I'm
writing this in the first person. For clarity’s sake.
Because, while I am writing about terminology, the terms I
discuss are simply those that I use to think through my work
as an artist and its relationships with the work of others.
If employed for different purposes, as we say online, “your
mileage may vary.”
The
first term I need to consider is “game”, but
from an oblique direction. Because I need to consider some
things that are “not games.”
1.a. Artists against Infocom

Figure
1: Hypertext fiction is not a game. A Storyspace map view of
Bill Bly’s We Descend [1].
“This
is not a game” was a slogan, at one time, embraced by
a group of hypertext writers and theorists. While it is
often traced back to a 1988 hypermedia writing workshop run
by Rob Swigart, the slogan’s most visible proponent
was John McDaid[2].
McDaid may be best known as the author of the “artifactual”
fiction Uncle Buddy’s Phantom Funhouse
(published by Eastgate in 1993). Other proponents of the
slogan included high-profile members of the hypertext
community such as Stuart Moulthrop and Michael
Joyce.[3]
Swigart
has written for computer games and published traditional
novels — at the time of the workshop he’d
recently published the “computer novel”
Portal through game developer
Activision.[4]
And, in fact, we can see the proto-slogan in use in
discussions of Portal from before the convening of
the workshop:
"Emerging
from the mists of the 'Vaporware' list in PC
Letter, Portal has at last been published by
Activision. Having thus established that Portal is
not vapor, its creator, novelist Rob Swigart, has some
further observations about what Portal is and is
not.
'It's not a game,' says Swigart. Nor, apparently, is it
interactive fiction as we have come to know it. 'There is no
parsing language in Portal,' he adds, 'no puzzles
to solve.'
Then what is it?
'It's a computer novel.'
And that is...?
'A novel that can be told only through the medium of the
computer'."[5]
McDaid
writes the following of the workshop group’s
enthusiasm for “this is not a game” as a phrase:
“We thought this so important that we put it on the t-shirt, in
real big letters.” Why was it so important?
In part, McDaid tells us, it was practical. There was no way
to compete with games, especially graphically
(figure
1),
so it was better to stay off that turf. But he also writes
of what he calls a “larger, fictional issue.” An
issue connected to the structure of game play:
"The
payoff for 'correct' play [is] usually to win; to
play 'incorrectly' is to lose. This is very much at odds
with what one might loosely call goals of fiction:
exploration, insight, and the renewal of the perceived world
through alterneity."
But
McDaid then goes on to say, in the next sentence, “though
it is true that in my own fiction, Uncle Buddy's Phantom
Funhouse, there is in fact a puzzle.” Faced with this,
I’m a bit puzzled myself. Certainly I wouldn’t
want to elide the very real structural differences between
fictions like McDaid’s and those for which Infocom is
best known. At the same time, however, there are also
significant differences between McDaid’s and Swigart’s
— not the least that one has “no puzzles to solve”
while in the other “there is in fact a puzzle.”
Why, in these circumstances, would these writers have chosen
such a primary focus on the term “game”?
When
I interviewed Stuart Moulthrop, I asked him about this
focus, about the hypertext community’s version of “this
is not a game.” He pointed out that the implied
comparison between the works on each side of the phrase wasn’t
neutral:
"There
was an element of rank professional jealousy, for sure.
[Infocom] had a market, after all. We were stuck in
the garage. In retrospect our allergy to games looks
incredibly foolish, both because Infocom's market experience
didn't end all that happily, and more important because
there was so much good work coming out of [the interactive fiction]
community, and still is.
I suppose what really changed my mind on this was
[the] reception hypertext has sometimes got from the
literary community: 'How dare you? You have no place at this
club.' The notion that we could have gotten similarly
clubby, trying to exclude someone else's work in new media,
now seems repulsive."
Here
we see “this is not a game” functioning as a
distinction between mere text games and work worthy of
consideration by the literary community. Between low and
high culture. Between trivial play and serious writing.
Interestingly,
those on the other end of this distinction seem to have
chosen a different approach. As it happens, the piece quoted
above discussing Swigart’s Portal was
published in Infocom’s house publication, The
Status Line (previously The New Zork Times).
It concludes: “Can interactive storytelling work
without challenging puzzles or conflict resolution?
Portal proves it can.” This is not an
endorsement of a competitor’s product (Infocom had
recently been purchased by Activision) but, unless motivated
entirely by command of their new corporate owners, it is a
somewhat surprising endorsement of an artistic project that
the “other side” came to see as sharply
incompatible with Infocom’s.
Personally,
I’m interested in the ongoing work of both of these
communities, and I’m looking for terminology that can
help me see the common ground that the authors of The
Status Line recognized.
1.b. Smudging the magic circle
“This is not a game” has also served as
material for an influential game, and from there become a
slogan for the players and developers of a certain group of
games.
The
promotional game for the movie A.I. had no official name,
but here I’ll use its nickname: “The
Beast”[6].
Just as the game had no official name, it also had no
marketing (in fact, was unavailable for purchase), and no
official beginning. Or, to put it another way, it began when
and how people began to play it. For many it began with the
second A.I. trailer, in which “Jeanine Salla”
is credited as “Sentient machine therapist”[7].
Players’ web searches for these terms revealed the
beginnings of a trail that threaded through texts, images,
and movies across the internet — as well as phone
calls, faxes, US Postal Service deliveries, bathroom walls,
and live events.
The
game was a huge success — not only in the estimation
of its players, but also in the surrounding media attention
(which helped generate interest in A.I.). As the
hype reached its height, in May 2001, a television
commercial for A.I. was released that contained the
words “THIS IS NOT / A GAME” (figure
2).

Figure
2: Stills from A.I. television commercial. “THIS IS
NOT” and “A GAME” appear in red near the
center of the first and second still,
respectively.
As
Jane McGonigal writes:
"This
message has since become the mantra for both players and
developers of immersive entertainment. To 'TING' a game now
means to explicitly deny and purposefully obscure its nature
as a game, a task that has become increasingly difficult as
immersive players grow more savvy about TING
techniques."[8]
Here “this
is not a game” has a different feel to it. Still a
slogan of sorts, but a game’s slogan. And as McGonigal
points out, TING is now a game design technique — one
that helps support players in their performance of belief in
the game’s reality, a feature identified as key to
enjoyment of the “alternate reality” gaming
genre that The Beast helped launch. This denial of
the game’s apartness from reality may seem to refuse
the “magic circle” that has been part of our
discussion of games since Johan Huizinga's Homo
Ludens. But rather than an erasure or breakage of the
circle, it’s probably more of a smearing or smudging —
a deliberate extension of the border between a game and the
rest of life, in order to create space for performance and
play.
“This
is not a game” could also be seen as a more formal
characterization of The Beast. After all, it had no
rules, no points, and only ill-defined outcomes toward which
the players could work (locating what might be a puzzle,
trying to solve it, hoping to find larger patterns leading
toward the solution of the emerging murder mystery). But
more on this sort of consideration is to come.
1.c. Don’t toy with me
Some people are under the impression that The
Sims (figure
3)
is the best-selling PC game of all time[9].
In fact, as of this writing the publisher of The
Sims, Electronic Arts, on its website leaves all
qualifiers aside to call The Sims “The #1
best selling game of all time.” But others would say
that, while The Sims may have sold well, it is not
a game. Rather, they say, The Sims is a “toy”
or “simulation.”

