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        <article-title>A Festival of Narrative Automata</article-title>
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      <contrib-group>
        <contrib contrib-type="author">
          <string-name>CCS Concepts</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>CCS Concepts</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Mark Bernstein Eastgate Systems, Inc.</institution>
          <addr-line>134 Main Street Watertown MA 02472</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>[6] Landow, George P. Hypertext : The Convergence of Contemporary Critical Theory and Technology. Baltimore: Johns Hopkins University Press</institution>
          ,
          <addr-line>1992</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <abstract>
        <p>Hypertext research has been deeply interested a narrative, and literary hypertext fiction has enjoyed a long and happy relationship to this conference. The literature of Critical Theory, on the other hand, is famously opaque, and our Balkanized technical literature on new media storytelling has grown provincial. Daring yet accessible experiments in non-sequential interactive narrative have appeared in unexpected places - in theaters, in experimental novels, and especially in narrativist role-playing games. Narrative automata exhibit considerable sophistication in the frame of simple models of computation. Much of this work is a lot of fun while demonstrating remarkable theoretical depth. In contrast to the cheery hero journeys through depopulated landscapes that long dominated computer games, this work is notably dark, emotionally complex, and introspective. • Software and its management➝Designing Software Computers in other domains.</p>
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      <title>-</title>
      <p>engineering➝Software
• Applied
creation and
Computing➝
Narrative automata, hypertext, hypermedia, literature,
fiction, education, design, implementation, support,
history of computing, maps, links, games.</p>
    </sec>
    <sec id="sec-2">
      <title>1. INTRODUCTION.</title>
      <p>Starting in the early 20th century, a number of people have become
interested in exploring how machinery can tell stories, either alone
or in conjunction with one or many people. Some of these
machines are computer programs, others are rules and procedures
that people are to follow, more or less mechanically. I call all of
these “narrative automata.”
The great surprise of the first thirty years of hypertext research
has been that writing hypertext is hard. The challenge of building
hypertext reading environments was not difficult to overcome,
and the resistance we expected to face from readers accustomed to
the world of print failed to materialize (though see [1][2]). The
economics of building a world-wide web, something that only
recently seemed fantastic, turned out to be trivial.</p>
      <p>Yet writing well with links has proven surprisingly
hard. The link is the most important new textual element since the
medieval invention of the comma, yet few Web writers use links
in any but the most mundane and conventional way. Links can go
anywhere, but most of the time they carry us to the home page or
to clickbait listicles.</p>
      <p>Even in our unfrequented academic backwaters, we
have few guides to light the linked path or to explain what writers
have attempted and to demonstrate how they have succeeded or
failed. Hypertext’s friends and critics alike assume, for example,
that hypertext is incapable of narrative coherence[3], though this
is demonstrably untrue[4].</p>
    </sec>
    <sec id="sec-3">
      <title>2. CRITICAL THEORY FOR FUN</title>
      <p>A widespread assumption among software engineers holds that
writing is a sort of information transfer protocol. Suppose I have
an idea in mind; perhaps I have discovered a new algorithm, and I
want you to know about it. You are not here, so I write it down on
the page, encoding it, and I mail you the text. You read the text,
decode it, and that reading recreates a mental state or
representation that corresponds to what I wanted to explain.</p>
      <p>Every year, I read student papers motivated by this
model. It underpins much of our rhetoric and almost all of our
evaluations. It is fundamentally wrong.[5]</p>
      <p>Many rewarding and fruitful ideas developed by Critical
and Literary Theory in the late 20th century [20] have found their
way into an odd literary backwater situated on the fringes of
literary publishing, commercial publishing, and the game industry.
These works have received almost no attention beyond their
immediate community, and indeed have seldom sought a wider
audience. Most are published by very small presses, and their
concerns often appear esoteric or even childish. Yet, in these
works we find embodied the key results of Critical Theory of
greatest interest to hypertext writers and to designers of hypertext
systems and tools. These works are themselves hypertext
narratives or, rather, hypertextual engines for generating
narratives. Some of these are frivolous, some somber. Many are
capable of surprising range and subtlety.</p>
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      <title>3. THE DEATH OF THE AUTHOR</title>
      <p>As late as the early 20th century, people who thought about
literature were confident that stories and plays meant something,
and that meaning could be found in the text. History had meaning,
too, and again close study of the evidence by a reasonable
observer would reveal the right interpretation.</p>
      <p>The Second World War shattered this belief in the
inviolate text and the master narrative, and by 1968 it had become
evident that master narratives chiefly served the master.
