Episode Four: Childhood Gaming Narratives

I have been a bit under the weather, but we are finally getting this one out. This episode is inspired by my response to a Jane McGonigal post about using computer games to create narrative as children. Regular podcasting will resume in September with, tentatively, Final Fantasy IV and Legend Of Zelda.

Note: I tried a few different microphone settings during this episode, so the recording of my voice is going to vary a little bit at times.

Games Discussed:

  • Winter Games

  • Summer Games

  • Track & Field II

  • RC Pro AM

  • Tecmo Super Bowl

  • NHLPA 93

  • Baseball Stars

  • Nintendo World Cup

  • Super Play Action Football

THATCamp Community College 2015 Notes

Here are my notes from the day. We had a small group for THATCampCC, so instead of sessions we had a longer conversation where we bounced around discussing the proposals campers had made in the morning. We did something like that last year as well and I believe this might be something we continue in the future.

  • We began by discussing doing peer review outside the classroom.
    • Can we do meaningful peer review outside the classroom?
    • Building student bonds outside of class.
    • Students need to learn good criticism skills to be better peer reviewers.
    • Chris Gazzara suggested having students review a paper like they would a film or book.
    • Collaborate is a Blackboard tool for peer review.
    • VoiceThread is an app for leaving comments.
    • SHOULD statements important during peer review.
  • We then discussed prior formative non-stressful learning assessments.
    • Differences between scaffolding and expectations.
    • Can visuals help with assessing prior knowledge?
    • How women use Instagram to bypass the male gaze and invent safe spaces to present themselves.
    • How information literacy is taught at different schools in the room.
    • I discussed cutting down on secondary source requirements.
  • We then discussed annotating silent films, which led to a wide ranging discussion.

Books Read In 2012

  1. Being A Green Mother by Piers Anthony
  2. The Tent by Margaret Atwood
  3. New York Trilogy by Paul Auster
  4. Racing The Beam: The Atari Video Computer System by Ian Bogost and Nick Montfort
  5. Amulet by Roberto Bolano
  6. Lady Audley's Secret by Mary Elizabeth Braddon
  7. The Complete Cosmicomics by Italo Calvino
  8. The Invention of Morel by Adolfo Bioy Casares
  9. The Mind of Italo Calvino by Dan Cavallaro
  10. The Cambridge Companion to Kate Chopin
  11. Catching Fire by Suzanne Collins
  12. Mockingjay by Suzanne Collins
  13. Crossed by Ally Condie
  14. Noir by Robert Coover
  15. Down & Out In The Magic Kingdom by Cory Doctorow
  16. The Great Big Beautiful Tomorrow by Cory Doctorow
  17. The Last Professors: The Corporate University and the Fate of the Humanities by Frank Donoghue
  18. Football The First Hundred Years The Untold Story by Adrian Harvey
  19. My Mother Was A Computer: Digital Subjects & Literary Texts by N. Katherine Hayles
  20. The Map & The Territory by Michel Houllebecq
  21. Quests: Design, Theory, and History in Games and Narratives by Jeff Howard
  22. Hedda Gabler by Henrik Ibsen
  23. Fifty Shades Darker by E. L. James
  24. Fifty Shades Freed by E. L. James
  25. Fifty Shades of Grey by E. L. James
  26. The Life & Morals of Jesus of Nazareth by Thomas Jefferson
  27. Carmilla by Sheridan Le Fanu
  28. Hour of the Star by Clarice Lispector
  29. The Lost Books of The Odyssey by Zachary Mason
  30. Reality Is Broken: Why Games Make us Better and How they Can Change the World by Jane McGonigal
  31. Batman The Dark Knight Returns by Frank Miller
  32. Batman Year One by Frank Miller
  33. Those Guys Have All The Fun: Inside The World of ESPN by James Andrew Miller and Tom Shales
  34. Paradise Lost by John Milton
  35. Batman-The Killing Joke by Alan Moore
  36. V For Vendetta by Alan Moore
  37. The Watchmen by Alan Moore
  38. Speak Memory by Vladimir Nabakov
  39. King Lear by William Shakespeare
  40. Authors In Context: Virginia Woolf by Michael Whitworth
  41. The Uncoupling by Meg Wolitzer
  42. The Quran (Sher Ali Holy translation)
  43. Sir Gawain & The Green Knight
  44. The Tel Quel Reader

(Re)Framing Transmedial Narratives

The absolute highlight of my time at MLA09 was the night panel on transmedia narratives. I finally got to meet my friend Christy Dena and also catch up with some other friends. Here are my notes:

Marc Ruppel

  • The biggest shift in storytelling has been multiplatform narratives
  • What are they? digital/analog, oral/audio, etc
  • Examples of transmedia narratives: Lost, Buffy The Vampire Slayer series eight comic, etc
  • Connectivity: Edges as transactional spaces
  • Reading paths, instead of just left to right now…(It’s refreshing to hear this; I’ve been saying this for a long time!!!)