Figure
3: The Sims, in its original form, doesn’t
have a quantifiable outcome, or even clearly-defined goals
for players to work toward. Is the best-selling PC game of
all time also “not a game”?
One
source of such arguments is formal game definitions. For
example, Rules of Play, a game design text from MIT
Press, defines games as “a system in which players
engage in an artificial conflict, defined by rules, that
results in a quantifiable outcome”[10].
The focus on quantifiable outcomes (which The Sims
may not sufficiently possess) makes non-games, or borderline
cases, of many experiences that we commonly call games,
including simulation games and role-playing games. The
closest these experiences get to meeting the definition is
when considered in terms of interim quantifiable goals the
players set for themselves. As Salen and Zimmerman put it, “As
with other open-ended game-like experiences such as Sim
City, RPGs have emergent quantifiable goals but usually
no single overriding outcome”[11].
And these authors are far from alone in proposing formal
game definitions that systems such as The Sims fail
to meet.
But
more “popular” publications also question the
status of The Sims as a game. For example, several
game publications’ reviews of later installments
(console versions of The Sims, or The Sims
2) note this attitude toward the first installment, for
example:
"With
the first game, people complained that The Sims was
more like a toy than a game."[12]
"In the PC versions of the series, gameplay was typically
thought of as a toy — something for players to pick up
and enjoy for however long they want with no clear end in
sight."[13]
Sometimes
the difference is split:
"The
original Sims was as much a toy as it was a
game."[14]
Even
the Wikipedia entry on The Sims also (as of this
writing) notes that “It has been described as more
like a toy than a game”[15].
Taking
a different tack, some have sought to more clearly describe
how The Sims deviates from the usual definitions of games
and then describe this as an alteration of their game model
(rather than a lack). Jesper Juul, for example,
writes:
"Open-ended
simulation games such as The Sims change the
classic game model by removing the goals, or more
specifically, by not describing some possible
outcomes as better than others."[16]
This
could result in us changing our game definitions or, as Juul
does, classifying The Sims as a borderline game.
I don’t
mean, by this, to seem to be arguing against formal game
definitions (or popular perceptions). It may well be that
The Sims is not a game. At this point I’m
simply intending to add “doesn’t meet my
(in)formal definition” to the senses in which people
have meant “this is not a game.”
1.d. Overtly dramatic
Toys and simulations aren’t the only types of
entertainment software that “aren’t games.”
In their 2002 SIGGRAPH presentation Michael Mateas and
Andrew Stern put up a slide that read, in part, “It’s
a story, not a game”[17].
The two were referring to their jointly-developed project,
Façade (figure
4),
which provides a first-person dramatic experience for the
interactor. There are no puzzles, no points to score, and no
quantifiable outcomes. Instead, the interactor plays a
character, interacts with other characters through language
and movement, and has an experience shaped by
Façade’s software “drama
manager.” The experience, of a couple breaking up, has
caused Façade to be described as “an
interactive Who’s Afraid of Virginia Woolf.”

Figure
4: Façade’s main characters, Grace and
Trip, hold painful secrets and witty quips. Exploring the
dramatic experiences possible with them, rather than
achieving a higher score, is the motivation for
replaying.
Mateas
and Stern’s project is part of a genre of
entertainment/art software that has been called “interactive
drama” or “cyberdrama” — popular
knowledge of which has been spread by books such as Janet
Murray’s Hamlet on the
Holodeck[18].
While interactive dramatic experiences may fail to meet many
of the criteria of formal game definitions, this isn’t
what Mateas and Stern were arguing in their SIGGRAPH slides.
Rather, they were seeking to draw attention to the different
structures of play, and goals of play, in this genre. Here,
there is no winning or losing, and the point of interaction
is not to accomplish a game goal. The interactor certainly
forms opportunistic short-term goals, but usually in terms
of the dramatic situation. In this case, to be “not a
game” is to be a different kind of playable digital
media, calling for a different type of engagement, than
usually comes to mind when the term “game” is
used.
The
assertion that interactive dramas are not games is
relatively well accepted among game scholars. But it is not
universally accepted, either within or outside such circles.
And it seems that one place it is less accepted is within
the game development community itself.
Façade was chosen as a finalist for the 2004
Independent Game Festival awards, which must on some level
be seen as acceptance of its status as a game by the jurors
of that competition. Further, the IGF is held in conjunction
with the yearly Game Developer’s Conference —
and, therefore, in 2004 Façade was on display in the
main exhibition hall for the length of the U.S.’s
primary gathering of game developers. I spent time at
Façade’s kiosk regularly during the
conference and observed the people gathered around, watching
others interact and waiting for their turn. I didn’t
hear a single one say that it was “not a game.”
And
neither Stern nor Mateas would have uttered the phrase then,
either. By 2004 Façade’s development
had progressed further, and their presentation of the
relationship between Façade and the term “game”
had evolved considerably. While “it’s a story,
not a game” had helped shock some out of the “how
do I win?” mindset, there is much in
Façade that is usefully considered with the
term “game.” As Stern described it to me in an
email:
"In
fact, one of the underlying interaction mechanics of the
first half of Façade we call the 'affinity
game', where Grace and Trip interpret everything you do as a
zero-sum taking sides 'game'; the second half of
Façade we call the 'therapy game', where the
player is (purposefully or not) potentially increasing each
character’s degree of self-realization about their own
problems."[19]
Stern
and Mateas here are making an interesting maneuver,
introducing “game” in the interpersonal sense
(as in Games People Play). As Stern explains in a
post on the collaborative blog Grand Text Auto
titled “Head Games,” this isn’t a way of
trying to shift the ground away from discussion of computer
games, but to imagine a new area of the computer game field
which focuses on interaction with richly realized
characters. Stern writes that, in such games:
"The
gameplay will literally need to be about the characters
themselves. The 'state space' the player manipulates —
the variables you affect, the values you change — need
to be the feelings, emotions and thoughts of the characters,
not just external counters, scores, levels and objects.
Rather than just firing a gun to cause an enemy’s
health to decrease, or a crate to explode or a door to open,
you’ll fire off discourse acts such as
praise, criticism, expressions of feeling, requests and
ideas; the other characters’ attitudes will
immediately change, emotions will get generated, and new
actions will become motivated
What kind of game would that be? It could be the game of
persuasion, or negotiation, seduction, or communication, for
example. The kinds of games we play with each other all the
time, really."[20]
Just
as Façade attempts to integrate such games
into an overall dramatic structure, more traditional game
developers could integrate them with mainstream game genres
involving human characters — from role-playing games
such as Knights of the Old Republic to simulation
games such as The Sims. Of course, for this to be
successful, more research of the sort being undertaken by
Mateas and Stern will be necessary.
2. Playable media
All of the above uses of “this is not a game”
are potentially fruitful. But the distinctions they make are
not the ones I’m after. I’m not looking to
separate high from low, well-demarcated from immersive, or
the formally defined from border cases. I’m looking
for a way to discuss all these examples together, in a
manner that highlights a set of features that are of
interest to me, and without throwing so broad a net that the
weight of what I’m trying to pull in capsizes my
vessel.
Taking
this point of view, I have a series of thoughts: It may be
that none of the examples in the preceding section are
games, or some of them may be — and that’s fine.
Some of what I create as an artist may be games, or not —
and that’s fine, too. But thinking about how these may
or may not be games has led me to identify something that is
interesting about all the preceding examples, and hopefully
also about some of what I’m creating as an artist —
how they are played.
And
this is what has led me to talk about “playable media.”
For me, this phrase shifts my thinking from a question I’ve
found only temporarily useful (“Is this a game?”)
to one I have found rewards sustained attention (“How
is this played?”). “Playable media” also
encompasses a body of work that I want to consider —
including the examples above, as well as many other products
of the commercial game industry, and also the body of what
might be called “playable art.” By “playable
art” I primarily mean projects from the digital art
community such as Camille Utterback and Romy Achituv’s
Text Rain (figure
5),
which invite and structure play.

