CFP: Text Technology: Interactive Fiction (11/15 & 12/15; journal issue)

From: jerzdg@uwec.edu
Date: Wed Oct 11 2000 - 15:07:11 EDT

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    The journal _Text Technology_ invites submissions for a special issue
    devoted to interactive fiction -- that is, the text-based participatory
    novel, or "adventure game."

    By Nov 15, send a 200-word proposal to:

        Dennis G. Jerz <JerzDG@uwec.edu>,

    or, by Dec. 15, send a full article to:

        Joanne Buckley
        Humanities Communications Centre
        McMaster University, TSH 308
        1280 Main St. West,
        Hamilton, ON
        L8S 4M2 (Canada)

    Articles should be sent both in electronic and hard copy form (3 copies).
    Articles should be double-spaced and on 3.5 floppy. Articles may use
    either WordPerfect (up to 9.0 or Microsoft Word 2000). Articles on disk
    should also be accompanied by a version in ASCII.Graphics should be sent
    as separate files and not embedded in wordprocessing files, and should be
    compatible with Windows. Except for pagination and italics, do not format
    the document with any wordprocessing style commands or codes. The maximum
    word length is 8,000. The preferred style is MLA, but APA is also
    acceptable. Do not use footnotes; include notes only at the end of the
    paper. Include an abstract of about 100 words, and a one-paragraph
    biographical note, complete with an email address where correspondence may
    be sent.

    ABOUT THE JOURNAL

    Text Technology is an eclectic quarterly for academics and professionals
    around the world, supplying articles devoted to any use of computers to
    acquire, analyze, create, edit, or translate texts. Given the journal's
    textual emphasis, multimedia computer narrative is not an appropriate
    topic; however, discussions of the "fictive" elements of MUDs,
    chatterbots, and similar textual spaces will be welcome.

    ABOUT INTERACTIVE FICTION

    Hypertext narrative is not the intended focus of this special issue. For
    the purposes of this special issue, "interactive fiction" describes a
    text-based electronic narrative that responds to input from a user (in the
    form of typed commands such as "fill bottle with water" or "headmaster,
    tell me about Malcolm").

    While academics have paid only occasional attention to interactive
    fiction, which was extremely popular in the early and mid 80s, since about
    1995, amateur programmer/authors have rejuvenated the medium, supplying
    new primary texts, improved computer programming tools, an expanded
    critical vocabulary, and an audience that reports dissatisfaction with a
    computer gaming industry that privileges mimetic simulation (that is, the
    mathematical rendering of shadows, sound effects, spurting blood, etc.)
    over authorial creativity (that is, the literary rendering of plot,
    character, motivation, dialogue, etc.). An IF competition that has, in
    past years, drawn about two dozen entries, drew 37 in 1999; over 50
    entered the 2000 contest (which concludes in November, 2000).

    Advances in palm-sized computers and digital communications devices mean
    that a growing percentage of the population is walking around carrying
    enough computer power to store dozens of text-based games -- a fact that
    has not gone unnoticed by the wireless communications industry; in the
    summer of 2000, Noika licensed the dozens of text-based games marketed by
    Infocom in the 1980s, and Bedouin offered a royalty-sharing plan to new
    interactive fiction authors who make their works available via the
    wireless Internet.

    As Aarseth observes, the reader's negotiation of a path through any
    cybertext is not metaphorical or interpretive, but is literally necessary
    for the experience to take place: "A cybertext is a machine for the
    production of variety of expression" (3) -- not figuratively, but
    literally, in the sense that "film is useless without a projector and a
    screen." This machine is completed by the presence of a perceiving human.
    Linda Hutcheon, discussing the postmodern emphasis of the receiver's role
    in constructing a text, offers interactive fiction as "the most extreme
    example I can think of" (77). Hutcheon cites Niesz and Holland to concur
    with their claim that, in interactive fiction, "there is no fixed product
    or text, just the reader's activity as producer as well as receiver."
    While Aarseth disagrees on this point, the issue is worth further
    investigation.

    POSSIBLE ARTICLE TOPICS
    (Feel free to adopt these or suggest your own.)

