{"id":105,"date":"2012-08-30T00:01:43","date_gmt":"2012-08-30T00:01:43","guid":{"rendered":"http:\/\/mycours.es\/gamedesign2012\/?page_id=105"},"modified":"2012-09-03T12:36:27","modified_gmt":"2012-09-03T12:36:27","slug":"branching-narrative-from-borges-to-the-hypertext","status":"publish","type":"page","link":"http:\/\/mycours.es\/gamedesign2012\/48-2\/branching-narrative-from-borges-to-the-hypertext\/","title":{"rendered":"Branching narrative from Borges to the Hypertext"},"content":{"rendered":"<div id=\"presentation\">\n<p style=\"text-align: center;\">\n<a href=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/storylinear.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/storylinear.jpg\" alt=\"\" title=\"storylinear\" width=\"450\" height=\"43\" class=\"aligncenter size-full wp-image-184\" srcset=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/storylinear.jpg 450w, http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/storylinear-300x28.jpg 300w\" sizes=\"auto, (max-width: 450px) 100vw, 450px\" \/><\/a><br \/>\n<strong>Linear story<\/strong>\n<\/p>\n<p style=\"text-align: center;\">\n<a href=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/storybranching.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/storybranching.jpg\" alt=\"\" title=\"storybranching\" width=\"436\" height=\"388\" class=\"aligncenter size-full wp-image-185\" srcset=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/storybranching.jpg 436w, http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/storybranching-300x266.jpg 300w\" sizes=\"auto, (max-width: 436px) 100vw, 436px\" \/><\/a><br \/>\n<strong>Branching story<\/strong>\n<\/p>\n<p style=\"text-align: center;\">\n<a href=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Figure_18.6.gif\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Figure_18.6-e1346294681592.gif\" alt=\"\" title=\"Figure_18.6\" width=\"320\" height=\"369\" class=\"aligncenter size-full wp-image-186\" srcset=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Figure_18.6-e1346294681592.gif 320w, http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Figure_18.6-e1346294681592-260x300.gif 260w\" sizes=\"auto, (max-width: 320px) 100vw, 320px\" \/><\/a><br \/>\n<strong>The problem with branching stories<\/strong>\n<\/p>\n<p style=\"text-align: center;\">\n<a href=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/storyparallel.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/storyparallel.jpg\" alt=\"\" title=\"storyparallel\" width=\"450\" height=\"91\" class=\"aligncenter size-full wp-image-187\" srcset=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/storyparallel.jpg 450w, http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/storyparallel-300x60.jpg 300w\" sizes=\"auto, (max-width: 450px) 100vw, 450px\" \/><\/a><br \/>\n<strong>The most common solution<\/strong>\n<\/p>\n<p style=\"text-align: center;\">\n<strong>Or another solution&#8230;<\/strong><\/p>\n<figure id=\"attachment_106\" aria-describedby=\"caption-attachment-106\" style=\"width: 386px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/CYOA.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-106\" title=\"CYOA\" src=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/CYOA.jpg\" alt=\"\" width=\"386\" height=\"400\" srcset=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/CYOA.jpg 386w, http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/CYOA-289x300.jpg 289w\" sizes=\"auto, (max-width: 386px) 100vw, 386px\" \/><\/a><figcaption id=\"caption-attachment-106\" class=\"wp-caption-text\">From <a href=\"http:\/\/youchosewrong.tumblr.com\/\" target=\"_blank\">You chose wrong<\/a><\/figcaption><\/figure>\n<p>Your first assignment is a branching story.<br \/>\nThe most popular artifacts of this kind are the Gamebooks or Choose Your Own Adventure. Very popular teenage literature in the 80s and 90s.