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      <contrib-group>
        <contrib contrib-type="author">
          <string-name>CCS Concepts</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Eastgate Systems, Inc.</institution>
          <addr-line>134 Main Street Watertown MA 02472</addr-line>
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>1. ABSTRACT Decline and Fall is a new Storyspace hypertext fiction, a school story based loosely on The Trojan Women. It sets out to be an exciting hypertext, a potboiler: a hypertext in which things happen, while remaining within the tradition of literary hypertext. • Software and its engineering ➝ Software management ➝ Designing Software • Applied Computers in other domains.</p>
      </abstract>
      <kwd-group>
        <kwd>Storyspace</kwd>
        <kwd>hypertext</kwd>
        <kwd>hypermedia</kwd>
        <kwd>literature</kwd>
        <kwd>fiction</kwd>
        <kwd>education</kwd>
        <kwd>design</kwd>
        <kwd>implementation</kwd>
        <kwd>support</kwd>
        <kwd>history of computing</kwd>
        <kwd>maps</kwd>
        <kwd>links</kwd>
      </kwd-group>
    </article-meta>
  </front>
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      <title>-</title>
      <p>Early hypertexts were not, for the most part, greatly
interested in excitement [2]. This was neither a mistake nor
a vice; the important task facing hypertext was to achieve
what print could not, to discover what lies beyond the
electronic imitation of the codex book. The writers of the
1980’s and 1990’s could readily look back a hundred years
to find wonderful explorations of the narrative line. That
we could manage Gardner’s perfluent dream seemed sure
[6]; whether we could break the line and still find meaning
in a life without the illusion of God and the myth of
Romance seemed doubtful.</p>
      <p>Potboilers and page-turners may not, indeed, have been the
most pressing concern of literary hypertext, but a
generation has now passed. The summer is over, and we
cannot say with great confidence that we know how to
write an exciting hypertext that is not a game. Games are
fine things, but their excitement substantially stems from
the reader’s agency (however problematized) and the
promise (however symbolic) that one might win. Decline
and Fall is not a game, at least not beyond the extent to
which any storyteller and any self-aware reader can be said
to be playing a game [11]. The plot (that is, the way the
underlying story is told) is likely to be different in each
reading, but we begin roughly where The Trojan Women
begins, after the fall of Troy1. The reader has no agency in
the story world. No man and no god could prevent that fall,
nor can all your piety and wit cheer up Cassandra or rescue
Polyxena, soon to be the bride of dead Achilles.</p>
    </sec>
    <sec id="sec-2">
      <title>2.1 The School Story</title>
      <p>Troy has fallen but work remains: there are crops to plant,
forms to fill out, taxes (and hell) to pay, and exams to pass.
Decline and Fall opens as people who survived the
conflict–school teachers and their privileged and sheltered
students – go about the business of the world. Things have
changed: some of the kids have lost a parent, and many of
their parents have lost their money or their jobs or their
government post. Quite a few of their former schoolmates
are refugees now, or have fled the new government’s ethnic
1 The Trojan Women, written by Euripides in 415BC, presents the
miseries of Helen, formerly queen of Troy, and of her daughters
as they face slavery and worse at the hands of the victorious
Greeks. The same events are the subject of Euripides’ earlier
Hecuba. Seneca revisited the story in 54CE. Berlioz turned it
into an opera. Charles L. Mee’s Trojan Women: A Love Story
refracts the play through Hiroshima and Holocaust. Mee, like
Euripides, sets his play against universal catastrophe, but
Decline and Fall describes the aftermath of chronic, endemic
violence – Vichy, perhaps, or Kigali. It may not be the end of
the world but, for Hecuba’s daughters, it is catastrophe enough.
cleansing. The former headmaster, too, has been forced to
leave the country.</p>
      <p>As The Trojan Women opens at the end of another story,
we do not begin by joining the incoming freshmen. Instead,
we join the returning seniors, students whose school days
are already nearly behind them. We meet them late their
story. They have all known each other for years. They
know each other’s secrets, or at least imagine that they do:
they know about Linnea’s unaccountable crush on Trish
“Farmgirl” Parker and are very mature about it, just as they
know that May Elster, despite her terrific clothes and
pearls, has to spend her summers behind the counter of the
family shop. They know that Cassie used to be cute and
popular, before she went peculiar, three years ago. (They
don’t yet know that mousy Bri Atkins, of all people, has
been sleeping with the Science Master, who is terrified of
losing her and of equally terrified of losing his position,
and who knows that he will, inevitably, lose both.)</p>
      <sec id="sec-2-1">
        <title>There’s a lot going on.</title>
        <p>The nineteenth-century school story ends in graduation.