Migratory cues:

  • Direct-URLs, books, phone numbers, business cards (the series Heroes was the example for some of these)
  • Intermedial-Direct prescence of one site’s content in anothers
  • Intersectional-One site reflects and approximates momentary events of another
  • Often used in combination
  • Visualize network as a whole

Christy Dena

After this, I just sat and listened to everything Christy was saying. Her work is fascinating and close to what I originally wanted to write about in my Master’s Thesis before sliding to something more “Englishy” (see my first symposium presentation about Distributed Narrative)

I also asked a question to Marc and Christy about the role of canon in fan culture. Specifically, I was curious how they regarded fan fiction and spinoff noncanonical media in regards to their examples of Buffy The Vampire Slayer and Doctor Who. The BTVS series eight comic is pretty established as canonical, but what about Doctor Who where there are numerous comics, Big Finish audios, and other things where their place in the canon is murky at best. Both Marc and Christy said that trying to decipher between all of that just wasn’t worth doing, so they regards everything in the same manner. I can certainly understand that.

Afterwards, while catching up with Christy, we also talked about the defining of new terms which she does in her work. While writing my Master’s Thesis, I had trouble enough with resistance to terms like ergodic, distributed narrative, hypertext, etc. Christy is creating new terms as she goes.

 

My Digital Humanities Origin

In its original draft, this was part of the introduction to my MA thesis.  After some discussion, I ended up pulling this out to keep my thesis more focused on the matters at hand.  I really like what I wrote here so I decided to excerpt it on my domain for my readers.  I wrote this right around this time last year.

Everything I found in electronic literature upon discovery, the intellectual aesthetic and interplay with computers, which had been my cherished companion since childhood, I had been looking, searching, for in my literary studies.  As a child I had played some text adventures, known as interactive fiction, and certainly remember their printed cousins the Choose Your Own Adventure book. I loved how interactive those books were and the agency which readers were given to decide their own fate and reading path.  Growing up, I had a lot of problems with motor development and coordination.  This led to many other problems including very poor penmanship. A wise teacher, when I was in elementary school, suggested my parents buy me a computer. She claimed that I would end up ahead of the curve because personal computers were going to takeover classrooms before I left for college. Wisely, my parents took her advice and purchased an Apple II for me to do my school work on and, because I did not play well with other children, to have an outlet for play and creativity.

Long before I became an avid reader in my teens, my creativity came almost exclusively from computers. Game designer Jane McGonigal’s recent weblog post about her experience creating detailed narratives out of Apple II games that did not already have them like Summer Games brought back memories from my own childhood. I had a similar experience at almost the same time by creating forms in a word processing program with different countries and names. I created brief backgrounds for each character and had them compete against each other on screen. Scandal, same gender romance, athletic achievement, and other intrigues played out in this interpretation of my gaming experience. I would not call that literature, obviously, but I tell this story to show how my creativity was electronically nourished before I embraced print culture later in my teens.

I have been on the Internet since sometime in early 1995. Immediately I became involved with participatory online culture by writing fan fiction, posting to newsgroups and listservs, chatting on Internet Relay Chat (IRC) and, on and off, creating journals which nowadays would be called a weblog. At the same time, I published print based punk rock fanzines periodically until 2005 when I began Signifying Nothing, a webzine, archive of my earlier fanzines, and podcast devoted to my endeavors in hardcore punk which continue to this day.

My interest in electronic literature came to fruition while taking a senior seminar on postmodernism with Scott Rettberg in the spring of 2004. While being turned onto writers like Italo Calvino, John Barth, Jorge Luis Borges, and theorists like George Landow, Roland Barthes, and Julia Kristeva I realized that not only were these fiction writers exactly what I had longed for all of my life from literature, but the bridge between literary theory I fell in love with from Kristeva and Barthes, which I had struggled with until this time, and computers which Landow and others like Rettberg himself bridged via their theories was a dream come true. The beginning years of my college career were filled with frustration, failure, and difficulty. The first step of my recovery came when I embraced electronic literature.

Reading hypertext fiction and the theories of Barthes and Kristeva in Rettberg’s seminar improved my readings of previously read authors like Faulkner, Woolf, and Wallace. I began researching electronic literature and exploring the links on Rettberg’s weblog. Through these links I was able to explore the work of other hypertext and New Media theorists like Nick Montfort, Angela Thomas, and Jill Walker. I experimented with and clicked through Rettberg’s hypertext novel, The Unknown, and began actively participating in the sticker novel he authored with Montfort. As the semester wound down, two classmates and myself began our own weblogs, inspired with Rettberg and Walker especially, and I moved mine to its own domain later that summer.

