Literature review – June 2011 – Digital fiction
Cybertext – Espen J. Aarseth
In this book Aarseth seeks to delve down into the difference in the use of text between a classically written text; a book, and an interactive text on the computer. In order to do this he seeks to define every area and at times this makes the book highly technical and dense. However without this minute section-by section definition, the complexity of the creation and participation with participatory digital text would be ignored in the greater analysis of what is literature.
As I started reading I was slightly worried that the introduction was of twenty-three pages. However Aarseth uses this to define his terms, to put down the markers that he will use in his very persuasive argument that a computer game is a piece of literature. As he says;
The differences in teleological orientation – the different ways in which the reader is invited to ‘complete’ a text – and the texts’ various self-manipulating devices are what the concept of Cybertext is all about. (p 20)
I was interested in the difference between text and Cybertext described in terms of linear and labyrinthine. Text, as in signs in linear form, becomes in Cybertext not only the multi-path journey but also the single twisting journey where there are choices to make. This use of the term labyrinthine is useful because it is such a visual description and helps to describe the difference between the reader of the text and the participator of the Cybertext. Aarseth define what he calls ‘ergonic literature’ and in defining this concept is looking to include the role of the participator or player. The reader reads the text but the reader of ergonic literature must read, play, participate and work the text.
I keep finding myself lost in his detailed examination of early games or interactive texts and it is then that I need to return to try and find what he is actually searching for. The text ‘cybertext’ is not the simple read follow and interpret, of the novel. A Cybertext has the read interpret element but the decisions of the reader/player makes decisions on the pathway taken. However I do feel that this slightly misses that you can only get out what has been put in. You can take any of the multiple pathways but you will still have to end at the author’s conclusion.
There is a long examination of an early text based game. Aarseth describes this game as ‘autistic’. He uses this term as his definition for the way the game interacts with the player. Like an ‘autistic’ person the game repeats your question back to you. He justifies this with a simplified, old-fashioned definition of autism. I find this whole passage absurd and slightly insulting. Why does the autistic repeat the words back to you? This is generally because you are not being specific and you use words or phrases in an idiomatic manner. Keep you eyes peeled means to look. However, to an autistic person it can mean to peel the eye like an orange. This is a visual interpretation of the text that changes the meaning. The computer, especially the early text based games, could only respond to words in a correct format. The computer cannot ‘interpret’ the meaning. Sometimes Aarseth goes into such detail that he seems to loose any connection with the initial argument. Why are we worrying whether we should call the ‘button category’ a ‘spot’?
It is however his pedantic exactitude that eventually persuades you that of course the computer game can be described as a cybertext that is part of a long tradition of literature and can be examined and defined in a similar style.
Twisty Little Passages – An approach to Interactive Fiction by Nick Montfort
As Aarseth defines then Montfort explores, teases and exposes in a historical timeline. Interactive Fiction as described here is a puzzle, a riddle that the participant must engage in to understand the ‘story’. He is looking at early games that were text based. As Montfort says;
This book seeks to describe some of the intellectual history of this form and its relationship to other literary and gaming forms, and to computing and other computer programs, while critically examining a representative selection of important works and describing their interrelationships. (p5)
I found that I had to read this book without being able to have direct experience of many of the early works of digital fiction. I did find one early example that was partially playable and was surprised at how difficult I found it to play. These games, like Aarseth’s description of the ‘autistic game’, which is in fact Marc Blank’s Deadline, have specific text controls. As someone used to a game controller and graphics these early games are both simple and frustrating. Words and phrases needed to correspond exactly to those within the game program otherwise they would not work.
Montfort is however seeking to examine further the early exploration of interactive fiction and the definition of fiction within this context. He references Aarseth who he describes as the theorist who defined the ‘formulation of ergodic literature’, which is refered to as the production of narratives only when they are interacted with, or participated with. However Montfort feels there needs to be a specific definition of interactive fiction. He gives four different definitions of this type of fiction:
- a text-accepting, text generating computer program
- a potential narrative, that is, a system that produces narrative during interaction
- a simulation of an environment or world; and
- a structure of rules within which an outcome is sought, also known as a game
Both these books are trying to define the narrative text experience that was created when the possibilities of the computer were pushed and developed into new creative medium. They needed to create new words and definitions that would describe this new form of creative interaction that was specific to this new computer world. But at the same time they both look forward and backwards in seeking to understand. As Montfort says:
The nature of interactive fiction as computer program, simulated world, generator of narrative, and game, means that it has many other ancestors.(p45)