{"title":"Games/Hypertext","authors":"D. Millard","doi":"10.1145/3372923.3404775","DOIUrl":null,"url":null,"abstract":"The relationship between hypertext research and games design is not clear, despite the striking similarity between literary hypertexts and narrative games. This matters as different communities are now exploring hypertext, interactive fiction, electronic literature, and narrative games from different perspectives - but lack a common critical vocabulary or shared body of work with which they can communicate. In this paper I attempt to deconstruct the relationship between literary hypertext and narrative games. I do this through two lenses. Firstly, by looking at Hypertext as Games; with a specific set of mechanics based around textual lexia and link-following (but with a tradition of exploring alternative Strange Hypertext approaches) resulting in a dynamic of exploration and puzzle solving depending on whether agency is expressed at the level of Syuzhet or Fabula. Secondly, by looking at Games as Hypertexts; that depend heavily on textual content, use guard fields, patterns, and sculptural hypertext models to manage agency, that experiment with aporia and epiphany, and that take place within a wider interlinked transmedia experience. This analysis reveals that Narrative Games are both more and less than Hypertext, with a wider set of mechanics and interfaces, but possessed of a core hypertextuality and situated within a greater hypertext context. This suggests that there is much value to be gained from interactions between the communities invested in interactive narrative, and significant potential in the cross-pollination of ideas.","PeriodicalId":389616,"journal":{"name":"Proceedings of the 31st ACM Conference on Hypertext and Social Media","volume":"71 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-07-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 31st ACM Conference on Hypertext and Social Media","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3372923.3404775","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3
Abstract
The relationship between hypertext research and games design is not clear, despite the striking similarity between literary hypertexts and narrative games. This matters as different communities are now exploring hypertext, interactive fiction, electronic literature, and narrative games from different perspectives - but lack a common critical vocabulary or shared body of work with which they can communicate. In this paper I attempt to deconstruct the relationship between literary hypertext and narrative games. I do this through two lenses. Firstly, by looking at Hypertext as Games; with a specific set of mechanics based around textual lexia and link-following (but with a tradition of exploring alternative Strange Hypertext approaches) resulting in a dynamic of exploration and puzzle solving depending on whether agency is expressed at the level of Syuzhet or Fabula. Secondly, by looking at Games as Hypertexts; that depend heavily on textual content, use guard fields, patterns, and sculptural hypertext models to manage agency, that experiment with aporia and epiphany, and that take place within a wider interlinked transmedia experience. This analysis reveals that Narrative Games are both more and less than Hypertext, with a wider set of mechanics and interfaces, but possessed of a core hypertextuality and situated within a greater hypertext context. This suggests that there is much value to be gained from interactions between the communities invested in interactive narrative, and significant potential in the cross-pollination of ideas.