Friday, October 28, 2016

This is How You Die: Jason Nelson

Just in time for Halloween: This is How You Die, by Jason Nelson

This is a game that is set up like an online slot machine. The pictures that are in place in a regular slot machine have been replaced by short pieces of text that are meant to predict the users death. The prediction is divided into four parts: location, method, result, and post-result. Each spin produces a completely random combination (some making more sense than others!).

The screen that contains the "slot machine" as a few interactive buttons that you can scroll over. One is "explain death" which provides a dismal and creepy outlook on life and death. "Demise credits" displays a number that is reduced each time a death spin is made. The user starts with 28 credits and the game informs you that at least 10 are needed in order to make a spin. Finally, "death spin" activates the game.

On the first spin, a clip of a man singing, "you're dead, you're dead..." plays. The entire time the game is open, spooky music plays. There are repetitive thud sounds and swells of a repeated noise.

Here are my first results:

"Driving a Kansas highway, watching hail storms whiten the knee high wheat fields/ You are weather trapped and after four days blood clots vacation in your brain/ And while your death breath draws you play an imaginary golf game with leaves/ the cab driver hides your body in an off season amusement park/ Your death is reported by tenure seeking academics as being suspiciously modernist"

Now I have 24 demise credits; I spin again. This time, my results make much less sense. Basically, I lock up shop at "Hobby Cakes", get my loose skin stuck in a cab door, am dragged 2 miles, and then my family says that I did it on purpose.  I also apparently published an unsuccessful book of poetry.

15 demise credits:

I still write bad poetry! Yet this time, I'm at the Grand Canyon, and jocks steal machines that I need in order to stay alive.

At 6 demise credits, I'm out; I'm unable to make a spin.

Exiting and coming back into the game, I notice something that I previously missed. Next to some elements of the predictions, there are little numbers that you can press. These activate short video clips that repeat imagery of death and creepy text. I also win some demise credits this time. Text pops up: "Good: you have won extra death spins/ Bad: blood disease".

This was creepy/ fun. Note to self: stay away from the Grand Canyon, Kansas, and poetry.

Tuesday, October 25, 2016

Tinkering Session

I have been writing my blogs in advance and then scheduling them, so I didn't get a chance to add my elit thoughts to last week's blog. I am considering two ideas. One: I am getting in the spirit of Halloween, and I kind of want to tell a story of a family who is experiencing some kind of haunting in their home, but I want to tell it from the family dog's perspective. I think that this could be fun. Two: I have a short story started that I might want to adapt to an elit piece.

For either of those options, I want to find tools that I can use to combine sound, images, and text (maybe video too...).

I started out by checking out Google Story Builder. This was not what I was looking for... I just kept asking myself, "Am I missing something?" This seems like a neat way to teach kids about collaborative writing though. I will keep this in mind for future projects. I also looked at Thinglink, but this too seems like something that I probably can't use for this particular project.

Then I got distracted by trying to make a Voki for way too long...

The tool that I liked the most so far is one that I can use as an element in my elit piece. It is WordFoto, and it is pretty cool. The images that you can create with the app by combining pictures and words are both visually interesting and a little disturbing. Perfect for the theme of my elit piece! When looking pictures to upload into the app, I looked on Creative Commons. I then played around with creating my own WordFoto. Here are some of my results:



Friday, October 21, 2016

Pieces of Herself-- Juliet Davis

Juliet Davis's Pieces of Herself is introduced by the Electronic Literature Collection as being a piece that "uses the motif of the dress-up doll to explore issues of gender identity in the context of home, work, and community". Davis adds in the author's note that her work "is an exploration of feminine embodiment...in relationship to public and private space".

The piece is essentially a drag-and-drop gaming experience. It plays on color as well. The background for each scene is black and white, while the game pieces are very colorful. The reader must use the mouse as if they were taking a virtual tour of the scenes. When the pointer rolls over a game piece, it becomes visible, and the reader can click and drag in order to place it on the black and white outline of a body, which is located on the left-hand side of the screen.

The game pieces trigger sound bytes and short clips of interviews. Sometimes there is only a brief, animated sounding noise, while at other times, the sound repeats itself until he user leaves the game. The repetitive sounds that I encountered were of a frog croaking, a drip of water, and the sound of something being dunked aggressively into water. These sounds become distracting and annoying at times. Towards the end of the game, when all three where playing at once, it was more difficult to concentrate on the other audio clips.

In the game, there are seven scenes: Shower, Bedroom, Outside, Kitchen, Living Room, Office, and Main Street. In addition to the game pieces, each of the scenes contained moving images, songs, and sounds that were activated by dragging the mouse over them. In the living room, the TV played Oprah; An answering machine in the bedroom played messages.

