| Остранение. That's what some say it is: making strange. Literature 
                    is defamiliarizing the ordinary, making us see even the most 
                    quotidian things in a new way. And games? We might describe 
                    them in several ways, but they are certainly ritual spaces 
                    in which rules that are not the ordinary social and cultural 
                    ones apply. So perhaps the concept of the literary game  
                    a seemingly curious concept  is not truly oxymoronic. 
                    It may be that certain literary games, including works of 
                    interactive fiction, derive their power from the play between 
                    their literary aspects and their nature as games (Montfort 
                    and Moulthrop 2003). Whether or not such arguments are persuasive, 
                    in some ways literature and game do seem to toe the same line. 
                   Literary game actually is far from meaningless  
                    it means several things. One is the metaphorical game played 
                    by the author of a literary work with the reader, a figure 
                    that can help us understand why the author writes particular 
                    things, what the reader may think in response, and how the 
                    text has anticipated the "moves" or "play" 
                    of the reader. A wonderful investigation of this sort of literary 
                    game is found in Playtexts (Motte 1995), which considers 
                    many playful works of literature, including Pale Fire 
                    and Nadja. This issue of Poems that Go features 
                    more literal games, however, so we had best turn to those 
                    that structure the interactions of participants through explicit 
                    rules. Numerous common games are deeply based on the structures 
                    and strictures of language. Crossword puzzles call on the 
                    puzzle-solver to think of a word that satisfies some interlocking 
                    lexical constraints and the provided definition. (Novelist 
                    George Perec is one literary figure who also constructed devious 
                    crosswords.) It seems a bit strange to call such puzzles "games," 
                    since a single person engages with the puzzle  an ordinary 
                    situation in computer gaming today, but hardly the archetypical 
                    gaming situation. However, there are also multi-player games 
                    that use a crossword format, including Scrabble, Upwords, 
                    and Эрудит. The host of letter-based games also includes word searches 
                    and jumbles; there are even games that can be played verbally, 
                    such as one that involves adding letters to form a prefix 
                    while trying to avoid forming a whole word; it is variously 
                    known as ghost or prefi. Along different lines, 
                    dictionary (commercialized as Balderdash) is a bluffing game 
                    in which players define obscure words and try to persuade 
                    others that their definition is correct. These games may resonate 
                    in certain ways and may tease apart things about language, 
                    but perhaps these aspects, and the involvement of letters 
                    and words, do not suffice to make them truly literary. Consider, 
                    then, that some games can actually produce literature. Several literature-producing games were developed and played 
                    by the Surrealists, who were inspired by parlor games and 
                    nonsense literature but had their own agenda of freeing the 
                    mind from the structures of rationality by means of strange 
                    and ludic structures (Brotchie 1993). Their games include 
                    question and answer, in which one player writes a question 
                    and another (without looking at the question) writes an answer; 
                    the resulting text is then read. The famous exquisite corpse 
                    requires each player to blindly write certain different parts 
                    of speech in turn  for instance: article and adjective; 
                    noun; transitive verb; article and adjective; noun. Legend 
                    has it that the first sentence produced by this method was 
                    le cadavre exquis boira le vin nouveau. In 1953, comedy writers Roger Price and Leonard Stern invented 
                    a similar sort of game in which one person's text, written 
                    with certain words omitted, could be completed by another 
                    person who filled in a form, providing certain parts of speech. 
                    The duo did not publish this game, Mad Libs, until 1958. Stern 
                    explained their conundrum, which will be familiar to electronic 
                    writers and artists working in new media: "[The first 
                    publisher we asked] didn't think it was a book, but honestly 
                    believed it might appeal to a game manufacturer. The game 
                    manufacturer in turn thought it was a book and sent us to 
                    another book publisher, who didn't think it was a book!" 