Figure
5: Text Rain shows interactors a video image of
themselves in an alternate reality. The letters of lines of
poetry fall from above, coming to rest on anything darker
than the background — inviting creative play with this
language made physical.
Of
course, I could also talk about all of these things by using
an already-popular umbrella term such as “interactive.”
But these terms are often overly broad even for my purposes,
and the impetus that allows them to attain their breadth may
shape their meanings in a way that isn’t helpful. For
example, while it’s easy to imagine an argument about
whether a love letter is more “interactive” than
a computer game, it’s unlikely that we would spend
long arguing which is more fruitfully considered in terms of
its playability. And while playability is a useful way to
look at agreed-upon games (such as football) it’s also
appropriate when considering certain types of related play
(such as hackey-sack) without encompassing too much (it
leaves aside sports commentators, the symbolism of team
logos and names, the economy of sporting goods,
etc.).
And a
focus on the playable also attracts me for another reason —
because we play more than games and “not a”
games. We also play instruments, and compositions. And it is
at the juncture of these senses of play — that for
games, and that for music — that a thought-provoking
discussion about playable texts has been taking place in the
electronic literature community.
3. Instrumental texts
There are two types of playable texts that interest
me here. The first type, “instrumental texts,”
has (as noted above) been the focus of some discussion in
the electronic literature community. The second, “textual
instruments,” began as a personal thought experiment —
a perhaps contrarian inversion of some of the assumptions of
the first category. But then this thought experiment evolved
into my first set of collaborative projects, perhaps the
first of many, with textual instruments.
Let’s begin with the first type. In electronic
literature circles — those in which experimental
writing for digital media is a common topic — the last
few years have seen increasing discussion of the concept I’m
calling “instrumental texts.” (Within this
phrase I’m subsuming a discussion, around texts with
instrumental qualities, that has used a variety of loose
terminology.) These are texts meant to be played.
As John Cayley put it in an interview with Brian Kim
Stefans:
"My
point is that we are currently writers trying to build
relatively simple textual instruments that are intuitive
and, hopefully, both affective and significant when they are
played. I mean played as musical instruments or sequencers
or mixers are played. This is ergodic indeed, but still
distinguishable from (hard) work or from the type of play in
games which is rewarded by winning, by other forms of
'success' or simply by 'playability'."[21]
With
the term “ergodic” Cayley is referencing the
work of Espen Aarseth, whose Cybertext: Perspectives on
Ergodic Literature[22]
is a touchstone in the electronic literature community.
Aarseth defines the term by stating, “In ergodic
literature, nontrivial effort is required to allow the
reader to traverse the text.” More recently Aarseth
has become one of the leading figures in the emerging field
of game studies, helping found the field’s first
journal as well as the Center for Computer Games Research at
the IT University of Copenhagen. In referencing Aarseth’s
work, Cayley brings to the fore a focus on play as “nontrivial
effort” in music, games, and instrumental texts.
In my
interview with Stuart Moulthrop cited above, I had the
opportunity to ask him about instrumental texts. He, too,
discussed some of the potential challenges of the
reader/player’s nontrivial engagement, but also some
of what authors of instrumental texts might learn from the
designs of folk instruments:
"Maybe
some instruments will be hard to play. They may require
practice. Or not. As a teacher once said to me about the
guitar, 'After five or ten minutes you'll make sounds that
are almost musical. That's what the frets are for.' And
that's a great virtue of folk instruments. They do allow you
to get in touch with a productive vocabulary very quickly. I
think a good instrument would do that. It would stimulate
engagement. It should make people want to get in there and
interact, and to repeat the experience."[23]
But
for Moulthrop, perhaps unlike Cayley, musical and literary
figures are not the only ones brought together in this
discussion. For Moulthrop musical figures are a vocabulary
that can help one imagine projects that occupy a space
between two other types of work at play in discussions of
instrumental texts. As Moulthrop puts it:
"What
I'm particularly taken with is the notion of a middle space
between literary texts and ludic texts — between
interactive fiction, or hypertext fiction, and games. You
have, with instruments, a text with behavior and temporal
dimensions that in some ways maps onto the temporal
experience and interactive possibilities in game design."
In
focusing on games, Moulthrop has likely chosen the stronger
of the two comparisons. For the examples usually given of
instrumental texts, unlike musical instruments, only “play
one tune.” Their structures of play and material for
play are designed and delivered together, much as those of
games. But this is not to say that the musical figure is
unimportant. Rather, I think it helps indicate the sort of
engagement that authors of instrumental texts hope audiences
will have with their work — again, as with
Façade and The Sims, something that
is not about winning or losing, or perhaps about
quantifiable outcomes of any sort. But, unlike
Façade and The Sims, this
engagement is a physical discipline, sensitive to
differences in movement and able to be learned at a muscular
level.
Cayley’s
interview statement about instrumental texts actually came
in the context of an answer to a question about his piece
riverIsland (figure
6).
The occasion of my interview with Moulthrop was the release
of his piece Pax (figure
7).
Looking at these may help ground our discussion, as well as
help us understand what other work might be brought into
this category.
3.a riverIsland
John Cayley’s work often employs a technique
he calls “transliteral morphing.” This is a
letter-by-letter morphing that transitions from one text to
another, much as graphical morphing moves points in space so
as to transition from one image to another. In transliteral
morphing the in-between letters are determined by movement
along a loop on which Cayley has arranged Roman characters
according to their sounds, as he explains:
"If
texts are laid out in a regular grid, as a table of letters,
one table for the source and one table for the target, to
morph transliterally from one text (one table of letters) to
another, is to work out, letter-by-letter, how the source
letters will become the target ones. Assume your alphabet
(including 'space' and apostrophe, 28 letters in all) is
arranged in a special loop where letters considered to be
similar in sound are clustered together. The aim is to work
out the shortest distance round the loop (clockwise or
anti-clockwise) from each source to each
target."[24]
Once
the movement for each letter is worked out, the text then
moves through fourteen steps (the largest number that might
be necessary for any one letter — movement to the
opposite side of the 28-character loop). Some letters go
through many more transitions than others. Changes are “reluctant”
at the beginning of the process and then “anxious”
for completion at the end — so that both the early and
final stages are close to readable texts.
A
number of Cayley’s pieces, such as his well-known
windsound[25],
employ transliteral morphing in a manner that is
performative on the part of the program. Texts morph into
other texts under the gaze of the reader/audience, using the
computational capabilities of the computer on which they are
displayed. And yet these morphs could be, like most of the
graphical morphs we see, pre-rendered and displayed as
moving images (without any computation at the time of
reading). The only visible loss would be the small changes
in timing from reading to reading on the same computer, and
the occasionally larger changes when moving from computer to
computer.
Cayley’s
riverIsland[26],
on the other hand, is not only performative on the part of
the system, but also performative in a manner controlled in
part by the reader. One of the types of performance made
available to the reader is relatively straightforward:
riverIsland is composed of two loops of poems, one
horizontal and one vertical, and the reader can use
on-screen arrows in order to trigger movement along these
loops. When the reader indicates that a move should be made
from one poem to another, the appropriate transliteral morph
is performed by the computer.
There
is another type of reader performance in
riverIsland, however, that feels quite different to
me. And I believe that this is part of what Cayley was
getting at in his talk of instruments during his interview
with Stefans. In this type of performance, the reader can
click and drag on the screen’s vertical and horizontal
Quicktime movies. The vertical movie is an “object”
movie that graphically transitions between images of paths
through the woods. The horizontal movie is a panorama of a
riverside scene. A reader experienced with
riverIsland can use these movies to navigate to any
point within the work’s two loops. A transliteral
morph is then performed between the text that was being
displayed before the navigation process began (which might,
itself, be an in-process morph) and the destination selected
by the manipulation of a movie. This creates an experience
for which pre-rendered morphs could not effectively
substitute — like Cayley’s figure of the
sequencer, it harnesses real-time computational processes to
create a performance based on high-level user direction that
requires knowledge of its materials and control
space.

