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The Revolution May Not Be Computerized

A colleague recently remarked to me, “I don’t want to write essays on paper any more. It’s so much easier to manipulate a document in hypertext. I mean, if it’s on paper, it may as well be engraved in stone.” Though I quickly pointed out the limits to this line of thinking, shuddering to imagine my graduate school thesis about comparative mimesis in eighteenth-century narratives placed on par with the acclaimed ten-part essay dictated to Moses, I began to ponder the implications of these new malleable texts in this “late age of print.” The quotation is from J. David Bolter, […]

who is michael bérubé and why is he saying these terrible things about us?

part i: macaroni and meatballs everywhere i turn these days – the new yorker, harper’s, the voice, the chronicle of higher ed., not to mention the academic presses – i seem to run into either a piece of writing by or a reference to michael bérubé, proof-positive that he’s attained academic superstar status of the kind enjoyed during the turn-of-the-eighties by andrew ross… and now i have before me yet another of bérubé’s institutionally-centered ruminations, cultural criticism and the politics of selling out… sheesh… this one reads at times like an apologia, with bérubé self-consciously quoting himself by way of […]
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A Preliminary Poetics

Introduction Interactive drama has been discussed for a number of years as a new AI-based interactive experience (Laurel 1986; Bates 1992). While there has been substantial technical progress in building believable agents (Bates, Loyall, and Reilly 1992; Blumberg 1996, Hayes-Roth, van Gent, and Huber 1996), and some technical progress in interactive plot (Weyhrauch 1997), no work has yet been completed that combines plot and character into a full-fledged dramatic experience. The game industry has been producing plot-based interactive experiences (adventure games) since the beginning of the industry, but only a few of them (such as The Last Express) begin to […]

Victoria Vesna responds

Computer games are clearly a distinct form of media, with an emerging history and place in entertainment and increasingly in the arts. At this particular juncture, there is much misunderstanding of this new genre primarily because games are played through established technologies such as televisions and computers. At the same time, games display characteristics that are, at least superficially, similar to existing media forms, which creates possibilities and confusion at the same time. The numerous recent attempts to develop games as extensions of profitable movies have resulted in abject failures and rare, weak successes. This, in my opinion, is due […]

John Cayley’s response

Stuart Moulthrop’s concerns in addressing networked and programmable ludology are strongly inflected by issues and values in the ethics and politics of “new” media, summed up for me in his reminder that “cyberspace is not a book or a moving picture but a complex virtual environment that should never be allowed to become second nature.” Inclinations such as these are heartily welcome and always salutary, especially given Mouthrop’s engaged stance and engaging literary persona, but here his chief counterpoint, Markku Eskelinen, represents a consciously theoretical approach to the game at hand. This leaves Moulthrop to speculate on mights, woulds, and […]

Card Shark and Thespis

Hypertext Fiction and Its Critics Although games, visual art, and textual experiments had long been areas of academic research, the first artistically convincing explorations of literary computing appeared in the late 1980s. It was only in these years that computers became sufficiently commonplace that a computational creation could realistically hope to find an audience. Of equal importance was the gradual acceptance of Ted Nelson’s thesis (Nelson 1976) that computers could be tools for artistic expression, for even in 1982 the title of Nelson’s Literary Machines was meant to shock and surprise. The final and critical step, first taken by an […]

Game Design as Narrative Architecture

The relationship between games and story remains a divisive question among game fans, designers, and scholars alike. At a recent academic Games Studies conference, for example, a blood feud threatened to erupt between the self-proclaimed ludologists, who wanted to see the focus shift onto the mechanics of game play, and the narratologists, who were interested in studying games alongside other storytelling media. The term “ludology” was coined by Espen Aarseth, who advocates the emergence of a new field of study, specifically focused on the study of games and game play, rather than framed through the concerns of pre-existing disciplines or […]

Introduction to Game Time

The following sketches a theory of time in games. This is motivated by: (1) plain curiosity; (2) theoretical lack: much work has been done on time in other cultural forms, but there is very little theory of time in games; and (3) the hope that a theory of game time may help us examine specific games, help trace the historical development of games, connect to the big question of how a game feeds player experiences, and generally serve as an analytical tool for opening other discussions in game studies and game design. Most computer games project a game world, and […]

White Noise/White Heat, or Why the Postmodern Turn in Rock Music Led to Nothing but Road

I. “White Noise/White Heat,” or Why the “Postmodern Turn” in Rock Music Led to Nothing but Road – A Preface (of sorts) TEN YEARS BURNING DOWN THE ROAD I wrote “White Light” near the end of the 80s, which had surprisingly proved to be perhaps rock music’s most fertile and innovative decade. I originally wrote the essay as a feature article that appeared in American Book Review in the Spring of 1990 (McCaffery, “White Noise”). I was aware that ABR readers were book-lovers not rock fans, and my main goal in developing the essay that way – i.e., presenting an […]
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A Remediation’s Remediation?

In Remediation: Understanding New Media (Bolter and Grusin 1999) proposed a theory on media evolution that attempted to break with the myth of the newness of new media and the linear supersession of older media by newer ones (their main target, although this is not the explicit program of the book, is definitely Marshall McLuhan, whose teleological Understanding New Media is clearly meant to be remediated by a more nuanced and more powerful theory). Coining the notion of Remediation, they argued that each new media refashioned at least one older medium. This process of refashioning, however, does not obey a […]