So I found myself thinking, again, about why more IF games don’t work this way.

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What Would James Bond Do?

In a response to my recent comments on his work, Mark Bernstein writes:

I wasn’t actually talking about ate and hamartia, or not only about them: there’s a simple logistical contradiction that lies at the heart of IF. You’re the hero. You’re in a tight spot. Things seem hopeless.

>What do you do?
>

Well, what would you do? What would James Bond do, or wily Ulysses? They’d do something brilliant, totally unexpected, something nobody would have thought of. They’d do the one perfect thing that only they could do to get out of this tight spot.

So, you rack your brains. And you come up with something incredibly clever, unexpected, and far-fetched. Something perfect! But I’m just a writer, not a hero: have I thought of your incredibly clever strategem? If I have, you’re deflated: it’s not heroic after all, it was just a puzzle and you’ve supplied the correct answer. A tough puzzle, maybe, but (obviously) the author was here before you.

And if I have not been here before, the game’s going to say, “I don’t understand.” So, heads you lose, and tailsyou lose.

I have several responses to this:

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IF in the ACM literature, Part Four

I’ve been saving these for last, because they’re really the juiciest: a couple of articles authored or co-authored by Mark Bernstein.

Bernstein is the founder of Eastgate Systems, a company promoting serious hypertext. They sell a small but — within the hypertext community — highly respected collection of hypertext fiction and nonfiction, at serious book prices: much of it runs from $25 to $45. And they produce and sell Storyspace, a tool for hypertext creation. This is a niche market: the major works are self-consciously literary or pedagogical, and I think it would be fair to say that IF in general is a more populist form. At the same time, hypertext is a more successful niche market than IF: how many of us are selling IF game files at $45 a pop? how many would feel ballsy enough to try? And, leaving aside the commercial, hypertext also gets studied more extensively by academia, taught in more new media courses, and generally considered more serious.

Some of this has to do with accidents of community — with the sorts of people who happened to be drawn into creating each kind of thing, and with the ways in which they framed and presented their finished products. But I also think the media favor different kinds of content, and it’s interesting to look at why.

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