Digital Literature Topic: Play and Game Designs in Digital Literature 1 - PowerPoint PPT Presentation

1 / 22
About This Presentation
Title:

Digital Literature Topic: Play and Game Designs in Digital Literature 1

Description:

Games are dominated by the ultimate goal of win-lose or other similar binary ... three peculiar symbols randomly provided by the machine in the way he thinks fit; ... – PowerPoint PPT presentation

Number of Views:102
Avg rating:3.0/5.0
Slides: 23
Provided by: benzNc
Category:

less

Transcript and Presenter's Notes

Title: Digital Literature Topic: Play and Game Designs in Digital Literature 1


1
Digital Literature TopicPlay and Game Designs
in Digital Literature (1)
  • _at_Shuen-shing LeeUnless specified otherwise,
    texts quoted in the lectureare mostly taken from
    Shuen-shing Lees Explorations of Ergodic
    Literature (dichtung-digital 2002) and Code at
    Work, Text at Play (Bookman 2004).

2
  • Outline
  • Defining Terms and Jargons
  • Demonstrating Works
  • Analyzing Forms of Expression
  • What to Do
  • Well discuss literary play, games, and texts
    that contain ludic components. Keywords such as
    play (paidia) and game (ludus) will be
    elucidated. A differentiation of forms of
    representation and simulation is also included in
    our discussion list. Armed with such a basic
    understanding, well explore a multitude of forms
    of simulation employed in digital literature.

3
Terms and Jargons
  • Hypertext Literature (done wk1)
  • Cybertext (done wk1)
  • Play 4 categories
  • competition, chance, mimicry, vertigo (see
    Caillois 12-13 print )
  • Play 6 properties
  • Free, Separate, Uncertain, Unproductive, Governed
    by rules, Make-believe (see Caillois 9-10 print
    see next slide)

4
  • Free from obligations in which playing is not
    obligatory if it were, it would at once lose its
    attractive and joyous quality as diversion
  • Separate being spatially and temporally
    independent circumscribed within limits of
    space and time, defined and fixed in advance
  • Uncertain the course and result uncertain the
    course of which cannot be determined, nor the
    result attained beforehand, and some latitude for
    innovations being left to the players
    initiative
  • Unproductive creating nothing physical
    creating neither goods, nor wealth, nor new
    elements of any kind and except for the exchange
    of property among the players, ending in a
    situation identical to that prevailing at the
    beginning of the game
  • Governed by rules under conventions that suspend
    ordinary laws, and for the moment established new
    legislation, which alone counts
  • Make-believe accompanied by a special awareness
    of a second reality or of a free unreality , as
    against real life
  • -- Caillois, Man, Play and Games, 12-13

5
Terms and Jargons
  • paidia, play (??)
  • ludus, game (??)
  • Games are dominated by the ultimate goal of
    win-lose or other similar binary patterns of
    opposition, while play embraces no goals of such
    kind (Frasca 1998).

6
Terms and Jargons
  • Representation ??
  • Simulation behavior modeling ??
  • Representation is "the act of portrayal,
    picturing, or other rendering in textual and
    visible form" (Random House Dictionary), a way of
    presentation prevalent in analog media such as
    fiction and film. By comparison, "Simulation does
    not simply represent objects and systems, but it
    also models their behaviors" (Frasca 2002 to be
    further discussed in Simulation 101)

7
Terms and Jargons
  • For a comparative definition of simulation and
    representation, see Frascas Simulation 101 (HTML
    or try this online version).

8
Beyond Mimicry (Literal Simulation) a
metaphorical transformation (game)
  • Asteroids(Atari, 1979)
  • (seelist-game.htm dd)

9
Beyond Mimicry (Literal Simulation) a
metaphorical transformation (game)
  • arteroids (lt????gt) Asteroids (lt???gt)
  • The shooting mode of Arteroids is modified from
    that of Asteroids, an early arcade game.
  • In its first Canto, the default defensive is the
    word "poetry," whose mission is to shoot,
    cracking open charging words or phrases such as
    "death," "fear," "insecurity," "nothing," or even
    "poetry" itself but in different colors.
  • (see list.htm dd)

10
Beyond Mimicry (Literal Simulation) a
metaphorical transformation (game)
  • You will be able to construct sentences such as
  • The battle of Poetry against itself and the
    forces of dullness (??????,??????), poetry
    poetry all is poetry destroyed and created
    (????????,?????????).
  • Symbolically, "poetry" is a weapon against the
    dark side of life and destroys even itself for
    the sake of resurrection. The interactive form of
    Arteroids," in which the gamer assumes the role
    of a poet/fighter responsible for the gaming
    consequence of winning or losing, has
    re-energized such cliche motifs as "poetry vs.
    death" in literature.
  • This work transfers the motif of resistance from
    the platform of representation to that of
    simulation, wherein the imagineering (imagining
    engineering) experience is greatly different from
    the imagining perception .