In terms of grasping the theme of the piece, the interview clips were most enlightening. The women talk about body image, about graying hair, and overpriced clothes. One woman discusses how the expensive clothes and jewelry that she wears makes people think a certain way about her, but she isn't that person. They person that she is on the outside is not who she is on the inside.

In one scene, there is a sound clip of a man reading a Bible passage about a woman's place in society. One interview clip is simply a woman's voice saying, "He said he loved me". Another sound byte in the office scene notes that emotions have no place in the workplace.

This piece makes the reader think about all the parts that make you who you are-- all of the pieces of self. Who are you? Are you one person in one context and a completely different person in another? Who are you seen as?

This piece has no real, solid ending, and I think that is done with purpose. This is the type of piece that you should spend time thinking about long after you've finished reading it.

Friday, October 14, 2016

Inanimate Alice

This week, we checked out Inanimate Alice, by Kate Pullinger and Chris Joseph. This piece was different from anything that we've looked at so far for two reasons: One, it was the first piece that we've looked at this semester that is meant for children and young adults; and, two, it was more game-like than the other pieces. According to the author's note on the introduction page, we the reader must help Alice navigate through a dangerous, half-demolished factory.

Reading further, I learn that this piece is an episode in a series. It is episode number four, so I detour to Wikipedia in order to see what the series is about. According to Wikipedia, this series follows Alice, who's family emigrates from one country to another every few years. There are time jumps between the episodes, and each episode seems to take place in a different country. Episode four finds Alice and her family living in a town in the middle of England.

Upon entering the game, a reader is given two options: the episode or the teacher's version of the episode. I chose the episode, and was then met with an instruction screen. The game-like components of this piece are introduced when the authors inform the reader that "you may need to perform an action for the story to continue".

A film-like title screen follows the instruction screen; dramatic music plays to an image of a factory at dusk. Alice then introduces herself. She is fourteen years old. On the next screen, videogame-like music plays while snapshot sounds introduce pictures of a factory and metal stairs. Alice has been dared to climb the stairs of an abandoned factory by her new friends. When I click on the image of a pointing finger, Alice begins to climb the stairs.

The stairs collapse under Alice, and I am met with a black screen and four pointing finger, each indicating a different direction. I click up, and Alice hauls herself onto the remaining ledge. As she does, the words on the screen move as if pulling themselves upward. I click down, and the bottom of the stairs have completely separated from the building and have fallen. I click right: Alice's friends have screamed. I click left: her friends have run off and left her, or so she thinks. They come back.

They story then takes a detour as there is a flashback of Alice's family leaving Moscow. An interactive tablet appears with an overview of the city. There are options to click. "My House" opens to a blue print of the home that Alice's family rents. There are some rooms that can be explored. I noticed that the home has a very new looking bathroom but a very old, outdated kitchen. Alice calls it "something from another century". I also took note that Alice seemingly has very little privacy. Her parents must walk through her bedroom in order to get to the only bathroom.

From the "My Friends" and "My School" links, I learn that Alice now feels that she has finally made "actual friends my own age" and that she goes "to school now like a normal kid". It seems that in the past, she was homeschooled by her mother and had imaginary friends.

There are two more links: "The City" and "My Project", both of which also provide interesting backstory for this episode. Alice shows the reader how she creates stories on her tablet with iStories. She also explains how she thinks that she is the only person in her family that likes the new town. It is full of old ramshackle buildings and weeds; her mother seems to be unhappy about having to work outside of the home; Alice thinks little of her father's new teaching job. Her parents are arguing all of the time, so Alice goes off on her own, by bus, to meet with friends around town.

The backstory ends, and I am back with Alice of the factory ledge. The reader is again given two options: "play the game" or "read only". I chose to play the game. Alice moves into the factory and the reader must use the image of the pointing finger to make choices about which directions to send Alice in. If you get stuck, you are instructed to press [B] so that Alice's imaginary friend Brad can help you.

The factory is dark and falling apart. There is graffiti on the walls and creepy sounds of dripping and mouse squeaks. At times, the reader finds themselves at a dead end and has to turn back. Alice's internal thoughts appear on screen: "I'm afraid I'm making the wrong choice"; "A labyrinth"; "What's that sound?". She is afraid that something is behind her, following her. She fears that she will never find her way out of the factory.

I played around for awhile, going this way and that, turning back when the path became too dangerous. The author's did a very good job of using sound, text, and image to create a sense of unease. I had the sense that at any moment something could pop out or that something bad could happen.

After awhile, I wanted to test out Brad. He appears on screen, cartoonish and a bit transparent, and he points to the correct path.

When Alice finally finds her way out, she announces, "We did it!". She is standing above the city in the sunlight while triumphant music plays in the background.

All in all, I really enjoyed this piece. My only complaint would be that because I started on episode four, I needed a bit more background than I got. I had to read about the series in order to get a better understanding of what was going on.