Three Goblin Art

pixel skylines
Aqua Utopia|海の底で記憶を紡ぐ

shark vs the universe

oozey mess

roma★
trying on a metaphor

Andulka
TVSTRANGERTHINGS
Show & Tell
PUT YOUR BEARD IN MY MOUTH
Peter Solarz
official daine visual archive

izzy's playlists!
Monterey Bay Aquarium

@theartofmadeline
sheepfilms
Xuebing Du

Origami Around

blake kathryn
seen from United States

seen from Canada
seen from United States

seen from United States
seen from United Kingdom
seen from South Korea
seen from United States
seen from Argentina
seen from United States
seen from Türkiye

seen from United States
seen from United States
seen from United States
seen from United States
seen from United States
seen from United States

seen from United States

seen from Germany
seen from United States
seen from United States
@howtomakeagingersnap-blog
Ready Player One, p.2
I’ve written an essay to expand on my previous blog in order to discuss some of the points that I was unable to in my initial post. I hope you enjoy! I’ll be including a link to the PDF of the full essay, including a MLA8 bibliography, in my next post, but to prevent any accessibility issues, I’ve posted it below as well.
Ready Player One, Earnest Cline
Ready Player One, published in 2011 by Ernest Cline, depicts a decaying dystopian world destroyed by pollution, lack of sustainable energy options, mass extinction events as a result of climate change, war, poverty, starvation, mass urbanization, and other man-made catastrophes, set in the year 2044. As available real estate rapidly shrinks (and prices increase) due to more and more people emigrating to cities, working class families are forced out of small towns and towards massive metropolises. To maximize the use of ground space, trailers began being stacked on top of one another. The majority of major cities are now surrounded by massive networks of stacks, sometimes lacking accessibility to clean water or sewage systems. Energy is generated with old solar panels tacked to roofs, and the stacks are connected by old pipes, support beams, and other recycled materials, with footbridges added to assist mobility. These stacks can range from fifteen to over twenty trailers high, resulting in massive structural instability that can cause collapse, sometimes even bringing down as many as five neighboring stacks as well, displacing up to 100 households at a time. With the increasing wealth inequality and caste-like nature of people’s economic status, people were desperate for an escape. In this world, humanity has turned to fully immersive virtual reality for almost any function. Aside from food, sleep, medical attention, and procreation, the majority of human behaviors occur on this virtual reality platform.
The platform is called the OASIS, and with sensory input targeting users hearing, sight, touch, and even smell, users are able to fully immerse themselves within virtual reality seamlessly. Parents turn to the OASIS to raise their children for them, employing virtual interactive education programs free for public use to teach basic motor, socialization, and academic skills. As children get older, they turn to virtual schools to receive their free public education, entertainment, and socialization. The school provides equipment necessary for accessibility, giving students the bare minimum technology required for class; an OASIS console, haptic gloves that translate hand movements to VR and can transmit physical sensations, and a visor. Eventually, many of these children go on to join the virtual work force in the OASIS. The OASIS has only a small fraction of it’s content available for free, and many individuals work multiple jobs for various independent companies within the OASIS in order to survive. The OASIS has a virtual currency known simply as credit; a currency worth more and more stable than the majority of actual currencies in reality. This currency, and the internal economy developed in the OASIS as a result, are key to the commercialization of virtual reality in Ready Player One.
Developed by retro-aficionado James Halliday, the OASIS evolved far beyond Halliday’s expectations and goals. Before his death, he pre-programed a script to be run that would supposedly allow users to attend the funeral he staged for himself for this specific purpose. Users soon found out that Halliday was offering the deal of a lifetime- one dedicated gamer that finds the 3 keys hidden amongst various Easter Eggs (subtle references inserted by the creator) and uses them to unlock the 3 gates, also hidden amongst Easter Eggs, will receive full ownership of the OASIS. The Easter Eggs, keys, and gates were presented in ways that, once discovered, users would immediately know what they had found. Naturally, such an opportunity sparked millions of players to get involved in this hunt. Easter Egg hunters would eventually be simply called “gunters”, and as time goes on, their numbers begin to die down. Five years after the challenge was issued, we meet our protagonist, Wade Watts; one of the few remaining dedicated gunters.
Wade is antisocial, has few friends both in the OASIS and in reality, and comes from a difficult upbringing. His mother passed away when he was at a young age due to drug overdose, causing him to be sent to live with his aunt in the stacks. His Aunt Alice is generally too busy working her day job as an OASIS telemarketer, her night job as an escort in an online brothel, and dealing with her bum boyfriend to be any sort of positive influence on Wade. She struggles to support her family and her drug use, at one point forcibly taking Wade’s laptop to pawn it, claiming that the money is to pay rent. Wade owns the barest minimum number of possessions, at one point describing his entire winter wardrobe as a single outfit consisting of “warn corduroys, baggy sweater, and oversize coat.” (Cline, 29) Wade doesn’t get along with his family whatsoever, and seeks solitude in his hideaway- a broken down van hidden in a pile of half-crushed cars and trucks no longer in use. Here, within the pitch-black, empty-of-seats, interior, Wade is able to be undisturbed while logged into OASIS. Wade has stored two extra laptops and hooked up a power strip and desk lamp to ensure that he’s never without OASIS access.