11
Beyond Mimicry (Literal Simulation) a
metaphorical transformation (game)
  • See also Trigger Happy. Using Foucaults text
    (selected from What Is an Author?) as the
    shooting targets.(see list-game.htm dd)
  • Screenshots(DOC)Foucaults Text (HTML)

12
Beyond Mimicry (Literal Simulation) a
metaphorical transformation (game)
  • Trigger Happy is based on the arcade game
    Space Invaders.
  • (see list-game.htm dd)

13
Beyond Mimicry (Literal Simulation) an ironic
simulation (play)
  • lt?gt(Bear)( Teddy Will Comfort Me????????)
  • (see list.htm dd)

14
Beyond Mimicry (Literal Simulation) an ironic
simulation (play)
  • "Teddy will comfort me" is the only phrase on the
    "Bear" page in Nobody Here (anonymous). Above
    this phrase rests a visual paidia environment
    wherein the reader/player is invited to torture a
    Teddy bear with an array of objects such as
    scissors, tape, and nails. Irony immediately
    arises from the clash between the text
    (representation) and the paidia situation
    (simulation) the consolation is derived from
    sadistically torturing a cuddly toy rather than
    being comforted by its cuteness. Notably, it is
    the input of physicality from the reader/player
    which converts the paidia situation into a
    signifying system.

15
Simulation (Play) As an Interactive Illustration
Hermit (lt???gt)
16
Simulation (Play) As an Interactive Illustration
Hermit (lt???gt)
  • Herman was lying in the tide
  • afraid of everything,
  • until I took him to the safety of the city,
  • where he now hides
  • in drugs, religion, money and lust.
  • The hermit crab is a peculiar animal.
  • http//www.nobodyhere.com/justme/hermit.here
  • (See list.htm dd)

17
More Artful Behavior-Modeling Works
  • Digital Fortune telling? IChing Poetry Engine
  • (see list.htm dd)
  • A fortune telling toy? Oracle. (see list.htm
    dd)
  • Textual Carving Carving in Possibilities
  • (see list.htm dd)

18
More Artful Behavior-Modeling Works IChing
Poetry Engine
  • lt????gt(IChing Poetry Engine)
  • From fortune telling to poetry making
  • The state in this screen shot represents that
    three tiny circles have been clicked. The
    current hexagram on display is called
    CONSTRAINT, the 30th of I Ching (?).
  • The screen shot indicates a randomly generated
    poem gliding into the 3D space and shrinking into
    the dark depth along the z-axis. In this reading
    of mine, the poem goes as follows berries
    everywhere, / ripe for picking / will swift
    justice propel you forwards? / deliver your blow
    soundly now! / truth burns / make choices in your
    doing / feet on the earth, / flame ahead to light
    up the way! / proceed.
  • From divine chance to artful randomness
    Mysteriousness persists in the transformation
    from the supernatural to the artificial

19
More Artful Behavior-Modeling WorksOracle
  • How to operate oracleTo get an answer to his
    question from the machine, the user has to go
    through the following steps (1) arranging three
    peculiar symbols randomly provided by the machine
    in the way he thinks fit (2) inputting his own
    interpretations to a statement, called
    situation, randomly provided by the machine
    and (3) repeating Steps (1) and (2) once. When
    the user finishes the procedure, his
    interpretations and the statements provided by
    the machine will combine at the end of the
    ritual, forming an answer to the question he puts
    forth at the beginning.
  • Im someone who values the random process on
    many levels, who considers oracles much more than
    fortune telling toys, and for whom the activity
    involves a profound (and profoundly playful)
    meditation about the nature of time and
    synchronicity. . . (Slattery, anxieties.htm).

20
  • The alternative use of randomness deftly frees
    Slattery from such generic charges as Michael
    Mateass on fortune telling programs implemented
    in gears or in code They work by giving
    ambiguous responses that can be interpreted by
    individuals in the contexts of their own lives
    by having the responses relate to important life
    themes, such as love or career, these systems
    effectively push most of the sense-making onto
    the human participant instead of into the system.
    The participant does all the work of reading
    meaning into a random process (2004). Mateas is
    perfectly right to point out that the users
    engagement in an oracular interpretation hinges
    upon a free but subjective association with what
    the user is concurrently concerned with. But
    Mateas has not perceived that serious fortune
    telling involves a particular kind of willing
    belief the message in an oracle is not from a
    machine or human-made agent but a deity. Or to
    magnify the point, Mateas does not differentiate
    algorithmic randomness from divine Chance, at
    least in the case of I Ching. Taking I Ching as a
    cybertext or a fortune telling object driven by
    algorithmic randomness is one thing, while
    treating I Ching as a divine oracle provider is
    another matter. See Mateas_on_fortunetelling.do
    c for more info.

21
More Artful Behavior-Modeling Works Carving in
Possibilities
22
More Artful Behavior-Modeling Works Carving in
Possibilities
  • Texts and a graphic bust of Michelangelos
    David in this work unravel step-by-step in
    response to continual random re-positioning of
    the mouse.
  • The motion of the mouse, accompanied by pounding
    sounds which imply steel carving stone, connotes
    the process of transforming a shapeless rock into
    a statue with a human form.
  • The application of mouseover/play design elevates
    the playground of random search to that of a
    metaphorical quest for a certain object.
Write a Comment
User Comments (0)
About PowerShow.com