There is an interesting and critical piece here on the role and hype of digital humanities in the humanities.
While I've said elsewhere that interactive fiction and the digital publishing hold great promise for writers as well as scholars, I think overblown representations of the inevitability and scope of new technologies should be considered with the utmost caution.
I recall the simple proposition I learned from programming BASIC in high school: Garbage In, Garbage Out (or ask a silly question, get a silly answer). The digital archive and the digital medium can't substitute for clear, informed thinking and the accumulation of humanist scholarship. Machine logic can only show you the same data in different forms. Literature is a matter for memory, imagination and the human experience; the understanding is in the particulars that data-analysis can only abstract.
Showing posts with label interactive fiction. Show all posts
Showing posts with label interactive fiction. Show all posts
Monday, May 5, 2014
Tuesday, May 28, 2013
A speculative review of Sorcery! - The Shamutanti Hills
I've been reading -- if that's the right word, because you could also say 'playing' -- Inkle Studio's impressive e-book version of Steve Jackson's classic gamebook The Shamutanti Hills, the first volume of the Sorcery! series. The Shamutanti Hills is a game, a map, and a story: an interactive fiction in which the reader exerts choice over the path he or she takes to the end of the book.
Now, all fictions are interactive in that they involve engagement, the creation of a world between the reader and the text, and the play of speculation and imagination: guesses, expectations, and reversals. But interactive fiction enhances the possibility of interplay by giving the reader choice over the path of the narrative at key points. The most popular of these, and the ones that have interested me for some time, are those based on games and quests. The idea of a path is not incidental: the gamebook often resembles a map or chart, or even a labyrinth, where the ideal play is to find the optimal path through.
The Shamutanti Hills does a fine job at this. What I most admire about it is the sense that the hills constitute a real, if fantastic, terrain: a landscape of mines, villages, hills, woods and ruins, inhabited by goblins, giants, witches, elves and wizards, villagers and monsters, that one can pass through and explore, rather than a simple series of challenges. One feels that the stories of the hills intersect and carry on their own life, and this is enhanced by the game aspect of surviving and mastering the various challenges that the hills represent. The Shamutanti Hills rewards play because each play-through reveals something new about them.
Although the fantasy quest provides a way of structuring the forking narrative of the gamebook, I speculate that the form could also be applied to the mystery. Imagine a mystery in which the reader takes up the role of investigator, choosing clues, hunting leads, suspects, uncovering the plot (or not), building the case on the basis of decisions made in reading.
Now, all fictions are interactive in that they involve engagement, the creation of a world between the reader and the text, and the play of speculation and imagination: guesses, expectations, and reversals. But interactive fiction enhances the possibility of interplay by giving the reader choice over the path of the narrative at key points. The most popular of these, and the ones that have interested me for some time, are those based on games and quests. The idea of a path is not incidental: the gamebook often resembles a map or chart, or even a labyrinth, where the ideal play is to find the optimal path through.
The Shamutanti Hills does a fine job at this. What I most admire about it is the sense that the hills constitute a real, if fantastic, terrain: a landscape of mines, villages, hills, woods and ruins, inhabited by goblins, giants, witches, elves and wizards, villagers and monsters, that one can pass through and explore, rather than a simple series of challenges. One feels that the stories of the hills intersect and carry on their own life, and this is enhanced by the game aspect of surviving and mastering the various challenges that the hills represent. The Shamutanti Hills rewards play because each play-through reveals something new about them.
Although the fantasy quest provides a way of structuring the forking narrative of the gamebook, I speculate that the form could also be applied to the mystery. Imagine a mystery in which the reader takes up the role of investigator, choosing clues, hunting leads, suspects, uncovering the plot (or not), building the case on the basis of decisions made in reading.
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