Figure
6: riverIsland enables traditional, step navigation
through its textual morphs via the arrows on the
lower-middle right — or, for those with knowledge and
practice, more free-form selection of destination texts
through the horizontal panorama and/or vertical object
movie.
3.b
Pax
The instrumental text of Stuart Moulthrop’s
that I will consider here, Pax[27],
presents an experience of reading and performance that
differs from riverIsland. Its differences in some
ways map onto two of the different musical instruments
Cayley and Moulthrop chose for their examples when
discussing instrumental texts — while Cayley mentioned
the sequencer, Moulthrop mentioned the guitar.
A
sequencer might play itself for some time after being given
instructions, but a guitar demands interaction for each note
sounded. Similarly, Pax is structured for
near-continual interaction. The larger area of the piece, on
the left, shows characters floating up (in the first half of
the piece’s duration) or falling down (in the second).
Unless the reader interacts with these characters, almost no
text appears. Readers interact by “catching”
floating characters with the mouse pointer. Characters can
be released by moving the mouse away, or clicked (either by
active clicking, or by holding them caught for 20 seconds).
Clicking elicits text from that character, which appears in
the area on the right (this becomes a scrolling text area
once there is enough text to scroll). The fourteen
characters float by in different orders, but those recently
clicked tend to reappear, making it possible to consistently
evoke text from two or three characters as the piece’s
time passes. Each reading lasts from noon to midnight (the
characters’ time) and is divided into six thematic
movements: "Shaken Out of Time," "American Flyers," "Home
Land," "Evil Ones," "Falling," and "Total Information." The
text elicited from a character is determined, in part, by
the number of times the character has been caught and
clicked, as well as the current movement of the piece. The
character texts evoke two situations: being caught in some
version of a terminal at the Dallas airport (shut down for
security reasons in an even-more-irrational “war on
terror” than that which now grips us) and being caught
in the space and structure of Pax itself (naked,
floating, caught and prodded by the interactor).
While
it would be impossible to manipulate the Quicktime movies of
riverIsland toward particular effects without
relatively strong knowledge of the piece, Pax
provides obvious places to click and quickly-understood
effects even for the first time reader. However, because of
its random elements and the strong impact of time’s
passage, it would be more difficult to exactly reproduce the
same reading (after learning to play) than with
riverIsland. To put it in terms of the musical
analogy, Pax may provide frets, but for an
instrument that adjusts its tunings over the course of each
playing.
And,
this, again, points to the strength of computer gaming as a
figure for understanding instrumental texts. In the gaming
context there is nothing surprising about behavior that
changes over the course of time. There is also nothing
surprising about the skills of physical manipulation and
memorization that would be required to elicit particular
readings from riverIsland and Pax. And the
fact that these “instruments” come packaged with
only one composition, from which they cannot be easily
decoupled, also makes sense in the context of computer
games. And yet they are clearly not games in the manner that
play is approached. Perhaps what the musical analogy helps
with most is the fact that these projects seek a lyric
engagement — not easily formulated in terms of contest
or quantifiable outcome.

Figure
7: Pax produces texts when the reader catches and
clicks on characters that float by — and is otherwise
silent. Rather than a narrative “told” to the
reader, or one “played through” as in (for
example) the levels of a narrative first-person shooter,
Pax is an exploration of character and
situation.
3.c
New Word Order
With a better sense of what we mean by “instrumental
texts” it may now be possible to adopt into the
category a number of computational textual projects not
described by their authors in such terms. In fact, I’d
like to propose a perhaps radical move — adopting as
an instrumental text a project that uses a method of
interaction not even designed for text, but repurposed
through use of an existing game engine. I believe the
adoption is appropriate once we look at it, and this
foregrounds the game-like structures of interaction for
instrumental texts, as well as the different — more
musical or performative — position of engagement with
these structures.
The
piece I propose adopting for these purposes is New Word
Order by Sandy Baldwin (as reported in
Funkhouser[28].
In this, the second part of Baldwin’s Black Mesa
project, poetry is presented mapped onto objects in a
simple Half-Life level. The poetry is that of Billy
Collins, the first U.S. poet laureate (2001-2003) appointed
during the presidency of George W. Bush. Placing Collins’s
poetry within Half-Life subjects it to destruction
and reconfiguration with an arsenal ranging from automatic
weaponry to the famous crowbar (figure
8).

Figure
8: New Word Order invites the reader to reduce and
reconfigure poetry using the interaction structures of the
first-person shooter.
New
Word Order takes an interaction structure invented for
competitive play with quantifiable outcomes — for
gameplay — and repurposes it as play that
recontextualizes and explores the potential of poetic
language.
3.d Screen
When interviewing Moulthrop, it struck me that one
of my in-process collaborative projects, Screen,
might also be usefully considered as an instrumental text.
Screen combines familiar game mechanics with
virtual reality technology to create an experience of bodily
interaction with text. At the same time, the language of the
text, together with the uncanny experience of touching
words, creates an experience that doesn't settle easily into
the usual ways of thinking about gameplay or VR.
Screen
is a collaboration with Andrew McClain, Shawn Greenlee,
Robert Coover, Josh Carroll, and Sascha Becker that was
created in the Brown University immersive virtual reality
chamber (Cave), as part of a research project in spatial
hypertext writing[29].
Brown’s VR chamber is similar to the University of
Illinois’s CAVE — a virtual environment that
shows three-dimension images while allowing users to
continue to see their own bodies, and that does not require
users to wear encumbering equipment (unlike head-mounted
displays, which are essentially blindfolds with televisions
inside)[30].
Brown’s Cave is an eight foot cube, missing its top
and one side, and its walls and floor are screens. A
Projector is pointed at each screen, alternately
projecting streams of images meant for the user’s
left and right eyes. The user wears shutter glasses that
alternately occlude the left and right eyes, in
synchronization with the projectors. The result is stereo VR
— 3D vision of computer-generated imagery — combined with
the physical presence of the people and objects in the
Cave.
The
initial experience of Screen can be disorienting
for those familiar with VR. Rather than make the walls “disappear,”
we project flat images onto the same plane as the walls,
reinforcing their presence. And the images we project are
not of colorful shapes, but of white text on a black
background. This text at first appears in an introduction
that fades in and out on the walls — and then forms
three traditional paragraphs, each nearly filling one of the
walls. Each of these paragraphs is a character’s
moment of memory that gives rise to the virtual experience
of touch. Each wall appears, and then is read aloud. After
the last has been read there is a pause, and then a word
peels from one of the walls, is spoken aloud, and flies
toward the reader. If the reader does nothing, the word
circles near her. Soon another word peels, and then another,
at an increasing pace, flocking around the reader. The
reader can intervene in this process by batting at words
with her hand. When a word is hit a sound is heard, and the
word flies back toward a wall, perhaps breaking apart in the
process. If a hit word is the only word off the walls it
will return to the space it left empty. However, if more
than one word is off the walls then a hit word may return to
a different space.