                    (Stern 2001) In honor of this paper-based literature-producing 
                    game and its Surrealist ancestors, Rachel Stevens and I have 
                    cooked up a bagatelle especially for this issue: Fields 
                    of Dream. While the writing of palindromes, acrostics, and the like 
                    is often dismissed as a game, it makes no more sense to define 
                    these as games than it does to say that the writing of sonnets 
                    and five-paragraph essays is a game. Which is not to say that 
                    it makes no sense at all; we would simply be waxing metaphorical 
                    and should not expect that everything we know about real games 
                    will apply. There is no way within the usual "game" 
                    of this kind to evaluate, for instance, how someone might 
                    win, lose, or advance, although such a feature is commonly 
                    found in many scholars' definitions of "game" (Salen 
                    and Zimmerman 2003). We still might find that the rules of 
                    such compositions, or similar rules, can play an interesting 
                    role in games, however. If we need more assurance that the literary game is not a 
                    chimera, we can look to a similar category, the dramatic game 
                    (Boal 1992). Just as literature can participate with the structures 
                    of a game in an experience, just as there are games that result 
                    in literature, Augusto Boal has shown that "play" 
                    in the dramatic sense can coincide with the playing of a game. 
                    His "Theater of the Oppressed" provides a structure 
                    of rules whereby people in a community, participating as "spect-actors," 
                    can engage with actors to attempt to physically enact responses 
                    to oppression  to rehearse for the revolution, as Boal 
                    puts it. Since the dramatic game is not trivial, despite being 
                    a strange-sounding combination, we should hardly expect literary 
                    games to be restricted to silliness and trivialities. /// The games in this issue, drawing on the tradition of computer 
                    and video games in various ways, provide a more certain proof 
                    that the literary game can do the serious, hard work of both 
                    literature and gaming, and suggest several ways in which different 
                    aspects of a literary game can function effectively together. Arteroids, 
                    by Jim Andrews, is a game, a kinetic poem, and a piece of 
                    creative software in the vein of MacPaint and Music Construction 
                    Kit. It is a way of playing (playing freely, not just playing 
                    a particular game) and allows the one at play to make art 
                    with moving images and words. Arteroids is not just 
                    a different-looking clone of the epunymous video game Asteroids. 
                    There are essential differences: in the physics of that world; 
                    in the way that large asteroids no longer break into medium-sized 
                    ones which break into smaller ones, all the while retaining 
                    their lethal power; and in the absence of the occasional flying 
                    saucer. Arteroids pilots a different course that involves 
                    more color and language and a different sort of trance-like 
                    challenge, perhaps more akin to a two-dimensional Rez 
                    than to the early arcade games that kept one's nerves constantly 
                    on edge. Even choosing where and whether to destory certain 
                    phrases is a creative activity, but in "play mode" 
                    one also is allowed to type new words that are then hurled 
                    through space. Andrews offers his game and information about 
                    it in Portuguese translation; Bookchin's game, discussed next, 
                    is available in French translation. Other literary game creators 
                    and electronic writers would do well to take a page from these 
                    two, even though translation is more difficult for games that 
                    use forms of natural language understanding or that rely on 
                    the structures of a language for their rules. The 
                    Intruder, by Natalie Bookchin, is based on a very 
                    short story by Jorge Luis Borges in which two brothers fall 
                    in love with the same woman, live with her for a while, sell 
                    her to a whorehouse, buy her back, and finally kill her (Borges 
                    1970). Bookchin's work is "a tale told in ten games," 
                    each with novel skins that do at least three things: visually 
                    refer to objects, incidents, conflicts, and themes in the 
                    story; incorporate text from the story; and refer to various 
                    retro computer games with their gameplay and appearance. Most 
                    of the games have the same forms as Pong, Kaboom, Laser 
                    Blast, Outlaw, and Jungle Hunt; the sixth is interesting 
                    to compare to Gal's Panic, an arcade game that displayed 
                    a nude woman as a reward for completing a level. The skins 
                    and structures of the game communicate in intriguing ways. 
