Command Lines: Aesthetics and Technique in Interactive Fiction and New Media - PDF free download eBook

  • Verified: Tue, Jan 26, 2021
  • Published: 12.01.2019
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Introduction

The Interactive Fiction (IF) genre describes text-based narrative experiences in which a person interacts with a computer simulation by typing text phrases (usually commands in the imperative mood)...

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Details of Command Lines: Aesthetics and Technique in Interactive Fiction and New Media

Original Title
Command Lines: Aesthetics and Technique in Interactive Fiction and New Media
Edition Format
Hardcover
Number of Pages
402 pages
Book Language
English
Ebook Format
PDF, EPUB

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Command Lines: Aesthetics and Technique in Interactive Fiction and New Media

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Some brief overview of this book

The Interactive Fiction (IF) genre describes text-based narrative experiences in which a person interacts with a computer simulation by typing text phrases (usually commands in the imperative mood) and reading software-generated text responses (usually statements in the second person present tense). Re-examining historical and contemporary IF illuminates the larger fields The Interactive Fiction (IF) genre describes text-based narrative experiences in which a person interacts with a computer simulation by typing text phrases (usually commands in the imperative mood) and reading software-generated text responses (usually statements in the second person present tense). Re-examining historical and contemporary IF illuminates the larger fields of electronic literature and game studies.

Intertwined aesthetic and technical developments in IF from 1977 to the present are analyzed in terms of language (person, tense, and mood), narrative theory (Iser's gaps, the fabula / sjuzet distinction), game studies / ludology (player apprehension of rules, evaluation of strategic advancement), and filmic representation (subjective POV, time-loops). Two general methodological concepts for digital humanities analyses are developed in relation to IF: implied code, which facilitates studying the interactor's mental model of an interactive work; and frustration aesthetics, which facilitates analysis of the constraints that structure interactive experiences. IF works interpreted in extended "close interactions" include Plotkin's Shade (1999), Barlow's Aisle (2000), Pontious's Rematch (2000), Foster and Ravipinto's Slouching Towards Bedlam (2003), and others.

Experiences of these works are mediated by implications, frustrations, and the limiting figures of their protagonists.


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