Figure
9: Words collapsing in Screen.
Once
the number of words off the walls passes a certain threshold
— something which, with the increasing pace of peeling, only
very active engagement can long delay — all the
remaining words come free of the walls, swirl around the
reader, and then collapse into the center of the Cave
(figure
9).
A final “closing” text is then heard. In
addition to creating a new form of bodily interaction with
text, Screen creates three reading experiences —
beginning with the familiar, stable, page-like text on the
walls; followed by the word-by-word reading of peeling and
hitting (where attention is focused); and with,
simultaneously, more peripheral awareness of the
arrangements of flocking words and the new (often
neologistic) text being assembled on the walls.
Screen was first presented in 2003 as part of the
Boston Cyberarts Festival, and in 2004 it was included in “Alt+Ctrl:
A festival of independent and alternative games” at
University of California, Irvine.
Given
its presentation at Alt+Ctrl, we might simply discuss
Screen as a game, rather than with the more unusual
term “instrumental text.” And, in fact, the
final moments of Screen feature a scattering of
words (and parts of words) on the walls — which caused
one young visitor to the Cave to ask, “Is that my
score?” But while the play of Screen is
reminiscent of classic games from Whack-a-Mole to Breakout,
and some players may at moments be driven purely by the
game-like goal of hitting words as quickly as possible,
there is no contest or quantifiable outcome. Even approached
purely physically, without any attention to the linguistic
nature of the words being played, Screen is more
like hackey-sack than soccer/football. And, in my
observations, players don’t approach Screen
without attention to its words as words. Rather, interactors
oscillate between reading and playing, with the objects of
both coming faster and coming apart, until both experiences
can no longer be sustained and the piece ends. As with
riverIsland and Pax, reader/players can
get better at Screen, though the fact that
interactors do not control the ripping of words alters what
is possible via virtuoso performance. Perhaps the most
impressive performance of Screen I have seen is
that of Michelle Higa, who both edited the video
documentation of Screen and played the role of the
interactor within it.[31]
In order to videotape Screen we had to turn off the
flickering alternation between left- and right-eye images.
Higa had become adept enough at the experience of
Screen that she was able to play it relatively
successfully even without stereo cues.
4. Textual instruments
I first discussed the idea of “textual
instruments” in a short paper for Digital Arts and
Culture 2003.[32]
The idea grew from questions about the limits of
instrumental texts. If instrumental texts are odd
instruments in that they only play one tune, how might we
imagine tools for textual performance designed to play a
variety of compositions? What would it mean to have textual
instruments that one might learn to play proficiently, for
which one might write and perform a number of compositions,
and that could eventually be made available to play the
compositions of others?
In my
DAC paper I described textual instruments as
follows:
"A
textual instrument is a tool for textual performance which
may be used to play a variety of compositions. In this sense
it is evocative of Thalia Field’s figure of the
'language piano'— something that one learns to play,
and which may produce a much wider variety of texts than is
the case for those projects normally discussed as
instrumental texts.
However, a textual instrument need not be like a prepared
piano. The direct selection of text, rather than the
manipulation of a non-linguistic device, can be its
interface. And the relationship between a textual instrument’s
interface affordances and the possible textual outcomes need
not be one-to-one at all levels (as it must be with a piano’s
keys, though they may be played in many combinations).
Understanding at a gut level how a textual instrument’s
probability spaces function for a given composition is part
of learning to play that piece.
Compositions, here, consist of a body of text (and/or a
means of acquiring text) and a set of 'tunings' for the
instrument(s) used."
While I don’t know of any projects, other than those I
have been involved with, that are described by their
creators in these terms, in the next section I’ll
adopt a potential example into the category. I’ll then
touch on a couple of related issues before discussing my
first two collaborative projects in this area — the
compositions Regime Change and News
Reader, and the instruments for which they were
composed.
4.a Arteroids
Most who approach the arts as writers are quite
attached to their own words, and this holds true among
writers for digital media. In the digital field, Jim Andrews
is one of the exceptions, having undertaken a number of
interesting projects that involve him arranging a system for
language to inhabit and then (rather than including only his
own writing) inviting other writers to provide text.
Arteroids[33]
is one of these systems (figure
10).

Figure
10: Arteroids uses the interaction structures of a
modified version of the arcade classic Asteroids, but
replaces the images of a spaceship and rocks with images of
text.
Arteroids
is, on the interaction level, simply the repurposing of an
existing game — and, in that way, quite similar to
projects such as New Word Order. The major
difference, in fact, is that while Baldwin’s piece
seems created as a context for Collins’s work, Andrews
appears to view Arteroids as an instrument for
which many texts could be composed (and then used as
materials for play). Andrews created a “Word for
Weirdos” to allow others to compose for
Arteroids and has included texts from others in
presentations of the work — such as the texts by
Christina McPhee and Helen Thorington included when
Arteroids was shown in the “page_space”
exhibition[34].
While on some level it may appear that learning to play
Arteroids is no different than learning to play
Asteroids, one can imagine the desire to create particular
linguistic experiences changing this. With each textual
composition as a different starting place, even after the
Asteroids-derived parts of Arteroids have been
mastered there might yet be much to learn about creating an
evocative experience from the play with any one
text.
And
yet I don’t enjoy Arteroids very much, even
when it uses texts by writers whose work I have appreciated
in other contexts, and even after gaining some experience
with playing it. Considering why this is the case has led me
to define further the work I want to pursue in textual
instruments.
4.b Graphical and linguistic logics
Not all playable computational media is graphical.
In fact, some of the most popular early computer games were
entirely textual. Games like Adventure and
Zork were even at times played on teletypes, with
the interaction recorded on scrolling reams of paper, rather
than on terminals with screens. An excellent tracing of the
history of this textual interactive fiction, which is still
being created today, can be found in Nick Montfort’s
Twisty Little Passages[35].
But
when we think of playing with computers, we generally think
of graphical experiences, those that follow in the tradition
of Spacewar! (figure
11)
rather than Adventure. Created on the PDP-1 at MIT
in the early years of the 1960s, Spacewar! was the
first modern video game. Two players each had a custom-made
controller, which they used to control the flight of a
virtual spacecraft on the PDP-1’s CRT. The spacecraft
were pulled toward the star at the center of the screen by
simulated gravity, and could fire projectiles at one
another. A spacecraft hit by the central star or a
projectile would be damaged. These are still among the
central logics of graphical gaming today — the ability
to move graphical objects that on some level represent the
player, the ability to fire projectiles, a simulation of
some form of physics, and “collision detection”
when one thing runs into another. These logics aren’t
only the basis for play in experiences such as
Half-Life, but also (leaving aside projectiles) in
pieces such as Text Rain.