Parzival, Wade’s avatar, is a sort of upgraded version of Wade. As Wade himself says, “I’d designed my avatar’s face and body to look, more of less, like my own. My avatar had a slightly smaller nose than me, and he was taller. And thinner. And more muscular. And he didn’t have any teenage acne. But aside from those minor details, we looked more or less identical.” (Cline, 41) Wade’s description of the changes he made to his avatar were drastic; he’d changed his facial bone structure, weight, fitness level, and appearance of hygiene. These differences are the sort of traits that magazines frequently get criticized for photoshopping onto women specifically because of how unrealistic the final image is. He himself views these changes as inconsequential, which speaks towards his ego. Wade’s ego is prominent throughout every challenge he faces, especially in regards to the sheer amount of (outside of Halliday’s challenge, useless) information that he knows about the 80′s.
For the sake of avoiding spoilers, a more in depth analysis of the book with more complete plot details and examples will be posted later in the form of an analytic essay. Anyone hoping to avoid spoilers should not read this essay, although that should have been evident by my previous statement. In this essay, I’ll be examining the elements of interactive fiction within the OASIS as a whole and within Halliday’s Egg Challenge specifically. I’ll also be analyzing the problematic nature of Cline’s approach to gender through his depictions of Wade and Art3mis, and discussing the implications of these problems in the world of gaming and VR as a whole. Highlights will include a step by step examination of Wade and Art3mis’s initial reaction by discussing the sheer number of red flags that Wade displayed that would have been disturbing to any normal woman. Spoiler alert- there are TOO MANY.
The mystery glitch from The Last Performance- is it aesthetic and intentional, or a grave error in coding?
That Sweet Old Etcetera, Allison Clifford
The Last Performance, Judd Morrissey
Abstract Works
I recently interacted with three different works, all of which were incredibly whimsical in nature. First was Mr. Plimpton’s Revenge, a story told through different locations on a google map. Each location pinned had a description when clicked, which allowed the reader to follow the protagonist along the narrative. Because the story was set primarily in Pittsburgh, which happens to be my hometown, I was able to recognize a lot of the locations mentioned in the story, making it a rather immersive experience for me. To the average viewer, however, Mr. Plimpton’s Revenge might not be as interesting of a work. The story didn’t feel interactive; I simply followed the locations in order, rather than inputting any sort of command or having any influence over the narrative. In addition, there was no puzzle to solve; the story was mysterious, sure, but nothing I could do would affect that. I did enjoy the rather humorous, if mundane, ending, but I’m just not sure that this work could qualify as interactive fiction.
Next, I interacted with The Last Performance. In this work, one can sort of advance through by clicking various words after watching them dance around the screen. The Last Performance is made up of multiple pieces of poetry, each called a lense, all arranged in circles. The words dance in formation, in a way that’s vaguely reminiscent of synchronized swimming. Interactors can also explore the Performance through the Performance Dome, where they can click through all the lenses at once. In the Performance Dome, things aren’t organized in a way that necessarily makes sense. I included a screenshot of one such screen that one can come across, where the words are all overlapping and what appears to be some sort of error code descends down the screen. I’m not sure if this is a programming error, or if it’s intentional. There are a lot of aspects to this piece that can go either way in that sense. Words frequently overlap to a point that they’re unreadable- I only able to read a small portion of the lenses in their entirely due to this hindrance. I thought this work held a lot of potential, but it either is full of programming errors, or the intentional glitches are so distracting that they take away from the piece and make it almost unreadable rather than adding to and enhancing the experience.
Finally, I interacted with That Sweet Old Etcetera. This was by far my favorite of the works that I interacted with for this post. Based off of the works of E.E. Cummings, That Sweet Old Etcetera uses ideograms to draw abstract pictures of what the words describe with the words themselves. For example, two parentheses placed together like so, (), becomes a leaf, or the letters of the word “grasshopper” hop across the screen much like a grasshopper itself. The interactor moves through the piece by clicking various words or portions of words that highlight red when hovered over with a cursor. The further you get, the more elaborate the picture becomes- grassy hills made of blocks of text, a tree with branches waving in the wind, red watercolor background, asterisk flowers that hop and spin; a whimsical wordy wonderland. There was something very nostalgic about this piece as I played through; perhaps the light music that played, little chimes at pitches each unique to the thing clicked, combined with the simplistic, visually driven poetry reminded me of elementary school language arts.