<\/p>\n<figure id=\"attachment_108\" aria-describedby=\"caption-attachment-108\" style=\"width: 555px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/CYOA-Michael-Niggel.pdf\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-108\" title=\"CYOA - Michael Niggel\" src=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/CYOA-Michael-Niggel.png\" alt=\"\" width=\"555\" height=\"719\" srcset=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/CYOA-Michael-Niggel.png 555w, http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/CYOA-Michael-Niggel-231x300.png 231w\" sizes=\"auto, (max-width: 555px) 100vw, 555px\" \/><\/a><figcaption id=\"caption-attachment-108\" class=\"wp-caption-text\">CYOA diagram &#8211; Michael Niggel<\/figcaption><\/figure>\n<p><a href=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/CYOA-Michael-Niggel.pdf\" target=\"_blank\">PDF here<\/a><\/p>\n<p>Or you can check this impressive formal analysis of Choose your own adventure books:<\/p>\n<figure id=\"attachment_110\" aria-describedby=\"caption-attachment-110\" style=\"width: 790px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/samizdat.cc\/cyoa\/\"><img loading=\"lazy\" decoding=\"async\" class=\" wp-image-110\" title=\"sorting-diagram\" src=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/sorting-diagram.png\" alt=\"\" width=\"790\" height=\"309\" srcset=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/sorting-diagram.png 790w, http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/sorting-diagram-300x117.png 300w\" sizes=\"auto, (max-width: 790px) 100vw, 790px\" \/><\/a><figcaption id=\"caption-attachment-110\" class=\"wp-caption-text\">Visualizations, playable books and essay<a href=\"http:\/\/samizdat.cc\/cyoa\/\" target=\"_blank\"> here.<\/a><\/figcaption><\/figure>\n<h1>Before computers<\/h1>\n<p>We have to go back in time to find more &#8220;noble&#8221; precursors of non-linear and interactive storytelling.<\/p>\n<figure id=\"attachment_117\" aria-describedby=\"caption-attachment-117\" style=\"width: 744px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Apollinaire-il-pleut-1916.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-117\" title=\"Apollinaire - il pleut 1916\" src=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Apollinaire-il-pleut-1916.jpg\" alt=\"\" width=\"744\" height=\"1420\" srcset=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Apollinaire-il-pleut-1916.jpg 744w, http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Apollinaire-il-pleut-1916-157x300.jpg 157w, http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Apollinaire-il-pleut-1916-536x1024.jpg 536w\" sizes=\"auto, (max-width: 744px) 100vw, 744px\" \/><\/a><figcaption id=\"caption-attachment-117\" class=\"wp-caption-text\">Apollinaire &#8211; il pleut 1916<\/figcaption><\/figure>\n<figure id=\"attachment_118\" aria-describedby=\"caption-attachment-118\" style=\"width: 880px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/marinetti.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-118\" title=\"marinetti\" src=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/marinetti-e1346285961165.jpg\" alt=\"\" width=\"880\" height=\"615\" srcset=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/marinetti-e1346285961165.jpg 880w, http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/marinetti-e1346285961165-300x209.jpg 300w\" sizes=\"auto, (max-width: 880px) 100vw, 880px\" \/><\/a><figcaption id=\"caption-attachment-118\" class=\"wp-caption-text\">F.T. Marinetti and the Futurists &#8220;Words in freedom&#8221; (1909 &#8211; 1916)<\/figcaption><\/figure>\n<p>And the DADA movement<\/p>\n<p><code><strong>To make a Dadaist poem<\/strong><br \/>\nTake a newspaper.<br \/>\nTake a pair of scissors.<br \/>\nChoose an article as long as you are planning to make your poem.<br \/>\nCut out the article.<br \/>\nThen cut out each of the words that make up this article and put them in a bag.<br \/>\nShake it gently.<br \/>\nThen take out the scraps one after the other in the order in which they left the bag.<br \/>\nCopy conscientiously.<br \/>\nThe poem will be like you.<br \/>\nAnd here you are a writer, infinitely original and endowed with a sensibility that is charming though beyond the understanding of the vulgar.<br \/>\n\u2013 Tristan Tzara, 1920<\/code><\/p>\n<p><em>Writer William Burroughs in the &#8217;50s applied this technique to his own writing.<br \/>\n(And David Bowie, and Kurt Cobain, and Thom Yorke\u2026)<\/em><\/p>\n<p>\n<strong>Jorge Luis Borges<\/strong><br \/>\n<a href=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Jorge-Luis-Borges.