What is Your Quest? From Adventure Games to Interactive Books.
University of Iowa Press, 2014
What is Your Quest? examines the future of electronic literature in a world where tablets and e-readers are as common as printed books. As devices optimized for the consumption of content of all media forms, iPads and their counterparts place books, games, and films on the same playing field, accessed through the same interface. The touch screen acts as a chameleon, imitating on-screen controls, keyboards, and even the flipping of a page as appropriate to the content. The convergence of media forms alongside the relative transparency and adaptability of the touchscreen interface became a core part of Apple’s initial iPad campaign emphasizing the device’s magic. But the magic of the iPad is drawing upon a history of convergence in digital storytelling that has evolved alongside computing itself, as new tools and models for interactive narrative and the increased accessibility of those tools have allowed for a broad range of storytellers to build on these emerging models for literary interaction. The beginnings of so-called “interactive” books on the iPad can be found not only in print but in a legacy of playful storytelling shaped by fans and online communities, creating and sharing their own stories through games. The genre of adventure games, or games centered on quests and characters overcoming obstacles and puzzles, holds the early patterns for the type of playful storytelling that is now bringing the strengths of different media together and demonstrating the power of games to share personal and communal stories.
Flash: Building the Interactive Web.
Anastasia Salter & John Murray. MIT Press, Platform Studies Series: 2014
Flash evolved as a browser extension allowing developers to escape the confines of foundational web infrastructure, becoming the first widely-adopted tool for online multimedia. Flash aspired to bridge divisions between operating systems and web browsers: a universal language for interactive and creative web experiences. Using the lenses of media studies, critical code and software studies, and digital humanities, we will examine Flash’s rise and fall in the landscape of online media and its role in defining web genres, including “Flashimation,” browser-based gaming, and Internet-enhanced applications. Unraveling Flash’s history and the role of competing interests of performance, security, developers and users also offers insight into the fate of the next universal languages that hope to supersede its relevance. We’ll also trace the history of user and developer involvement through periodicals, forums, wikis and newsgroups. Flash’s evolution is particularly useful in understanding the transformations inherent in any non-fixed platform: its context moved from hypertext to web 2.0, from game arcade to social gaming’s cornerstone and from web plug-in to internet application operating system. Our study will illuminate the critical role of Flash’s duality of aesthetic and procedural affordances in shaping the participatory web and online multimedia, alongside the limitations that ultimately prevented the platform from remaining a dominant “universal” standard.
Recent Digital WorksUniversity of Florida’s Afterlife of Alice & Her Adventures in Wonderland Collection
Alice in Dataland is a solo meditation on a journey through the rabbit hole of Alice in Wonderland, structured with Alice’s adventures as a guiding metaphor and metatext. The project contains several remediations and adaptations of elit structures, including a version of Nick Montfort’s “Taroko Gorge” entitled “Twinkle Bat.” Although the project is built in HTML5, it evokes the early web, considering Wonderland and “Web 1.0” in parallel. This is a first iteration built for desktops.
View from Within is an experiment in storytelling using an infinite canvas framework. The first iteration was created using Prezi (linked above), and moved through layers of the same moment, frozen in time. The project was inspired by Scott McCloud’s vision for the future of webcomics as an infinite canvas, with the browser as a portal to an experience unbounded by the printed page. The work is constructed from layers of hand-drawn illustrations. A new version, built in collaboration with John Murray in Unity and designed for an augmented reality platform, will be on display at the ELO 2014 Media Arts Show.