I recommend That Sweet Old Etcetera to anyone looking for something soothing; perhaps a quick piece to interact with while winding down for bed. Any Pittsburgh natives should enjoy Mr. Plimpton’s Revenge, as well as those who prefer stories more rooted in realism than fantasy. As for The Last Performance, if you have a free hour and don’t mind a splitting headache, it’s incredibly interesting to attempt to navigate through this piece, but don’t put too much hope towards being able to read the poetry itself.
9:05, 2000 (2/2)
9:05, 2000 (1/2)
The Wishbringer map
The aforementioned link to the Wishbringer Manual: http://www.lemonamiga.com/games/docs.php?id=1795
Wishbringer, 1985 (2/2)
Wishbringer, 1985 (1/2)
Hitchhiker’s Guide to the Galaxy
When the Earth is destroyed, what does one do?
Find a towel and hitch a ride off the planet.
At least, that’s what Arthur Dent does when the Vogons, an evil alien race, destroy the Earth to make room for an intergalactic bypass. Arthur is a generally well mannered British man who has no previous knowledge of aliens when his world is abruptly ended, however the intervention of his friend Ford Prefect results in his survival. Ford is an alien, exploring and cataloging the Earth for a book called The Hitchhiker’s Guide to the Galaxy. Naturally, when the Vogon ships arrived, Ford saved his friend by getting him to press a now-iconic green button and hitchhiking to safety.
Perhaps safety is a relative term, however, for although Arthur and Ford were indeed saved from absolute annihilation, they faced an all new peril by finding themselves in the cargo hold of the Vogon ship. After escaping the Vogon’s torturous poetry and being shot into space, they hitch a ride on the to the Heart of Gold, a passing ship. From there, they embark on a wild adventure across space, picking up a variety of zany and improbable companions along the way.
The individuals aboard the Heart of Gold are unlikely people to run into while in the vast, infinite expanse of space. Zaphod Beeblebrox, an old friend of Ford’s. Zaphod has two heads (and the ego to fill them both), and three arms. Trillian McMillian turns out to be an acquaintance of Arthur’s, despite the odds; a girl he had met at a party some time ago. Finally, there’s Marvin the Paranoid Android- a failed prototype with severe depression. Arthur and Ford accompany this trio to Magrathea, a planet which Zaphod believes holds a great secret.
The Hitchhiker’s Guide to the Galaxy is a multimedia work, of which the Infocom game shown in previous posts is only one small part of. Douglas Adams debuted the series as a radio show initially in 1978. Next came the self-described trilogy, a book series that actually had five books. The series acknowledged the misnomer in it’s titles, however, calling itself “increasingly inaccurate”. A television series was produced in 1981 by the BBC, which was then soon followed by the Infocom game released in 1984. In addition, a relatively successful film was premiered in 2005, starring Martin Freeman as Arthur, Zooey Deschenal as Trillian, Sam Rockwell as Zaphod, and Alan Rickman providing the voice of Marvin.
When Infocom released the Hitchhiker’s Guide as a work of interactive fiction in 1984, the game sold over 59,000 copies that year alone, making it a wildly successful release. Players must solve complicated puzzles without necessarily even being told there’s a puzzle to be solved, and use terms that are likely unfamiliar without being told they need to be used.
One of the first such puzzles is relatively simple compared to those to come. When first waking up aboard the Vogon ship, nothing Arthur does seems to have any effect, and in fact he may appear to be dead at first. The player must sniff repeatedly in order to wake up, thanks to the strange liquid Ford is waving under Arthur’s nose to wake him.
Next, Arthur must look around the room and examine everything in order to realize that there’s a babel fish dispenser, then consult the guide (or use previous knowledge of the series) to realize that the babel fish is necessary in order to understand any of the Vogon language, which is essential for the next puzzle. By pressing the button on the dispenser and failing a few times, Arthur learns how to get the babel fish, using objects around him to overcome various obstacles.
The player is driven by plot, but solving puzzles are the only way to move the story forward, and failure to do so within a certain number of moves will result in disastrous consequences. At times, the narrator flat out lies to the player- for example, by saying that an exit is available in the port direction, when in reality it is aft and listening to the game will result in death. In addition, unlike some works of interactive fiction, there is no “undo” function, which means that mistakes are permanent and the game must simply be started over. Indeed players will likely die over and over again and continuously restart the game as they make their way through and find what works and what doesn’t. I myself only got as far as attempting to use the Infinity drive, as the plotter has a long dangly bit that I can’t quite figure out what to do with, and every attempt I’ve made so far has resulted in explosion.
If you’re looking to bang your head off your keyboard in frustration for hours on end while attempting to solve impossible puzzles and work around a narrator that deliberately misleads you on multiple occasions, than this is the game for you. The feeling of triumph upon finally solving a puzzle and advancing the plot is sublime, and I highly recommend it to any players looking for a fulfilling challenge.
Hitchhiker’s Guide to the Galaxy, 1984
(Part 2/2)
Hitchhiker’s Guide to the Galaxy, 1984
(Part 1/2)