User:Thijshijsijsjss/Human Parser/Project Proposal: Difference between revisions

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  Using text-adventure gameplay, a player uses text input to play. In working with a parser, this genre is crucial in conveying the theme of disassociation mechanically. While informed by classic games of the genre, ''Human Parser'' does not limit itself to text: it makes use of pixel art visuals and gaming conventions of contemporary and experimental games. The game is about assembling and embodying robots. Following a loose story, a playthrough consists of 2 parts: robot creation at the Robot Assembly Line, and playing as the created robot in the Performance Testing Facility. One playthrough should take 10-15 minutes. By the end, user inputs are chained together to form a poem that is shown when one of a handful of endings is reached. (Game content may change over the course of research and development)
  Using text-adventure gameplay, a player uses text input to play. In working with a parser, this genre is crucial in conveying the theme of disassociation mechanically. While informed by classic games of the genre, ''Human Parser'' does not limit itself to text: it makes use of pixel art visuals and gaming conventions of contemporary and experimental games. The game is about assembling and embodying robots. Following a loose story, a playthrough consists of 2 parts: robot creation at the Robot Assembly Line, and playing as the created robot in the Performance Testing Facility. One playthrough should take 10-15 minutes. By the end, user inputs are chained together to form a poem that is shown when one of a handful of endings is reached. (Game content may change over the course of research and development)
   
   
  The game is accompanied by a physical game manual, providing insights into the game and adding more thematic cohesion. It might contain visuals taken and / or re-imagined from the game, guides for gameplay, (fictionalized) behind the scenes information, poems created by playing, but also a broader exploration of the theme through e.g. interview snippets.  
  The game is accompanied by a physical game manual, providing insights into the game and adding more thematic cohesion. It might contain visuals taken and / or re-imagined from the game, guides for gameplay, (fictionalized) behind the scenes information, poems created by playing, but also a broader exploration of the theme through e.g. interview snippets. In particular, this manual will house the thesis. The thesis will support the project by being a collection of manual components like described above, and will aim to ground the project (both academically and personally) in the project's larger context.  
The project is supported by a thesis, the exact form of which has yet to be decided. For example, it could inform the game mechanics through an historical analysis of games of this genre, it could be a documentation of this game's narrative taking shape through an exploration of related project, and / or might be interwoven into the manual.
   
   
  Finally, for exhibition at e.g. a graduation show, I could see this project being playable and hooked up to a pen plotter. After a playthrough, the generated poem is automatically send to the plotter, and a book is kept of all poems generated this way. This can hopefully allow for the conversation on disassociativity to continue beyond the realm of digital, individual experience.
  Finally, for exhibition at e.g. a graduation show, I could see this project being playable and hooked up to a pen plotter. After a playthrough, the generated poem is automatically send to the plotter, and a book is kept of all poems generated this way. This can hopefully allow for the conversation on disassociativity to continue beyond the realm of digital, individual experience.
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  I have the hopes for this project to be both an relatable experience to those struggling with disassociation themselves, and an interesting game in its own right to be enjoyed by any lover of classic videogames. This second point is important to me: the game should not just be academically interesting, but an actual worthwhile playable experience.  
  I have the hopes for this project to be both an relatable experience to those struggling with disassociation themselves, and an interesting game in its own right to be enjoyed by any lover of classic videogames. This second point is important to me: the game should not just be academically interesting, but an actual worthwhile playable experience.  


<div style="background-color:#DBE6F0">
  '''How do you plan to make it?'''
  '''How do you plan to make it?'''
   
   
  Realising this project will require two interwoven phases: research and creation. Presented below is a list of methods, according to each phase. The methods listed are merely starting points. While working on this project, I expect many more questions of 'how' to pop up.
  Realising this project will require three interwoven components: ''research'', ''creation'' and ''writing''. Each comes with its own methods, listed below. These are merely starting points, I expect many more to pop up along the way.
<u>''Research''</u> is concerned with an exploration of both text and play.
I will read more (on) nonlinear texts and experimental writing. Similarly, I will play more games (classic and contemporary), both by myself and with others. In particular, I will look out for games with CYOA mechanics, games that blend classic genres with the contemporary gaming landscape and games that utilize a manual as part of their core gameplay. These explorations will result in a compilation of reference material to inform design decisions, a visual style and the supporting manual.
   
