interactive narratives
Popularity Report
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Public Sticky notes
First, we must take a more specific look at the concept of 'interactive
narration'. Narrative fiction in general can be described with
a three-level model: 1) the Text describes how; 2) the narrator
tells what; 3) the characters do/perceive (Tammi 1992). The notion
of 'text' with regard to hypertext is problematic, as is demonstrated
in numerous treatises. The main argument in (almost) all of them
is that there are no fixed boundaries for hypertext.
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Using the distinction
made by Russian formalists, the effects on the level of fabula
(the story as a chronological chain of events) are caused by choices
made on the level of sjuzet (the story as told).
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This randomness
is denied by the instructions to Victory Garden, which claim that "links are complex and subtle, but never random."
From the viewpoint of the hyperfiction author this is obviously
true, but for the reader it is not as obvious. George Landow and
Paul Delany have described the rhetorical devices of hypertexts,
stating that each link should provide the reader with adequate
information about the link, e.g., departure and arrival information
(1993, 19). This of course cannot be applied as such to hyperfiction,
but it has some relevance for it, too. For as long as the reader
doesn't know the effects of his/her choices, the interaction seems
random. Randomness naturally has its own role in aesthetics, (and
can be used intentionally to some degree).
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One of the possible solutions to this problem is the
use of visual navigating devices for the reader--which Landow
sees as one of the most efficient devices for the intellectual
mapping of hypertext (Landow 1994, 85; cf. Slatin 1994, 165).
These navigating tools are my main focus here and the 'visual'
in my title should be restricted to this meaning: visuals as aid
to interface.
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Brenda Laurel has
developed a theory of interfaces based on the model of theater
in which she states that the aim for interface designs should
be to create a representational context in which people can participate
as agents, stripped of the 'metacontext' of the interface as a
discrete concern (9). One of Laurel's theses is that using an
interface should already establish a shift from the 'user as audience'
to the 'user as actor on stage' (17). There is one small but significant
part in the hyperfiction that establishes the user's (reader's)
presence in the representational world: the cursor-arrow, with
which he/she controls the hypertext.
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The cursor does
not mark the reader's presence in that world. Because the textual-fictional
world is the center of interest for hyperfiction authors as well
as readers, it is understandable that hyperfiction interfaces
are constructed to draw as little attention to themselves (to
the metacontext as Laurel says) as possible. On the other hand,
the more interactivity (or even proactivity) the hyperfiction
aspires to, the greater the distance from the fictional world;
in other words, high interactivity makes the 'willing suspension
of disbelief' required in experiencing fiction more difficult.
It is in this sense that I understand Michael Joyce's comment
that one of the stories of hyperfiction is always the story of
its own telling (Joyce 1996, 160). There are, though, ways to
use interfaces so that the fictional illusion is not badly disturbed
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