Poststructuralism rejected the textual horizons of new criticism;
meaning isn’t found in the text alone, but equally in the way we
interpret the text. To accept the author’s intention would be
invidious, in exactly the same way that to accept every
interpretation of the village priest (or the local political
commissar) would be antithetical to freedom. Even beloved
writers, after all, were deeply complicit in the mythologies and
economies of their time; Jane Austen’s heroines live off revenues
extracted by black slaves held in captivity on distant islands, and
their mothers take care to lock both their family silver and their
family secrets away from their Irish maids. Jane Austen didn’t
intend for us to read her text refracted through Marx and DuBois,
but we cannot (and would not wish to) do otherwise. This is the
“death of the author.” Hypertext makes the reader’s active role
manifest: the reader chooses which links to follow and which to
ignore [6][7].</p>
      <p>Early automata often allowed for a supervisory “game
master” who might be viewed as (at least) a partial author, but
great attention has been paid to situations where the story can
unfold without any designated authority[8]. For some stories,
indeed, constructing such an authority would be obscene [9].</p>
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      <title>4. ARE YOU MY MOTHER? THE SOCIAL</title>
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      <title>CONSTRUCTION OF CHARACTER</title>
      <p>In the postmodern perspective, texts are everywhere. People are
texts, too, and (like War and Peace and that long, lonesome
highway) texts act on and change them. Identity is (in part)
socially constituted. Conspicuously, the Other is a social
construction; an outcast, a madwoman, a witch, a fugitive Negro
slave: none of these identities are a free, personal choice, and
none are imposed by nature or by God, but all are imprinted on
the individual by the society that surrounds them. We write
ourselves, but we also are written upon.</p>
      <p>Narrative automata enact this social constitution of
subject; “your” character’s appearance, abilities, and actions are
partly determined by you, and partly determined by the
automaton. You roll 3d6 and learn you are strong.</p>
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      <title>5. SERIOUS HYPEREXT</title>
      <p>For this session, I have examined more than forty automata with
care, and examined aspects of many others [10]. These range from
manuals intended to help commercial writers improve their plots
[11] to an “unsettling erotic [card] game for one” [12], represent
countries across the world, and address topics that range from
promoting cozy feelings in the family circle[13] to exploring a
world where socialism actually is inevitable [14]. In contrast to
the depopulated landscapes of so many computer games, automata
interrogate characters that range from the minions of a nefarious
and evil Master [15] to lesbian Soviet bomber pilots [16]. The
stories these automata generate are varied, interesting, and
frequently surprising. They cast interesting light on such
longstanding questions as the moral standing of hypertext fiction, the
place of pleasure in literary hypertext, and</p>
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      <title>6. THE PATH AHEAD</title>
      <p>The lessons we have learned in the first generation of narratology
[17] and literary hypertext [18] can usefully inform future
automata, and can already be seen in recently-published
commercial hypertexts [19], social media stories [20], and current
theatrical productions. Among the topics that narrative automata
suggest for our own research are:
•
•
•
•
•
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•</p>
      <p>Exposition and Intertextuality
Stories of Long Duration
Social Locative Hypertexts
Intensity vs. Irony
Seriousness vs. Solemnity
Visualization and Debugging
Making systems less fun for crazy people
Nonfiction and Structure
Polyvocal hyperdrama
Writing an exciting hypertext</p>
      <p>Morgan Macri helped review and prepare the manuscript.
Copies of selected games for the personal and instructional use of
attendees at the 2017 ACM Conference on Hypertext and the Web
were supplied by arrangement with Bully Pulpit Games
(http://bullypulpitgames.com) and Half-Meme Press
(http://www.halfmeme.com).</p>
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    <sec id="sec-9">
      <title>8. REFERENCES</title>
      <p>[3] Ryan, M.-L. Avatars of story. University of Minnesota Press.</p>
      <p>2006.
[8] Ben Lehman, The Drifter’s Escape, These Are Our Games,
2009
[14] Steve Wallace, No Country For Old Kobolds, Steve Wallace,
nd (2015)
[17] Genette, Gerard. Narrative Discourse: An Essay in Method.</p>
      <p>Trans. Jane E. Lewis. Ithaca, NY: Cornell University Press,
1983.</p>
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