The school story of the twentieth century ends with the
dissolution of the school. Decline and Fall promises a
resolution; though it acknowledges that closure is a suspect
quality, it’s also a pleasure, one from which we need not
forever abstain. One way or another, this darkness got to
give.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>2.2 “I’ve Got A Bad Feeling About This”</title>
      <p>Decline and Fall spirals around Hill Academy, an instance
of the elite secondary school familiar from Tom Brown to
Harry Potter. Much is familiar; we have Houses and arcane
rules, we have prefects and masters and sporting matches
with other schools. Some of the students are rich. Some
have titles.</p>
      <p>And yet, things are not quite right, either, for these are not
the playing fields we know. The political situation (about
which everyone talks obliquely) matches nothing in
English history or any plausible alternate history. A revolt
or uprising has taken place, followed by the arrival of
peacekeepers and the creation of new institutions with
insidious echoes – a People’s Provisional Court, a
paramilitary outfit called The Security. There’s a war on, in
the East, and some of our kids have older siblings who have
been conscripted.</p>
      <p>In this way, in addition to the desires and the fears of a
substantial cast of students and their teachers, the world
itself offers narrative thrust.</p>
    </sec>
    <sec id="sec-4">
      <title>2.3 Allusive Pleasures</title>
      <p>Simply amassing suspense, perhaps occasionally
punctuated with bathos or humor, might leave us with only
a feeble entertainment. Because hypertext is inherently
reflective – the reader, after all, must choose the links they
want and so must consult their own preferences – a merely
melodramatic hypertext might compete with difficulty with
immersive media like theater, film, or narrative painting.
Decline and Fall uses its dependence on The Trojan
Women and other familiar talks to create tension between
anticipation of familiar story elements and unfamiliar
settings. The head girl of Hill Academy, we learn, is Polly
Xena: what is Polyxena doing in our school, what is going
to happen to her, and when will it happen? Other elements
which seem routine passagework turn out to be allusive;
Colonel Wiley is not one of John Wiley’s Sons.</p>
    </sec>
    <sec id="sec-5">
      <title>2.4 Excitement Without Agency</title>
      <p>Games create excitement by offering the reader an
opportunity to take a part, promising to let us be Hamlet on
the holodeck[10]. I have argued elsewhere that agency is
inimical to the spirit of tragedy[1], but here agency is
beside the point. We are in school, and though children
may take arms against a sea of troubles, we can hardly
expect them to oppose tanks and artillery. The outcome is
not in our hands or our game controllers.2 The only thing
our characters have to decide is, what to do with the time
that is given them.</p>
      <p>If excitement cannot come from the reader’s efforts to
solve the puzzle or win the war, we can find it in familiar
narrative pleasures. Like the Victorian serial novel, we may
find energetic springs to propel the reader past the obstacles
that the medium (and the distractions of life) place in their
way. Some of these include:
•
•
•
•</p>
      <p>Sympathetic characters who are in trouble, or who do
not have the one thing they desperately need.</p>
      <p>A setting that is at once familiar and anomalous,
inviting the reader to resolve its discordant elements.</p>
      <p>The promise of a story, offered at the outset and
frequently repeated [9].</p>
      <p>An upright world that is turned upside down to create a
(literally subterranean) mirrorworld in which children
become leaders and authority proves feckless.
