Chapter four is about interactive fiction, a genre of electronic
Literature. Rettberg begins by comparing interactive fiction to video games
like Zork. He then describes the evolution of text based to the release of
graphics cards and how that almost took away the text-based game audience. He
then walks through the history of these games and works until reaching the end where
he talks about straight up video games. This ending section left me
underwhelmed because the games he mentioned were either old and kind of stale,
or just unknown games that aren’t very relatable. I got this feeling that
modern games aren’t considered e-lit and it made me sad. I feel like the games
that I play and grew up playing gave me some of the best fictional stories I’ve
encountered in my Life. I felt like the chapter just dances around big triple A
games and doesn’t consider them literature.
I looked into Galatea and tried to play it online. I’m pretty
sure I played the right thing. It was confusing at first. I didn’t know that
only set verbs worked in the game as commands. You have to use phrases like “ask
her” or “tell her about” in order to begin to enter anything like a conversation.
It seemed like regardless of what I said, the conversation would go where it
was going to go. She would just ignore and say something totally different than
what I asked. All in all, weird piece.
What games did you play with great stories? I feel like many contemporary games have great in-depth narratives.
ReplyDeleteI had the same experience when I played Colossal Cave Adventure, one of the text based games mentioned in the book. It took me a while to get the hang of knowing which words the game understood.
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