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	<title>Comments on: Artifactual eWriting meets Embodied Agents</title>
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	<description>A group blog about computer narrative, games, poetry, and art.</description>
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		<title>By: nick</title>
		<link>http://grandtextauto.org/2004/05/11/artifactual-ewriting-meets-embodied-agents/comment-page-1/#comment-1286</link>
		<dc:creator>nick</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
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		<description>The idea that your computer is part of the fictional world is a bit different, and a bit more elaborate of a conceit, than is the artifactual idea seen in &lt;i&gt;Uncle Buddy&lt;/i&gt; and &lt;i&gt;The Electronic Chronicles.&lt;/i&gt; The artifactual idea offers you a heap of documents or relics; what &lt;i&gt;Lifeline&lt;/i&gt; does is to position the interface to bridge between your world and the fictional world - something I was fascinated with, but found little to say about, in my undergrad thesis; Jill&#039;s dissertation treats some aspects of this topic much more thoroughly.



To give credit where credit is due, the first elaborate works I know of that use this technique were both published by Activision: &lt;i&gt;Hacker&lt;/i&gt; (1985) and &lt;i&gt;Portal&lt;/i&gt; (1986). Both are written by Rob Swigart.</description>
		<content:encoded><![CDATA[<p>The idea that your computer is part of the fictional world is a bit different, and a bit more elaborate of a conceit, than is the artifactual idea seen in <i>Uncle Buddy</i> and <i>The Electronic Chronicles.</i> The artifactual idea offers you a heap of documents or relics; what <i>Lifeline</i> does is to position the interface to bridge between your world and the fictional world &#8211; something I was fascinated with, but found little to say about, in my undergrad thesis; Jill&#8217;s dissertation treats some aspects of this topic much more thoroughly.</p>
<p>To give credit where credit is due, the first elaborate works I know of that use this technique were both published by Activision: <i>Hacker</i> (1985) and <i>Portal</i> (1986). Both are written by Rob Swigart.</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2004/05/11/artifactual-ewriting-meets-embodied-agents/comment-page-1/#comment-1287</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
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		<description>Another early elaborate example of using the interface in this way is &lt;i&gt;Night Trap&lt;/i&gt;, originally developed for Hasbro in ~1988 by Rob Fulop and others on his team.  Later released as Sega CD game and ultimately generating &lt;a href=&quot;http://www.wired.com/wired/archive/2.10/fulop.html&quot;&gt;some controversy&lt;/a&gt;, in &lt;i&gt;Night Trap&lt;/i&gt; the player&#039;s television becomes a security camera monitor, in which you can switch among different channels to observe various views of a house.  The game involves carefully monitoring the villians&#039; (vampires) activity, and remotely triggering traps to capture them.  (And trying to avoid letting the scantily clad women get threatened by power drills and such.)



As I &lt;a href=&quot;http://grandtextauto.org/archives/000186.html#601&quot;&gt;mentioned in that past thread&lt;/a&gt; about fusing reality and fiction, a few years later Rob (with my help) developed &lt;i&gt;Max Magic&lt;/i&gt;, which also foregrounded the interface in an explicit way, but differently from &lt;i&gt;Night Trap&lt;/i&gt;.
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		<content:encoded><![CDATA[<p>Another early elaborate example of using the interface in this way is <i>Night Trap</i>, originally developed for Hasbro in ~1988 by Rob Fulop and others on his team.  Later released as Sega CD game and ultimately generating <a href="http://www.wired.com/wired/archive/2.10/fulop.html">some controversy</a>, in <i>Night Trap</i> the player&#8217;s television becomes a security camera monitor, in which you can switch among different channels to observe various views of a house.  The game involves carefully monitoring the villians&#8217; (vampires) activity, and remotely triggering traps to capture them.  (And trying to avoid letting the scantily clad women get threatened by power drills and such.)</p>
<p>As I <a href="http://grandtextauto.org/archives/000186.html#601">mentioned in that past thread</a> about fusing reality and fiction, a few years later Rob (with my help) developed <i>Max Magic</i>, which also foregrounded the interface in an explicit way, but differently from <i>Night Trap</i>.</p>
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