Category Archives: Media Space

WordPress and Modularity

The design note post below is really about the notion of modularity and connections in new media. A sequence is, of course, a kind of module where A may lead to B or to A.2 if A and B are cogent enough. At Spinning, Susan Gibb is weaving in a circle of modular elements (I’m using modular here to make a point about connections: can’t have a module as a thing to itself), ranging from current pubs to Boethius, as new as anything else to a reader unfamiliar with Theodoric and the Ostrogoths. I persist in the idea that age is illusion in the practical and everyday. This post could turn into one about reading. Reading is also on my mind since at Sixnut we’ll be talking a lot about it over the coming years. At Spinning, there’s a connection between Boethius and Tom Bisell.

Reading as connection, often having nothing to do with books and sentences, but with links, sauces, and dust bunnies.

bbpress and tags

Excellently put by Jim Revillini

there’s no doubt about that – tagging is a novel approach to information organization. it’s one of the best systems that the web has adopted and until something better comes along, information systems should make use of it.

. . .

vista’s structure is rigid and hermetically sealed in a proprietary JSP/java applet world. it will die once enough educators rally around the fact that you can’t teach every single course the same way online. the membranes of structure need to be breathable and stretchy – in technology terms: extensible.

vista HAS NO METHOD for organizing ideas. you are right, you could create a better education environment with bbpress and a little training. i think mediawiki might even be a more suitable learning environment, although i’m not sure if there is a tagging extension for it yet. if not, it’s GOT to be in the works.

What the Maya Did

The first part of the mural shows the establishment of order to the world.

The world is propped up by trees with roots leading to the underworld and branches holding up the sky, Saturno said.

Four deities, who are representations of the maize god’s son, provide a blood sacrifice and a unique offering before each tree.

“The story starts with this deity, who is patron of kings, standing in water. He’s running a large spear through his own penis, letting blood. Blood is squirting all over the place,” Saturno said.

See photo and story here.

What I find interesting here isn’t the visual sophistication of the Mayan mural but the time/space gap between it and the Dresden Codex (13th Century), which should open a significant path of research in history and archaeology. What does the mural invite not about what happened between it and the codex date but prior to its own time. What can we infer about the context of kingly rule for the Maya? It’s development of comology and expression, its mythology? The mural displays written expression, as well. So much more to think about.

Book Space

From A List Apart. The simple elgance and ergonomics of CSS is something I find fascinating:

A printed book has many features not seen on screens. There are page numbers, headers and footers, a table of contents, and an index. The content must be split into pages of fixed size, and cross-references within the book (for example, “see definition on page 35”) must be resolved. Finally, the content must be converted to PDF, which is sent to the printer.

Web browsers are good at dealing with pixels on a screen, but not very good at printing. To print a full book we turned to Prince, a dedicated batch processor which converts XML to PDF by way of CSS. Prince supports the print-specific features of CSS2, as well as functionality proposed for CSS3.

Virtual Lettuce Head

I am now an official resident of Second Life. I’ve been looking for a virtual community to join for experiment purposes but hadn’t ever made the leap because I’m:

1. not into Lineage or WoW
2. unable to commit that much time
3. not crazy about the pay methods

Eve was a close choice. Second Life offers more of the kind of interaction I’m willing to experiment with: real object scripting and site manipulation. SL also offers a virtual world that can slowly materialize much like the way I think about story: start and let the thing happen at its own pace. It’s a rich world and if I do build there and make friends–already have one–then I can experiment with narrative building as a matter of implicit in-world logic.

I’m already thinking about in-world hypertext and patterns for learning.

On another note, I’ve noted this semester that I am less able to do school work during the weekends. The week days are as intense as they’ve ever been with numerous initiatives at the college. Weekends are now reserved for rejuvenation, rest, project play, and reading Milton till 1A.M..

Digital space and storyworlds

I’ve played through a few more rounds of Half-Life 2, Facade, Post Mortem, and Syberia II. The subject here isn’t genre, but story, narrative, and environment.

Where do these pieces excel? In their environments, where the user is placed into a fiction that invites the attention and motivates action. Half-Life 2’s power is in the environment, its “in-game” experience, and in its use of sound; it’s the first environment I’ve seen which gives a sense of a setting sun (but this is my own limited experience). It’s weaknessess are in everything else. Once in the world, you quickly get the sense that you can do lots of things: move objects, drive, and jump. You can barricade yourself again moaning creatures with crates. Unfortunately, as a FPS, the combat and conflict hardly make sense point A to point B. Creeping about does no good, the rebel forces are inept, and the enemy seems to know exactly where to aim when you exit a tunnel, enter a room, or set up a sniper position, which just seems dumb. The fog of battle is one thing, but an enemy that seems too competent feels like an overreach. So you run, shoot, and reload the sequence for a quicker route. The physics of the space is wonderful and frustrating as it should be and is a great achievement; the AI of the enemy, however, doesn’t promote a sense of strategy or outthinking or alternatives, as in Deus Ex. In this sense, I find the AI simply misconceived. And the story concept is loaded with questionable decisions. (At least provide a sequence where Freeman and Alyx make a life, walk the beautified canals, and make love, then Freeman can be taken away in that poigniant last scene–love stories and conflicts of reunification can work as major resolutions in shooters too; but this guy with the briefcase at the end is pure “been there done that.”)

The greatest weakness to Half-Life 2 is the point of view, though. Gordon Freeman is empty space, characterless, and silent to the point of absurdity. My greatest frustration is just not being able to connect to other characters through him. This makes no sense technically or in terms of design. Restoration as objective should come with some reminder of why the story is important to tell.

This last point, however, is where Facade and the Syberia sequences are more effective as environments and storyworlds. Facade, compared to Half-Life 2 in this regard, is much more sophisticated as an interactive, human-driven place to make decisions. You interact with Grace and Trip and their environment in important ways, ways that could have build the world of the Combines into a richer more engaging experience. You learn that you are a part of their history and this knowledge as you learn it serves as another way to contribute. In addition, the environments differ only in graphical design and presentation. Facade and HL2 are very similar in the way one moves about. Both are fluid and striking (not new). But the sense of penetrating the world is more pronounced in Facade, because you can respond to the world beyond single key strokes and through listening. You may drink the digital wine. You may make observations on objects. The ability to address the inhabitants, the principles, is part of going inside the fiction.

In Syberia, Kate Walker’s character develops along a real and substantive story arc. Her decisions (which are your decisions) make sense; as the story proceeds, cut scenes and filmic visuals can be read as Kate’s imagination and inner experience visualized as further elements of the developing fiction, a narrative element which I find incredibly interesting aesthetically, which may be unique to new media. The flashbacks Kate experiences of Hans aren’t experienced by her in the same that they are viewed by the user but they may be an approximate vision of her mind at work, a visualization of her own development. Same goes with the arcs in Facade, although the weakness of the eventual stories has already been noted.

Again, this is not a question of genre; this is a question of the limits and potentials of any sort of digital environment where a user is expected to input information with meaningful intent and for meaningful outcome.

It’s a good time for big developers to consider adding teams of people who know about story and its difficulties to their rosters and to start taking independent initiatives seriously for their ability to contribute to future projects whose results aren’t “just” this sort of thing or that sort of thing with great graphics and intricate machine intelligence, but begin to take human complexity seriously, a sort of marriage of entertainment and serious games.