Figure
11: Spacewar! was the first modern video game,
combining logics of graphical play still in wide use today.
We’re
accustomed to seeing successful combinations of graphical
logics and game rules repackaged repeatedly. Games such as
Pac-Man and Tetris have had many authorized and unauthorized
versions “skinned” with different surface
graphics and different graphical arrangements, but with the
essential logics of graphical movement and gameplay
preserved. Such combinations, within a larger range of
variation, are also the basis for our identifications of
game genres such as “side-scrollers” and “first-person
shooters.”
I
bring all this up in order to make a point about the
instrumental texts discussed above — about how they
are played. While each of these pieces contains a textual
component, they are all played along graphical logics. For
riverIsland play is primarily through the
graphical/physical manipulation of the Quicktime movies; in
Pax it is the collision detection as characters are
caught and clicked; in New Word Order the movement
of the first-person perspective and collision detection (in
firing of weapons and use of the crowbar); and in
Screen it is the movement of the interactor’s
body and the collision detection of hitting words. What
these projects do, in each case, is package together logics
of graphical play and methods of response with textual and
graphical material.
What
Arteroids does differently is take a set of logics
of graphical play and methods of response and then open them
to many different sets of textual material. This might be
seen as the same as taking the formula of Pac-Man or Tetris and opening it up to many variations in graphical
representation. But, for me, it doesn’t feel the same.
Somehow it feels arbitrary, no different than if the
graphics in Pong or Spacewar! were opened
to replacement by arbitrary text.
I’ve
been thinking about what would feel less arbitrary. It seems
to me that, if the same graphical logic can be skinned with
many different surface graphics successfully, perhaps those
seeking to create textual instruments will need to consider
forms of play that proceed via linguistic or textual logics.
Before the computer became part of everyday life, textual
forms of play such as the crossword (or games of the
Surrealists or Oulipo, or Madlibs, and so on) successfully
accommodated many different texts by structuring play around
the features specific to textuality. Perhaps the true
challenge of creating textual instruments involves finding
such structures that benefit from the computational
environment.[36]
If
such structures can be found I also suspect that the result
will feel, at least to me, in some ways like a deeper
engagement with text than is possible withprojects (like
Screen) that proceed along graphical logics —
projects that could still be played, though perhaps not as
rewardingly, if their words were all converted into colorful
boxes.
Of
course, the next question is where one might begin to
explore such textual or linguistic logics. Though perhaps
this work has already begun, with those creating
computer-based versions of crosswords, Surrealist games,
Oulipian games, and so on. And Fields of
Dream[37],
by Nick Montfort and Rachel Stevens, goes further —
bringing the basic fill-in-the-blank logic of Madlibs into a
project specific to the networked computer.
But
there is also another territory to explore. This is that of
linguistic and textual logics previously employed in text
processing and generation — in contexts ranging from
the computer science subfield of natural language processing
(NLP) to the artistic contexts of John Cage, William S.
Burroughs, or Jackson Mac Low. Whether considered scientific
or artistic, these methods have generally been operated in
batch mode — either generating chunks of language or
analyzing chunks of language. But there is nothing to
prevent them from being run interactively, or to prevent the
interaction with them from being structured as play.
4.c Claude Shannon’s textual play
In fact, a number of the logics used broadly in NLP
have already been used in play, if not necessarily
computational play. Claude Shannon, sometimes referred to as
the “Newton of the Information Age,” even
introduced one of these logics by describing a textual
exercise quite similar in tone to Oulipian play structures
such as “N+7.”
Shannon’s
nickname comes from the fact that he was one of the major
figures in formulating the mathematics of communication —
what he called “the fundamental problem of . . .
reproducing at one point either exactly or approximately a
message selected at another point”[38].
This quotation comes from a paper that was a milestone in
the field, both when published on its own (as “A
Mathematical Theory of Communication”) and when
repackaged as a book with an introduction by Warren Weaver
(as The Mathematical Theory of Communication).
While a milestone, Shannon’s paper certainly doesn’t
have to be approached as a millstone. Rather, it can be
approached playfully, an approach to the products of science
and technology practiced by Shannon himself. (His famous
projects of this sort include a mechanical rat for solving
mazes, figure
12,
as well as a machine that, when turned on, performs only one
action: causing a mechanical hand to reach out from a box
and turn the machine off.) One aspect of the paper amenable
to a playful approach is Shannon’s description of
stochastic approximations of English.