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-125\" title=\"Jorge Luis Borges\" src=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Jorge-Luis-Borges.jpg\" alt=\"\" width=\"1080\" height=\"861\" srcset=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Jorge-Luis-Borges.jpg 1080w, http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Jorge-Luis-Borges-300x239.jpg 300w, http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Jorge-Luis-Borges-1024x816.jpg 1024w\" sizes=\"auto, (max-width: 1080px) 100vw, 1080px\" \/><\/a>\n<\/p>\n<p>\n<strong>The Garden of Forking Paths (1941)<\/strong><br \/>\nIn the short story a character named Ts&#8217;ui P\u00ean tells everybody that he wanted to write a book and build a labyrinth. Nobody ever found the labyrinth, only a very confusing and contradictory book. We then discover that the book *is* the labyrinth. In the fictional book, every chapter is followed by &#8220;every&#8221; possible continuation.\n<\/p>\n<p>\n<code><br \/>\n\"In all fiction, when a man is faced with alternatives he chooses one at the expense of the others. In the almost unfathomable work of of Ts'ui P\u00ean, he chooses - simultaneously - all of them. He thus creates various futures, various times which start others that will in turn branch out and bifurcate in other times. This is the cause of the contradictions in the novel\"<br \/>\nThe Garden of Forking Paths - Jorge Luis Borges<br \/>\n<\/code>\n<\/p>\n<p>\n<strong>Akira Kurosawa&#8217;s Rashomon (1950)<\/strong> in which non linear storytelling is used to explore the subjectivity of truth, subverting mystery drama cliches.<\/p>\n<p><iframe loading=\"lazy\" src=\"http:\/\/www.youtube.com\/embed\/xCZ9TguVOIA\" frameborder=\"0\" width=\"853\" height=\"480\"><\/iframe>\n<\/p>\n<p>\n<a href=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Augusto_boal.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Augusto_boal.jpg\" alt=\"\" title=\"Augusto_boal\" width=\"500\" height=\"377\" class=\"aligncenter size-full wp-image-128\" srcset=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Augusto_boal.jpg 500w, http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Augusto_boal-300x226.jpg 300w\" sizes=\"auto, (max-width: 500px) 100vw, 500px\" \/><\/a><br \/>\n<strong>Agusto Boal&#8217;s Forum Theatre (1960)<\/strong><br \/>\nIn this process, the actors or audience members could stop a performance, often a short scene in which a character was being oppressed in some way (for example, a chauvinist man mistreating a woman or a factory owner mistreating an employee). \u000b\u000bThe audience could propose any solution, so long as they conveyed it on stage, working, acting, and directing not from the comfort of their seat.\n<\/p>\n<p>\n<a href=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/julio_cortazar2.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/julio_cortazar2.jpg\" alt=\"\" title=\"julio_cortazar2\" width=\"500\" height=\"353\" class=\"aligncenter size-full wp-image-139\" srcset=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/julio_cortazar2.jpg 500w, http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/julio_cortazar2-300x211.jpg 300w\" sizes=\"auto, (max-width: 500px) 100vw, 500px\" \/><\/a><br \/>\n<strong>Hopscotch, Julio Cort\u00e1zar (\u000b1963)<\/strong><br \/>\n\u000b\u000bWritten in an episodic, snapshot manner, the novel has 155 chapters.<br \/>\n\u000bThe book can be read either in direct sequence from chapter 1 to 56 or by hopscotching  through the entire set of 155 chapters. \u000b\u000bThere are several other ways to read the novel, such as reading only the odd or even pages, or choosing chapters in completely random order. \u000b\u000bThere are multiple endings.\n<\/p>\n<p>\n<strong>Raymond Queneau <\/strong><br \/>\n<a href=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Screen-Shot-2012-08-29-at-8.49.53-PM.png\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Screen-Shot-2012-08-29-at-8.49.53-PM.png\" alt=\"\" title=\"Screen Shot 2012-08-29 at 8.49.53 PM\" width=\"1054\" height=\"682\" class=\"aligncenter size-full wp-image-145\" srcset=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Screen-Shot-2012-08-29-at-8.49.53-PM.png 1054w, http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Screen-Shot-2012-08-29-at-8.49.53-PM-300x194.png 300w, http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Screen-Shot-2012-08-29-at-8.49.53-PM-1024x662.png 1024w\" sizes=\"auto, (max-width: 1054px) 100vw, 1054px\" \/><\/a><br \/>\nFounder of Oulipo &#8211; Ouvroir de litt\u00e9rature potentielle (workshop of potential literature).