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    1. indeterminate structure of these hypertexts frustrates our desire for narrational agency, for using the act of navigation to unfold a story that flows from our own meaningful choices. (14)

      The improper use of the rhizomal structure--at it's base an attempt to elaborate on and determine narrative structure by the interactor's agency-- fails to maintain any level of coherence within itself to allow for comprehension of the work. They seem to take the lens of the most beautiful poem written scribbled on some bathroom wall. Perhaps more careful planning and development of technology for this will help (as it already has).

    2. The palace is full of informants, who speak in text bubbles and whom you reply to from menus, and you must negotiate with them carefully, offering them icons representing money or other valuables. A mysterious peddler on one of the lower levels holds a talisman needed to get into the highest chamber. You must have it with you while you stand on a special spot that is hidden in the patterning of the floor. If you forget to get it, you must retrace your steps through many perils. The game is like a treasure hunt in which a chain of discoveries acts as a kind of Ariadne’s thread to lead you through the maze to the treasure at the center. (11)

      Nigh all computations are based on an equal sign, and so all forms of interaction within games are forced to accept the logic of exchange in a sense of transaction rather than potlatch.These transactional actions allow the player to advance and so lead you to the ultimate transaction between the author where you broker your actions throughout the game for an ending you hope for.