Figure
12: Shannon with his mechanical mouse.
Shannon’s
discussion includes a number of sample messages. One is
purely random. But the others have contents that are shaped
by the frequencies of particular letters or words in the
English language. This shaping is of two sorts. In one type
of shaping, individual letters or words are selected in a
manner weighted by their frequency in English. In the second
type of shaping, letters or words are selected in a manner
shaped by the frequency with which they appear in
groupings of letters or words in English. So, for
example, “E” is a more common letter than “U”
in English. However, if there is a pair of letters that
begins with “Q” it is much more likely that the
complete pair will be “QU” than “QE.”
Taking the frequencies of pairs into account in this manner
means paying attention to the frequencies of “digrams.”
Paying attention to sets of three is attention to “trigrams.”
And, more generally, paying attention to the frequencies of
groups of symbols (rather than only individual symbols) is
the use of “n-grams.”
Shannon
provides six sample messages. In the first, each of the 26
letters and the space appear with equal
probability:
"XFOML
RXKHRJFFJUJ ZLPWCFWKCYJ FFJEYVKCQSGHYD
QPAAMKBZAACIBZLHJQD."
In
the next, the symbols appear with frequencies weighted by
how commonly they appear in English text (i.e., “E”
is more likely than “W”):
"OCRO
HLI RGWR NMIELWIS EU LL NBNESEBYA TH EEI ALHENHTTPA OOBTTVA
NAH BRL."
In
the third, symbols appear based on the frequencies with
which sets of two of the symbols in English. That is to say,
after one letter is recorded, the next is chosen in a manner
weighted by how commonly different letters follow the
just-recorded letter. The sample message created in this way
is:
"ON
IE ANTSOUTINYS ARE T INCTORE ST BE S DEAMY ACHIN D ILONASIVE
TUCOOWE AT TEASONARE FUSO TIZIN ANDY TOBE SEACE
CTISBE."
In
the fourth, symbols appear based on the frequencies with
which sets of three of the symbols appear in English. This,
again, is called a “trigram” — with each
choice of the next letter being weighted by the frequencies
with which various letters follow the set of two just
recorded. This sample message is:
"IN
NO IST LAT WHEY CRATICT FROURE BIRS GROCID PONDENOME OF
DEMONSTURES OF THE REPTAGIN IS REGOACTIONA OF CRE."
In
the fifth, the unit is moved from letters to words. In this
message, words appear in a manner weighted by their
frequency in English, but without attention to the prior
word:
"REPRESENTING
AND SPEEDILY IS AN GOOD APT OR COME CAN DIFFERENT NATURAL
HERE HE THE A IN CAME THE TO OF TO EXPERT GRAY COME TO
FURNISHES THE LINE MESSAGE HAD BE THESE."
Finally,
in the seventh sample message, words are chosen based on the
frequency with which pairs of words appear in English. This,
again, like the technique of choosing based on pairs of
letters, is called a “digram” technique. The
final message is:
"THE
HEAD AND IN FRONTAL ATTACK ON AN ENGLISH WRITER THAT THE
CHARACTER OF THIS POINT IS THEREFORE ANOTHER METHOD FOR THE
LETTERS THAT THE TIME OF WHO EVER TOLD THE PROBLEM FOR AN
UNEXPECTED."
These
messages are interesting in part because of how they are
generated. The first two were created using a book of random
numbers, with the addition of a table of letter frequencies
when creating the second. But the rest of the samples were
constructed by using ordinary books (making the assumption
that ordinary books appropriately reflect the frequencies of
letters and words in English). Shannon explains the process
as follows:
"To
construct (3) for example, one opens a book at random and
selects a letter at random on the page. This letter is
recorded. The book is then opened to another page and one
reads until this letter is encountered. The succeeding
letter is then recorded. Turning to another page this second
letter is searched for and the succeeding letter recorded,
etc. A similar process was used for (4), (5) and (6). It
would be interesting if further approximations could be
constructed, but the labor involved becomes enormous at the
next stage."
That
is to say that the last sample message (which begins with a
sequence that sounds surprisingly coherent) was created by
opening a book to a random page, writing down a random word,
opening the book again, reading until the just-recorded word
was found, writing down the following word, opening the book
again, reading until that second word is found, writing down
the following word, and so on. This is a method that sounds
remarkably like some of the kinds of textual play engaged in
by experimental artists and writers. It certainly sounds
like a technique that could be brought into an explicitly
playful context.
The
surprising coherence of the last sample is also of interest.
It shows that processes of the sort being used by Shannon
have potential as a form of logic that can be made
operational with linguistic material. Of course, the sample
is quite rough, in part because only one previous word is
being taken into account at any time. What Shannon calls “further
approximations” — for example, taking two,
three, or more previous words into account — certainly
gives more English-like results. Shannon pointed out
correctly that, using the method of flipping through a book,
the labor involved in creating such further approximations
would be enormous. But the modern availability of computing
power has made carrying out such calculations automatically
a near-trivial task for reasonably-sized bodies of sample
text. As Shannon also pointed out, the stochastic processes
he described are commonly considered in terms of Markov
models. And, interestingly, the first application of Markov
models was also linguistic and literary — modeling
letter sequences in Pushkin’s poem “Eugene
Onegin”[39].
But Shannon was the first to bring this mathematics to bear
meaningfully on communication, and also the first to use it
to perform text-generation play.
This
model (whether called n-grams or Markov chains) is now
widely used in natural language processing and generation,
often in combination with other techniques. It has also been
used in electronic literature, perhaps most extensively by
John Cayley. At least seven of Cayley’s works employ “collocational”
word-level digram procedures, including Book
Unbound[40]
as discussed in Aarseth[41].
Last but not least, this approach has also been the primary
basis of textual toys such as the DOS program
Babble!, the emacs “Dissociated Press”
command, Hugh Kenner and Joseph P. O'Rourke’s
Travesty, Andrew Plotkin’s chan.c,
and Brion Moss’s prate — which have
themselves at times been used in the generation processes
for (non-playable) literature. However, as noted above, both
the elit and toys based on n-grams have operated entirely in
“batch mode.” That is to say, the interactor requests a
body of text, and then that text is produced —
following which the text can be read and another text can be
requested, but no interaction with the texts (or interaction
during generation) is possible. Given this limited nature of
play with n-gram texts, there is also limited context for
play — usually a blank text buffer for the program to
write text into. After talking with Moss (with whom I’d
collaborated on The Impermanence Agent[42])
about these issues, we began to imagine possibilities for
n-gram play that was less batch-oriented and took place
within a textual context.
4.d Two n-gram instruments
Moss and I approached Turbulence, an organization
that supports digital media art, and they commissioned us to
create two pieces. These pieces would be inspired by the
idea of textual instruments and operate using the logic of
n-grams. After a false start with different collaborators,
Moss and I connected with document researcher David Durand
(best known for his work in formulating a number of document
markup standards, including XML) and designer Elaine
Froehlich (principal of Active Surface Design). From there,
the project’s conceptualization and execution were a
team effort, with the initial technical work happening on
top of Moss’s Java prate, and later
development built on top of work done by David Durand in
Tcl/Tk.
Two
major design decisions were made early on. The first was
that, rather than build an n-gram text into an empty text
buffer, play would always begin within the context of a
pre-created document and consist of progressive alteration
of that document. This was motivated, in part, by the fact
that, while the text produced by n-gram algorithms has
microstructures that are recognizable from its source texts,
the larger structures of n-gram texts tend to be very
similar regardless of the starting material. Some have tried
to address this by looking at larger structures in the
source texts statistically, but unless the texts in question
have been marked up by a human author or editor, this
process involves a series of assumptions about the text
(e.g., that a period marks that end of a sentence, as it
does not in the case of “e.g.”) that are both
sometimes inaccurate and on some level aesthetically
displeasing. These assumptions are displeasing because they
depart from the purity of the simple n-gram algorithm, which
in its basic form would work with starting texts in Japanese
or Braille or musical notation as easily as English-language
ones. However, there was also another motivation. In many
n-gram texts, especially those based on short chains, part
of the pleasure is based on play between coherence and
incoherence — and we found something more interesting,
and potentially more meaningful, in such borderline
coherence occurring within the context of
traditionally-created texts.
The
second design decision was the identification of our basic
method for making n-gram generation playably interactive,
rather than oriented toward large batches. We decided that,
in addition to the starting document (within which play
takes place) we would have a body of text used for producing
the alterations to the starting document. (We call this
second body of text the “alteration text” or “alteration
corpus.”) When the starting document was displayed,
certain words would be highlighted. We chose this as a
convention familiar from hyperlinks on web pages, letting
interactors know that a click will elicit a response.
However, these words are not highlighted as the result of
author-specified links. Rather, they are highlighted because
a string of n-gram text (of a length specified by the piece’s
author) appears in both the starting document and the
alteration text. We decided that such “bridges”
between the two bodies of text would offer interactors the
opportunity to open up the starting document and insert text
generated from the alteration corpus. More than one
generated text would be offered for possible insertion,
allowing the interactor to choose one or none (this last
leaving the text unaltered). The texts offered would,
themselves, be generated from the alteration text through
the use of n-gram techniques. The number of texts offered
and the n-gram length used in their production would, again,
be determined by the piece’s author.
Once
these decisions were made, we sketched, mocked up, and
eventually tried to make operational a number of interaction
designs. Some didn’t give the kinds of results we’d
hoped for, and others were too computationally expensive to
work, but we eventually settled on one that — for us —
is satisfying in terms of the feel of interaction and the
shape of the attention to text it creates. We’re still
discussing some potential variations on the visual/spatial
aspects of the interface, but for the first compositions
(Regime Change and News Reader) a simple,
web-style series of windows seemed both appropriate and easy
to implement.
More
information on the details of interaction will appear below,
in the context of the discussions of these two compositions.
But first it’s worth noting what differentiates the
two instruments we constructed. Our first instrument was the
simpler of the two. It depended on both the starting
document and alteration text existing on the local drive,
with known file names. The second instrument adds a number
of features, including the request, processing, and display
of network RSS feeds and HTML files. As a result, the first
instrument is better suited to compositions involving longer
chain lengths (and therefore greater coherence) because it
doesn’t have to take time for network file requests or
for processing the wide variety of network html files into
text that the system can use. The second instrument is, of
course, more suited to compositions involving dynamic
network data sources — in fact, we regard it as a type
of alternative browser.
While
some of this discussion may have been a bit difficult to
follow in the abstract, hopefully the following two examples
will make things clearer.
4.e Regime Change
Regime Change begins with a news article
from April 2003, following the bombardment that began the
U.S. invasion of Iraq[43].
George W. Bush cites “eyewitness” intelligence
that Saddam Hussein was assassinated by targeted U.S.
bombing, and clings to the contention that the Iraqi
president was hiding “weapons of mass destruction. ”Playing
Regime Change brings forth texts generated from a
document that records a different U.S. attitude toward
presidential assassination and eyewitness intelligence —
the report of the Warren Commission.