\n<\/p>\n<p>\n<strong>Hundred Thousand Billion Poems (1961)<\/strong><br \/>\n<a href=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Screen-Shot-2012-08-29-at-8.48.11-PM.png\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Screen-Shot-2012-08-29-at-8.48.11-PM.png\" alt=\"\" title=\"Screen Shot 2012-08-29 at 8.48.11 PM\" width=\"965\" height=\"420\" class=\"aligncenter size-full wp-image-143\" srcset=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Screen-Shot-2012-08-29-at-8.48.11-PM.png 965w, http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Screen-Shot-2012-08-29-at-8.48.11-PM-300x130.png 300w\" sizes=\"auto, (max-width: 965px) 100vw, 965px\" \/><\/a><br \/>\nweb port <a href=\"http:\/\/www.bevrowe.info\/Queneau\/QueneauRandom_v4.html\" target=\"_blank\">here<\/a>\n<\/p>\n<p>Also by Queneau: <a href=\"http:\/\/www.thing.de\/projekte\/7:9%23\/queneau_1.html\" target=\"_blank\">Story as You Like It<\/a>  (1984)<\/p>\n<h1>Hypertext<\/h1>\n<p>\n<a href=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/computerlib_cover.png\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/computerlib_cover.png\" alt=\"\" title=\"computerlib_cover\" width=\"686\" height=\"471\" class=\"aligncenter size-full wp-image-146\" srcset=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/computerlib_cover.png 686w, http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/computerlib_cover-300x205.png 300w\" sizes=\"auto, (max-width: 686px) 100vw, 686px\" \/><\/a><br \/>\n<em>Computer Lib \/ Dream Machines &#8211; Theodor H. Nelson, 1974. Self produced later republished by Microsoft.<\/em>\n<\/p>\n<p>\nLike many early geeks, Ted Nelson saw computers and networks as empowering tools and advocated for the democratization of these technology (You can and you must understand computers now!).Personal computer = personal liberation.\n<\/p>\n<p>\nTed Nelson coined the term Hypertext in the 60s.<\/p>\n<blockquote><p>&#8220;A system of non-sequential writing that would allow the reader to aggregate meaning in snippets, in the order of his or her choosing, rather than according to a pre-established structure fixed by the author.&#8221;<\/p><\/blockquote>\n<p>\n<strong>A Thousand Plateaus: Capitalism and Schizophrenia &#8211; Gilles Deleuze and F\u00e9lix Guattari (1980)<\/strong><br \/>\nThese ideas, and a general antipathy toward the author-as-authority, resonated with the post-structuralist theories (late 70s &#8211; 80s). In particular with the concept of Rhizome.<\/p>\n<p><a href=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Marc-Ngui-A-Thousand-Plateaus.gif\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Marc-Ngui-A-Thousand-Plateaus.gif\" alt=\"\" title=\"Marc Ngui - A Thousand Plateaus\" width=\"864\" height=\"648\" class=\"aligncenter size-full wp-image-148\" srcset=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Marc-Ngui-A-Thousand-Plateaus.gif 864w, http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Marc-Ngui-A-Thousand-Plateaus-300x225.gif 300w\" sizes=\"auto, (max-width: 864px) 100vw, 864px\" \/><\/a>\n<\/p>\n<blockquote><p>&#8220;Unlike trees or their roots, the rhizome connects any point to any other point, and its traits are not necessarily linked to traits of the same nature; it brings into play very different regimes of signs, and even nonsign states.&#8221;\n<\/p><\/blockquote>\n<p>\n<a href=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Marc-Ngui-A-Thousand-Plateaus3.gif\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Marc-Ngui-A-Thousand-Plateaus3.gif\" alt=\"\" title=\"Marc Ngui - A Thousand Plateaus3\" width=\"864\" height=\"648\" class=\"aligncenter size-full wp-image-149\" srcset=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Marc-Ngui-A-Thousand-Plateaus3.gif 864w, http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/Marc-Ngui-A-Thousand-Plateaus3-300x225.gif 300w\" sizes=\"auto, (max-width: 864px) 100vw, 864px\" \/><\/a>\n<\/p>\n<blockquote><p>&#8220;The rhizome operates by variation, expansion, conquest, capture, offshoots. Unlike the graphic arts, drawing, or photography, unlike tracings, the rhizome pertains to a map that must be produced, constructed, a map that is always detachable, connectable, reversible, modifiable, and has multiple entryways and exits and its own lines of flight.