Advertisement

That’s not How It Should End: The Effect of Reader/Player Response on the Development of Narrative

  • Lynda ClarkEmail author
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10690)

Abstract

My interactive novella, Writers Are Not Strangers, seeks to utilize the techniques suggested by studying Victorian serial stories and modern videogames alongside one another as interactive, fragmented, non-linear forms. Using the ChoiceScript programming language, this apocalyptic game-story aims to challenge the fixity of boundaries between long-standing terms such as ‘reader’, ‘writer’ and ‘text’, and invite the reader-player to question the nature of their engagements with texts and their creators. The novella will be accompanied by a creative-critical thesis which interprets the Victorian serial as an interactive form and the modern videogame as a serialized text, thereby further destabilizing critical and creative assumptions about both forms. The thesis attempts to provide personal responses and critical study within a framing narrative which performatively engages with the ideas under discussion. For the purposes of this consortium, I will provide a work-in-progress version of the creative novella for feedback.

Keywords

Creative writing Interactive fiction Reader response 

References

  1. 1.
    Eskelinen, M.: Towards computer game studies. In: Wardrip-Fruin, N., Harrigan, P. (eds.) First Person: New Media as Story, Performance, and Game, pp. 36–44. The MIT Press, USA (2004)Google Scholar
  2. 2.
    Murray, J.: From game-story to cyberdrama. In: Wardrip-Fruin, N., Harrigan, P. (eds.) First Person: New Media as Story, Performance, and Game, pp. 2–11. The MIT Press, USA (2004)Google Scholar
  3. 3.
    Newman, J.: The myth of the ergodic videogame: some thoughts on player-character relationships in videogames, p. 2 (2002)Google Scholar
  4. 4.
    Mukherjee, S.: Video Games and Storytelling: Reading Games and Playing Books. Palgrave Macmillan, London (2015)CrossRefGoogle Scholar
  5. 5.
    Ensslin, A.: Literary Gaming. MIT Press, Cambridge (2014)Google Scholar
  6. 6.
    Heider, F., Simmel, M.: An experimental study of apparent behavior. Am. J. Psychol. 57, 243–259 (1944).  https://doi.org/10.2307/1416950 CrossRefGoogle Scholar
  7. 7.
    Bithell, M.: Thomas Was Alone (2012)Google Scholar
  8. 8.
    Dickens, C.: Great Expectations. Vintage, London (2008)Google Scholar
  9. 9.
    Allen, R., Van den Berg, T.: Serialization in Popular Culture. Routledge, London (2014)Google Scholar
  10. 10.
    Hughes, L.K., Lund, M.: The Victorian Serial. University Press of Virginia, Charlottesville (1991)Google Scholar
  11. 11.
    Young, K.: Understanding online gaming addiction and treatment issues for adolescents. Am. J. Fam. Ther. 37, 355–372 (2009)CrossRefGoogle Scholar
  12. 12.
    Butt, J., Tillotson, K.: Dickens at Work. Methuen, London (1968)Google Scholar
  13. 13.
    Lewis H.: Why are we still so bad at talking about videogames? The New Statesman (2012). http://www.newstatesman.com/culture/2012/11/why-are-we-still-so-bad-talking-about-video-games. Accessed 7 Mar 2016
  14. 14.
    Wynne, D.: The Sensation Novel and the Victorian Family Magazine. Palgrave, UK (2001)CrossRefGoogle Scholar
  15. 15.
    Dontnod Entertainment: Life is Strange (2015)Google Scholar
  16. 16.
    Conan, D.A.: The hound of the baskervilles. In: Trayler Ranson, H. (ed.) Sherlock Holmes: The Complete Stories, pp. 177–297. Wordsworth Editions, Ware (1902)Google Scholar
  17. 17.
    Donahaye, J.: Noisy, like a frog. In: Marggraf Turley, R. (ed.) The Writer in the Academy: Creative Interfrictions, pp. 199–219. D S Brewer, Cambridge (2011)Google Scholar
  18. 18.
    Benson, S., Connors, C.: Creative Criticism: An Anthology and Guide (2014)Google Scholar
  19. 19.
    Conan, D.A.: The final problem. In: Trayler Ranson, H. (ed.) Sherlock Holmes: The Complete Stories, pp. 830–846. Wordsworth Editions, Ware (1893)Google Scholar
  20. 20.
    Conan, D.A.: The empty house. In: Trayler Ranson, H. (ed.) Sherlock Holmes: The Complete Stories, pp. 849–865. Wordsworth Editions, Ware (1903)Google Scholar
  21. 21.
    Bioware: Dragon Age: Inquisition (2014)Google Scholar
  22. 22.
    Ondricek H.: Fair (2016)Google Scholar
  23. 23.
    Kabo Ashwell, S.: Standard patterns in choice-based games. These Heterogenous Tasks (2015). https://heterogenoustasks.wordpress.com/2015/01/26/standard-patterns-in-choice-based-games/. Accessed 31 Aug 2016

Copyright information

© Springer International Publishing AG 2017

Authors and Affiliations

  1. 1.Nottingham Trent UniversityNottinghamUK

Personalised recommendations