    TEXTUAL SCULPTURES
    IF and dyslexia (Marnie Parker's "Iffy Theory" and the IF Art Show)
    IF and the blind (Michael Feir's Audysee - a gaming 'zine for the
      visually impaired)
    Linguistic or technical studies of comparative IF (letteratura interattiva;
      Interaktive Belletristik)
    Interactive Fiction in Esperonto (Why? Why? Why?)

    IF PROGRAMMING AS COMMUNAL FOLK ART
    Buckles describes "Colossal Cave Adventure" as a work of Internet folk art
    - created communally, and distributed through an informal underground
    social network. Nelson's IF language "Inform" provides the nuts and bolts
    for hundreds of other IF projects, and has been tinkered with and expanded
    by others; their silent contributions to the IF "engine" affects the
    author's creation and the reader's experience of the resulting texts.

    GRAHAM NELSON AS JANET MURRAY'S CYBERBARD.
    Nelson -- who created the IF programming language Inform, and also some of
    the best IF of the 90s, is Marlowe (of the "mighty line") and Shakespeare
    rolled into one. (His online persona also shares elements of Dr. Johnson,
    Lewis Carroll, and, of late, J.D. Salinger.)

    GENDER, IDENTITY AND VOICE IN IF
    The nullity of the typical IF protagonist - typically a genderless,
    identityless and largely voiceless puppet who is animated by the commands
    of the reader/player -- provides literary theory with a tabula rasa, about
    which professional literary theorists have said surprisingly little.
     
    LITERARY THEORY AS PROFESSED BY HARDCORE GAMERS or
    GAMING AS CONFESSED BY HARDCORE LITERARY THEORISTS
    Literary theorists typically have little motivation in playing computer
    games; hard-core gamers typically have little desire to read Lacan and
    Barthes. George Landow's _Hypertext_ managed to bridge the artsie-techie
    divide in the study of hypertext.
    * Somewhere out there, I hope, is a literary theorist who can represent
    interactive fiction as a genre in and of itself, rather than what
    Hutcheon (77) called an "extreme" example that illustrates a postmodern
    theoretical point.
    * Somewhere out there, I hope, is a computer programmer critically
    equipped to discuss the rhetoric of Nelson's programming language,
    Inform. For example, embedded within Inform are default commands that
    encourage the programmer/author to present the player's "death" as a
    "loss"; this programming detail may be shaping shape the kinds of texts
    being produced on the Inform platform. (The same can certainly be said
    of other popular programming platforms, such as TADS and ALAN.)
     
    ANNOTATED INTERACTIVE FICTION CRITICAL SAMPLER
    Because transcripts of interactive events rarely make interesting
    reading, scholars who happen across transcripts of interactive fiction
    may receive the impression that IF is necessarily an uninteresting textual
    experience (as much of it, truth be told, is). To solve this problem, a
    scholar/gamer could supply a bank of "saved games" that represent the most
    textually or thematically interesting passages. A scholar/reader (who
    does not have time to play each of the games being studied) could then
    sample each of the saved games in order to experience, firsthand, the
    textual interaction that would otherwise be presented only in transcript.

    Works Cited

    Aarseth, Espen J. _Cybertext: Perspectives on Ergodic Literature_. Baltimore and London: Johns Hopkins UP, 1997.
    Buckles, Mary Ann. "Interactive Fiction: The Computer Storygame 'Adventure'". Ph.D. Thesis. U. Cal at San Diego, 1985.
    Hutcheon, Linda. _A Poetics of Postmodernism_. New York and London: Routledge, 1988.
    Murray, Janet Horowitz. _Hamlet on the Holodeck: The Future of Narrative in Cyberspace_. New York: Free Press, 1997.

    Assistant Professor Dennis G. Jerz, Dept. of English (715)836-2431
    Univ. of Wisconsin-Eau Claire, 419 Hibbard, Eau Claire, WI 54702
    Office Hours (Fall 2000) M, F 1-2; Tu, Th 3:20-4 (and by appt.)
    --------------------------------------------------------------------
    Recommended Writing Links: http://www.uwec.edu/jerzdg/

      

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