This weekend I’ll be speaking and exhibiting at a special UC Santa Cruz exhibition by Oakland-based text exhibition series Writ Large. The program looks fantastic, with screenings and performances of creative work from many talented artists from around the Bay, and with workshops by illustrious figures in computational literature, many of whom I’m lucky
This year, the ACM Hypertext Conference is offering a Creative Track in an effort to bring in more artists, which I have graciously been asked to Chair. This year's conference theme is "missing link," which is perfect for how we see this exhbition.
When games reference other games, it’s almost always done in a flippant, shallow way, but allusions represent a greater possibility for ambiguity, multivalence, and expressive depth. Games deserve—and are increasingly ready to harness—that depth.
Last Friday I was totally buried and couldn’t make it to the Scholar’s Play stream, so I logged in to watch. For the first time I really understood why people watch other people play games, something I hadn’t even really figured out when we started the stream.
A few weeks ago, IF author Porpentine created a game jam for tiny hypertext games called TwinyJam. The goal was to create a hypertext game in 300 words or less. The results were impressive; 239 games were entered into the jam.
Paperknife is an evocative experimental hypertext game that uses virtual space as a literal interpretation of branching narrative structures. You play as a child psychologist who’s seeing another doctor’s patient today. Your goal is to build a relationship with her, to get her to open up about her phobias and difficult family life.
Parable of the Polygons is an interactive blog post by Vi Hart and Nicky Case about bias and self-segregation that effectively shows how even a slight bias can cause strong self-segregation. To start, polygons are unhappy if only 1/3 of the polygons around them are like them, and they’ll want to be moved to be
In part 1 of this post, I gave a recap of the CAsplit narrative. In this post, I’m going to talk a little more about its design. Improv arts are usually not as “improvised” as we would like to think. While much of the interesting content is composed on the fly, it must be