Since the rise of the novel the past few centuries have had some hypertextesque works of literature. Novels like Tristram Shandy, Infinite Jest, and Ulysses can seem to those familiar with the workings of electronic literature to have qualities which “stand out for the first time.” (Landow 1982) When I read Sterne’s novel in an undergraduate course on the history of the novel, I came in one morning and remarked to my professor that the novel had a lot of the qualities of hypertext fiction which I was learning about in Rettberg’s seminar on postmodernism the same semester. Without knowledge of electronic literature I would have never made the connection, which made my reading of Sterne’s novel much more pleasurable. Experimental works of literature like Pavic’s Dictinary Of The Khazars and Nabakov’s Pale Fire also exude qualities which are emphasized by an understanding and familiarity with hypertext and electronic literature.

As Janet Murray argues in Hamlet On The Holodeck: The Future Of Narrative In Cyberspace, “the impending dissolution of Yugoslavia,” in Dictinary Of The Khazars, “is preconfigured by the fragmentary account of a mythical lost tribe” of three separate, conflicting, dictionaries (Murray 37). The “multicursally” seen in Pale Fire has been seen as a branch between not only modernism and postmodernism but as a text that has hypertextesque qualities (Aarseth 8). Writers like Robert Coover, a longtime advocate of electronic literature, Borges, and other postmodernists from France and South America also write literature which embodies many aspects of hypertext fiction.

Childhood Gaming Narratives

Jane McGonigal’s recent post about her trip to China to run an alternate reality game on the site of the Olympics also discussed her first Olympic gaming experience in 1988 with Summer Games on the Commodore 64.  McGonigal goes on to describe her experience gaming that summer:

During the real Olympic games that 1988 summer, I held my own Summer Games for myself on my Commodore 64. I would start up the computer game and enter 8 players. They were all made up versions of myself from different countries – you could play with 8 at a time — “Jane” from USA, “Juana” from Mexico, “Janelle” from France, “Jana” from the Netherlands (I don’t know why I thought that was a Dutch name), “Enaja” from Australia (Jane backwards, plus an extra “a” because it sounded prettier, ha ha thought my clever 10 year old self), etc. I would run every Summer Games event as all of my different Olympic Janes. The game was asynchronous multiplayer, rather than synchronous multiplayer, so I could try to do equal justice to each avatar. I would keep track of medals in my pastel pink Cool Shades notebook, and then after all the avatars ran every event, I would see which country had won the most. I was extremely methodical about this. And this would take pretty much an entire day. And THEN I would start over, and run the “simulated Jane Olympics” again, doing exactly the same thing with 8 more international Janes and see how THAT medal count went. And on and on and on.

I had a similar experience over on the Apple IIC with Summer Games and also Winter Games.  I would create forms using Bank Street Writer with different countries and names.  I created brief backgrounds for each character and had them compete against each other for glory.  I did this for both Winter and Summer games and had the medal tallies combine to see which country would be champion.  I think I brought this over to other games like RC Pro Am for further events.

As the years went on I did this in other games.  Track & Field II was a more developed game that allowed me to use more events and countries.  I remember a week long tournament I did in Nintendo World Cup where I came up with the idea that whatever team won would have their plan for world peace implemented.

The big gaming narrative moment for me however came a few years later when EA introduced their NHL series for the Sega Genesis.  The first few years not only did not include real player names (which caused me to spend hours watching ESPN and hockey games to memorize them) but did not have the season modes gamers are familiar with these days.  I spent the entire thirty game season making my own schedules (I forget the formula, but I think I just made sure the number of home games was even and then randomized who each team played) with all the team represented  (I played a handful of games each day after school) and then a playoff tournament.  I created my own schedules and kept detailed scoring notes and standings on the computer.

I also did this in other games like Baseball Stars (still the best Baseball game ever), Super NES Play Action Football (where I spent an entire fall doing a tournament of all the college teams, since the real NCAA didn’t seem keen on it even back then) and some others.  Baseball Stars was especially fun because not only could you create your own teams but you could create players.  There was a way to add female players to the teams.  I always made the girl I had a crush on all through middle school the star of my team.

I created my own leagues and narratives in real life play as well as a child.  More on that in a future post.

 

Weekly Reader

Meanwhile…

  • The New Yorker piece on Obama’s early years in Chicago politics is another indicator he is just as scummy and slimy as the next politician.  Making the right friends, the right votes, the right influences; you might counter by saying “that’s politics” but I say that if you take part in that crap, I blame you.  I’d rather have no government than one filled with slimeballs.  None of the above…yet again…in 2008.

  • Alexander Solzhenitsyn recently passed away.  When we moved to Manahawkin, I remember the first friend I made was reading The Gulag Archipelago at the time.  We started to bond while discussing that and other books.

  • Io9 offers a guide for fans of the modern Doctor Who series who wish to get into the classic series.

  • Veronica Esposito comments on the amazing ending of The Mill On The Floss and links to a review of the novel from a 1860 issue of The Atlantic.

  • PETA still sucks as much as I remember.