&#8221;<\/p><\/blockquote>\n<h1>Hyperfiction<\/h1>\n<p>\nThe concept of hypertext is now familiar to anybody thanks to the World Wide Web (invented in 1990 and popularized in 1995 with the invention of modern browsers) but in the 80s it was a quite exotic medium, especially for non-utilitarian uses.<br \/>\nStill some fiction writers started to experiment with the hypertext as literary form.<\/p>\n<p><strong>Afternoon, a story by Michael Joyce (1987) <\/strong><br \/>\n<a href=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/storyspace_large.gif\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/storyspace_large.gif\" alt=\"\" title=\"storyspace_large\" width=\"800\" height=\"600\" class=\"size-full wp-image-153\" srcset=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/storyspace_large.gif 641w, http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/storyspace_large-300x225.gif 300w\" sizes=\"auto, (max-width: 800px) 100vw, 800px\" \/><\/a><\/p>\n<p>You can read Afternoon, a story <a href=\"http:\/\/www.wwnorton.com\/college\/english\/pmaf\/hypertext\/aft\/index.html \" target=\"_blank\">online here<\/a><\/p>\n<p>And &#8220;253&#8221; by Geoff Ryman <a href=\"http:\/\/www.ryman-novel.com\/\" target=\"_blank\">here<\/a> originally published in 1996. It&#8217;s assigned as &#8220;home play&#8221;.\n<\/p>\n<p><h1>Interactive fiction<\/h1>\n<p>The most vital legacy of hypertext literature is <strong>Interactive Fiction<\/strong>.<br \/>\nIF uses more sophisticated structures than the simple branching and a parser for the interaction, usually employed to navigate spaces, interact with characters and objects in a game-like fashion.\n<\/p>\n<p>\n<a href=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/everybodydies.gif\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/everybodydies.gif\" alt=\"\" title=\"everybodydies\" width=\"597\" height=\"315\" class=\"aligncenter size-full wp-image-158\" srcset=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/everybodydies.gif 597w, http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/everybodydies-300x158.gif 300w\" sizes=\"auto, (max-width: 597px) 100vw, 597px\" \/><\/a><\/p>\n<p><a href=\"http:\/\/nomediakings.org\/games\/everybodydies\/everybody_dies_takes_bronze_at_ifcomp.html\" target=\"_blank\">Everybody Dies<\/a> by Jim Munroe and Michael Cho (2008) is a good introduction to IF. Also in homeplay.\n<\/p>\n<p>\nIF is a kind of universe on its own which deserves its own course. A great introduction and a collection of resources can be found on <a href=\"http:\/\/emshort.wordpress.com\/how-to-play\/\" target=\"_blank\">Emily Short&#8217;s website<\/a>.\n<\/p>\n<p><h1>Text adventures<\/h1>\n<p>The parser was pioneered by a more popular form of hyperfiction, the adventure game.<\/p>\n<p><a href=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/zork1.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/zork1.jpg\" alt=\"\" title=\"zork\" width=\"768\" height=\"542\" class=\"aligncenter size-full wp-image-156\" srcset=\"http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/zork1.jpg 384w, http:\/\/mycours.es\/gamedesign2012\/files\/2012\/08\/zork1-300x211.jpg 300w\" sizes=\"auto, (max-width: 768px) 100vw, 768px\" \/><\/a><\/p>\n<div align=\"center\">\n<iframe loading=\"lazy\" width=\"800\" height=\"600\" src=\"http:\/\/www.youtube.com\/embed\/ZXZWepU7zC8\" frameborder=\"0\" allowfullscreen><\/iframe>\n<\/div>\n<\/p>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>Linear story Branching story The problem with branching stories The most common solution Or another solution&#8230; Your first assignment is a branching story. The most popular artifacts of this kind are the Gamebooks or Choose Your Own Adventure. Very popular teenage literature in the 80s and 90s. 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