                    Bookchin's piece, like the antifable that Borges wrote, is 
                    both diverting and disturbing. It suggests that games can 
                    be made to work in complex, artful, perhaps even literary 
                    ways  Borges can write an antifable, thus Bookchin can 
                    write an antigame; the antifable can make us question aspects 
                    of our society and even the form of the fable itself ... the 
                    antigame, similarly. While The Intruder clearly derides 
                    the stereotypical structures of the video game, it also suggests 
                    that the literary game can do better than this, just as "La 
                    Intrusa" reveals how literature can exceed the banal 
                    anecdote. Nine, 
                    by Jason E. Lewis, takes the format of the nine-square, eight-tile 
                    sliding puzzle as its most evident interface. This game is 
                    familiar to many as a physical puzzle and also familiar to 
                    all but the latest Macintosh users as the canonical built-in 
                    game, the solitaire of that platform. As the user/reader/puzzler 
                    slides the tiles about, short texts are presented in the spaces 
                    left behind, narrating Lewis's birth and upbringing. Interestingly, 
                    although the texts appear in different places and alongside 
                    different images, they appear in the same sequence, no matter 
                    how one shifts the tiles around. As some manipulations will 
                    reveal, sliding the squares into the empty space is not the 
                    only way to change the image; shifting a square does something 
                    other than simply translating the image in space. Although 
                    it seems to invite us to puzzle pieces of an imagine together, 
                    this surface puzzle ends up not being the real one  
                    it is solved to begin with, seen a certain way. It exists 
                    mainly to invite us to turn our thinking in literary and artistic 
                    ways, joining the texts we read to our own experiences, reading 
                    about the connections between the author and his hypothetical 
                    double, affiliating images with words. Bad 
                    Machine, by Dan Shiovitz, is an exquisite and involved 
                    work of interactive fiction. Bad Machine not only allows 
                    users to type things in; this program actually has the ability 
                    to understand commands and to simulate action. Language becomes 
                    not just a rock to be blown away with a keystroke or a ball 
                    to hit with a paddle, but the very means of guiding your "ship," 
                    a character, within a world that is textually described. A 
                    quick perusal of Bad Machine is unlikely to be enjoyable 
                    or intelligible. Player/readers should plan to spend at least 
                    thirty minutes with the game to begin to understand what is 
                    going on; roughly speaking, it is more like a novel or long 
                    poem than like a sonnet or piece of visual art. On its surface, 
                    the texts that Bad Machine displays share some features 
                    with the writings of Talan Memmott, Alan Sondheim, Mez, Kenji 
                    Siratori, and JODI. But this game is also a rich simulation 
                    that can generate different narratives depending upon how 
                    the player instructs the main "character"  
                    a curious sort of machine protagonist, in this case  
                    through a world that has been made strange. The way in which 
                    the world must be figured out draws on scientific traditions 
                    and on ways of thinking that someone solving a literary riddle 
                    might use. Shiovitz, in crafting Bad Machine, chose 
                    not to sacrifice or convert any of interactive fiction's 
                    "game-nature" in building an artful world. So, why wait any further? Press play. Nick Montfort, http://nickm.com ReferencesBoal, Augusto. Games for Actors and Non-Actors. Trans. 
                  Adrian Jackson. London; New York: Routledge, 1992.Borges, Jorge Luis. "La Intrusa." In Informe 
                    de Brodie. Buenos Aires: Editores Emece, 1970. html. 
                    Trans. as "The Intruder" by Norman Thomas de Giovanni 
                    in Doctor Brodie's Report, New York: Dutton, 1972; Trans. 
                    as "The Interloper" by Andrew Hurley in Collected 
                    Fictions, New York: Viking, 1998. Brotchie, Alistair, compiler, and Mel Gooding, ed. Surrealist 
                    Games. Boston: Shambhala, 1993. Montfort, Nick and Stuart Moulthrop. "Face It, Tiger, 
                    You Just Hit the Jackpot: Reading and Playing Cadre's Varicella." 
                    Proceedings of DAC (Digital Arts and Culture) 2003, Melbourne, 
                    Australia, 19-23 May 2003; Fineart Forum 17:8, Aug 2003. pdf 
                    (letter), pdf 
                    (a4), html. Motte, Warren F. Playtexts: Ludics in Contemporary Literature. 
                    Lincoln: University of Nebraska Press, 1995. Salen, Katie and Eric Zimmerman. Rules of Play: Game Design 
                    Fundamentals. Cambridge: MIT Press, 2003 (forthcoming). Stern, Leonard. "A 
                    Brief History of Mad Libs." 2001. html.
 TOP  |