2 See especially Jason Morningstar’s game The Gray Ranks, in
which the player-protagonists are teenagers trapped in the
Warsaw ghetto,</p>
      <p>The gradual and progressive unveiling of the heroine
[8], physical or psychological.</p>
      <p>The horror of children at war can become nearly
intolerable[4]. If those children also possess ideas – if
they think – the conflict of ideas can relieve and redeem
the mud and blood[7].</p>
    </sec>
    <sec id="sec-6">
      <title>2.5 Challenges</title>
      <p>School stories often require a large cast: schools are
crowded places. Keeping the characters straight has been
challenging. Continuity mishaps – for example, the
unexplained appearance in one scene of a character who
died is another – are distracting or worse. The new
semantics of Storyspace 3 help break cycles and maintain
continuity by allowing writing spaces and notes to assert
requirements.</p>
      <p>Schools, like grand hotels, are places where people are
always coming, always going, and where nothing
changes[5]. If we relied on mere simulation, the reader
would not know where to look: there’s a lot happening, a
million stories in the naked city.</p>
      <p>Hypertext narrative contains four kinds of links: recursus,
timeshift, renewal, and annotation[3]. Timeshift is inherent
to the first act: once upon a time. Recursus lets us explain
how we got into this mess and why we want (or need) what
we desire; it is the link of the second act. But renewal is the
link of the third act: “there was one thing they had
forgotten.” This combination of timeshift or recursus
leading to renewal is an engine that propels us forward.
The argument for the serious of the medium, so central to
early hypertexts, has perhaps now been settled. In any case,
expectations of electronic media allow us to establish a
modicum of seriousness simply in avoiding another captive
princess demanding rescue or another Macguffin to be
fetched from the dragon. This meant to be a potboiler; it’s
got to be exciting, and that means the stakes need to matter.
An underlying difficulty, and one which continues to
perplex this work, is the struggle between taste and distaste,
squeamishness, or revulsion. This is war, and this is hell,
and we must not sanitize it with Orwellian euphemism or
pretend that magic or the hero’s romantic excellence will
save them. This is a story about a girl who must die and
another girl who is mad. The situation is pathetic. Bathos
and sentimentality are ever-present hazards.</p>
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    <sec id="sec-7">
      <title>3. DESCRIPTION OF THE PIECE</title>
      <p>Decline and Fall runs approximately 88,000 words. It’s
written for Storyspace 3.1, which runs on OS X 10.10 and
later.</p>
    </sec>
    <sec id="sec-8">
      <title>4. ACKNOWLEDGMENTS</title>
      <p>I am grateful to Mark Anderson, Bill Bly, Em Short, Bruno
Dias, Diane Greco Josefowicz, and Paul Czege for
discussions on topics touched on here.</p>
    </sec>
    <sec id="sec-9">
      <title>5. REFERENCES</title>
      <p>[1] Bernstein, M. 2001. “Card Shark and Thespis:
exotic tools for hypertext narrative”. Hypertext 2001:
Proceedings of the 12th ACM Conference on Hypertext and
Hypermedia. 41-50.
[2] Bernstein, M. 2010. “Criticism”. Proceedings of
the 21st ACM conference on Hypertext and hypermedia.
235-244.
[3] Bernstein, M. 2009. “On Hypertext Narrative”.
ACM Hypertext 2009.</p>
      <sec id="sec-9-1">
        <title>Collins, S. 2008 The Hunger Games. Scholastic [4] Press. [5] Ebert, R. 2000. “review of “Wonder Boys””.</title>
        <p>Chicago Tribune.
[6] Gardner, J. 1983 The Art of Fiction: Notes On
Craft for Young Writers. Vintage Books.
[7]</p>
      </sec>
      <sec id="sec-9-2">
        <title>Hugo, V. 1862 Les miserables. Nelson.</title>
        <p>[8] Mamet, D. 1996 Make-believe town : essays and
remembrances. Little, Brown.
[9] Mamet, D. 1998 Three Uses Of The Knife: on the
nature and purpose of drama. Columbia University Press.
[10] Murray, J. 1997 Hamlet On The Holodeck: The
Future of Narrative in Cyberspace. The Free Press.
[11] Perec, G. 1987 Life, a user’s manual : fictions.
Collins Harvill.</p>
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