Figure
13a: Regime Change displaying its starting text.
Once
the window with Regime Change’s starting text
is opened, words in that text, pair by pair, become
highlighted. Clicking on words opens a new window
(figure
13a).
Interacting with new windows produces new texts that will
take the place of the clicked words.
New
windows contain texts that begin with the words clicked in
the previous window. Each paragraph in the new window is an
alternative text — beginning with the same words but
potentially (though not necessarily) following many
different paths from there. These texts are generated by
connecting chains of words (3-grams and 4-grams) that may
have appeared originally in very different parts of the
source document.
A new
window's texts, once displayed, also begin to have words
highlighted within them. Clicking highlighted words will
open another new window, containing generated texts that can
take the place of the clicked words (figures
13b-c).
Opening several generations of windows opens wider
possibility spaces for the texts that will be created (and
that will replace the clicked words in earlier-generation
windows). Windows alternate between generation from the
Warren Commission text and the original news
story.


Figure
13a-c: Regime Change opening multiple layers of
windows.
In
any window with generated text, clicking a non-highlighted
word is also a means of interaction. Such a click will close
the window — and select a text. The selected text will
run from the beginning of the clicked paragraph to the
clicked word. That selected text will then take the place of
the words clicked to open the window (figure
14a-b).
This creates a kind of stretchtext — the pair of words
clicked to open a window are replaced with the words
selected in the open window (usually more than a
pair).
After
opening several layers of windows, part of play is keeping
track of where each window came from — so that it can
be collapsed by selecting a word that will make a pleasing
segue at the point where it will join the text to which the
player intends to connect it. (This may be more than one
layer down.) Keeping track of context is made easier by the
title bar of each generated window — which displays
the two words that will be replaced by the generated text,
followed by the two words that appear after them in the text
clicked.
I
find that, when I’m playing, this cycle of activities —
reading, remembering context, selecting a place to click,
reading again — consumes my entire attention. I’ve
found it impossible to “give a reading” of
Regime Change as I might with other writing
projects. My most successful presentation so far, instead of
a traditional reading, was a performance in which I played
the text and Popahna Brandes read the results
aloud.

Figure
14a-b: Word replacement in Regime Change.
Most
of the interactions I’ve described are those that I
would consider part of the instrument. I consider the
composition to consist of the selection of texts, the basic
settings made for the instrument (n-gram chain lengths,
number of alternative texts generated, various selections of
colors and fonts, and the ways that different windows open
into different texts), as well as the ways that settings
change over the course of interaction with the piece
(including a “surprise” third text that becomes
part of Regime Change’s material after a
certain number of third-level windows have been opened).
Of
course, I’m aware that this particular set of terms is
not the only reasonable way to understand Regime
Change. Rather than a focus on concepts such as
instrument, composition, and play, it would also be
reasonable to view the piece in terms of something like Nick
Montfort’s “human-computer co-authorship”[44].
Such a focus would seek to make more explicit the moves made
by system and interactor during the creation of the final
textual output from a session with Regime Change.
Employing Montfort’s framework, we would say that the
initial move is: Computer – G (the computer
provides the initial text). Then: Interactor –
I (the interactor provides “some instructions or
intermediate text” by clicking). Followed by
Computer – G (the computer generates texts
based on where the click was placed). Finally,
Interactor – I, which can lead to A by
extension or Computer — G (the interactor clicks,
which may result in alteration of text or the generation of
further text). Then these final stages are repeated,
indefinitely, until the concluding text is reached. This
enumeration may seem an odd exercise, but it does help us
formalize how the texts of Regime Change differ
from those created in other situations of human-computer
co-authorship. For example, while human participants
certainly shape the text created during interaction with
Regime Change, Montfort´s model makes it clear
that interactors at no point generate text.
4.f News Reader
News Reader is software for reading the
news, and for re-forming it[45].
It is a specialized browser — displaying a selected
RSS feed, as well as the news stories to which the feed
links. Unlike a normal browser, News Reader also
downloads another set of texts in the background — and
uses this material to open each page it displays to textual
play. Through this play the concerns and language patterns
of the hidden documents, as shaped by the movements and
passages selected by the player, are introduced into the
original news stories. News Reader provides a
different way to encounter the daily news, making its
patterns of repeated phrases into opportunities for
disruption, and producing results that range from humorous
to disturbing.
When
News Reader launches it displays a window
containing the current headlines from the Yahoo!
News RSS feed (figure
15).
Clicking the headline or preview text opens another News
Reader window, displaying the story.

Figure
15: News Reader showing Yahoo! News RSS
feed.
A
link below the text preview copies the address of the story
to the system clipboard, so that it can then (if this is
desired) be opened in a traditional browser of the
reader/player's choice (figure
16).

Figure
16: Opening a traditional browser with a link from News
Reader.
If a
story is displayed in a News Reader window, links
appear within it (figure
17a).
As with Regime Change, these links don't lead to
other web pages, but rather generate texts out of a
statistical text model (in this case, trigrams of the
alteration corpus and their relative frequency). These
generated texts appear in a new News Reader window
(figure
17b).
The alteration corpus is created from the texts of
alternative news stories (found at Common Dreams)
downloaded in the background when News Reader is
launched. As with Regime Change, windows of
generated text contain several paragraphs, each of which is
a continuation of an n-gram that begins with the words in
the clicked window just prior to that word clicked. And,
again as with Regime Change, clicking a
non-highlighted word will close a window of generated text,
replacing the words clicked to open that window
(figure
17c).
The words used to perform this replacement will be those
between the clicked word and the opening of the alternate
text (“paragraph”) it was within.

Figure
17a-c: A news story, a window of generated text, and a
textual replacement in News Reader.
4.g
Play and variety
Playing Regime Change can produce a wide
variety of texts, especially if one opens and collapses many
layers of windows. The potential variety of texts created by
News Reader dwarfs this. In fact, given that
News Reader employs materials that change several
times an hour, it may be more sensible to discuss the fact
that no text created with it is likely to ever be repeated,
rather than the fact that it can create a great variety of
texts. But variety is still worth mentioning because, as
Markku Eskelinen points out in “Six Problems in Search
of a Solution,” we struggle with a “deep rooted
humanistic fear of variety”[46].
Eskelinen
observes that this fear of variety, coupled with our need to
grapple with digital objects that produce great variety, may
be part of the attraction of computer game studies for some
scholars. In computer games variation is pacified by rules
and goals. Expanding this, Eskelinen writes that when we
have lost “the safe and somehow manageable totality,
be it coherent or not” we reach a point where “computer
games are interesting, as they domesticate the excess
looming large in both ordinary and avant-garde products and
processes, and the fundamental potential for change and
unreliability inherent in new media objects. ”Perhaps
this is also the attraction of performance, of instruments,
as a way of talking about digital objects that produce great
variety. Performance, and especially improvisational
performance, is different each time — and yet we
understand that it is structured. Perhaps this is also the
attraction of discussing work in terms of playability —
in terms of the potential of, and structures for,
play.
In a
different section of the essay Eskelinen puts his finger
directly on the challenges facing those interested in
creating playable texts:
"In
any case an instrument is supposed to shape and frame the
player’s action and to produce interesting variation.
This is a challenge that goes far beyond the overly hyped
problems of non-linear presentation. As in any economy of
means and ends, it is important to find suitable goals and
patterns of change and variation in the functional and
causal framework."
It is
my hope that Regime Change and News Reader
on some level accomplish this — providing suitable
goals in the production of interesting textual experience,
and simple patterns of change and variation based on n-gram
logic and interactor selection. It is my hope that they can
serve as early steps toward the development of a vibrant
area of playable textual experiences, operating along logics
more linguistic than graphical.