   
  Aside from these two phases, there's a ''writing'' phase that will continue throughout, that for now not bound to specific methods and that is interwoven with ''research'' and ''creation''. This encompasses 3 key components:
  <u>''Creation''</u> is concerned with producing the game and manual.
At the heart of creation is iterative prototyping and playtesting. For coding, I plan to use Godot and the Godot native language GDScript and for the visuals, I plan to use Aseprite and Krita. (all open source software). Methods for typesetting and printing are undecided (I might default to LaTeX). Similarly, music and SFX and undecided. A pen plotter might play a role both in printing and producing sounds. Finally, considering more XPUB2 students are interested in games, there's a possibility for game creation to partially happen in jam form.
<u>''Writing''</u> is the connecting tissue between the multiple components of this project (game, manual, thesis). Therefore, it is very much interwoven with the other two phases. It entails 3 key forms of writing:
  * Digestive writing of research material
  * Digestive writing of research material
  * Shaping the game's narrative and writing the actual words to appear in the game
  * Shaping the game's narrative and writing the actual words to appear in the game
  * Writing the game manual, which is inevitably tied to the writing of the game's narrative.  
  * Writing the game manual, which is inevitably tied to the writing of the game's narrative.   
   
{|align=center
|<u>''The 'how' of research'' involves:</u>
*reading more on non-linear texts and experimental writing
*finding and playing old text adventures
*finding and reading some old game manuals
*compiling a reference list of contemporary CYOA games, and contemporary games utilizing a manual as part of their core gameplay, and playing some
*compiling a reference list of characteristic or otherwise interesting visuals, music, etc of these target games
*investigating the social potential of CYOA, e.g. through a CYAO gamenight, by letting another human act as the terminal interface, etc
*a general investigation of the impact of mental illness and neurodiversity, especially their relation to games and decision making, through dialogues with people close to me
*investigating the practises of classic text-adventure games, like exploring ZIL (ex-proprietary language used by Infocom in the '70s and '80s)
*Gain more printmaking experience, by turning the Jitterbots project into a physical publication
|<u>''The 'how' of creation'' involves:</u>
*Coding, probably using:
**Godot (open source game engine) and GDScript (Godot based language)
*Creating visuals, using:
**Aseprite (open source drawing software aimed for pixel art and pixel level animations)
**Krita (open source drawing software)
*Music and SFX (if relevant): (undecided)
*Typesetting: (undecided)
*Printing
**The manual could be (partially) pen plotted
*Prototyping and playtesting
<br/><br/>
|}
</div>


<div class="mw-collapsible mw-collapsed" style="background-color:#DBE6F0">
<div class="mw-collapsible mw-collapsed" style="background-color:#DBE6F0">
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|-
|-
|<u>''October''</u>
|<u>''October''</u>
|Gathering references through reading material broadly related
|Gathering references and conceptualizing project
Playing classic and contemporary CYOA and retro games


Compile references including texts and games and manuals
|Making loose prototypes and re-familiarizing myself with Godot
|Re-familiarizing myself with Godot
Making prototypes to play with others, in particular to test at the first public moment


Compile visual styleguide
|-
|-
|<u>November</u>
|<u>November</u>
| Continue to do research, move to specific references
| Compile core references and start digestive writing
Create list of core reference texts and projects
| Refine proposal based on prototyping findings and start on code framework for the game
 
Start digestive writing on these references
| Decide on a format to use and create skeleton framework in this format
Refine proposal based on prototyping decisions and findings
 
Refine game ideas
|-
|-
|colspan="3" align=center|<u>November 4th: first public moment</u>
|colspan="3" align=center|<u>November 4th: first public moment</u>
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|-
|-
|<u>December</u>
|<u>December</u>
|Reach out to possible interviewees and testers
|Reach out to possible testers and refine timeline for second half of the project
Revisit proposal and adjust according to newfound results
|Create manual outline and write first thesis chapter. First playable game ready
 
Refine timeline for second half of the project
| Create thesis skeleton structure and write first chapter
Have tests ready
 
Start to extent tests towards final game
|-
|-
|colspan="3" align=center|<u>December 13th: first chapter deadline</u>
|colspan="3" align=center|<u>December 13th: first chapter deadline</u>
|-
|-
|<u>January</u>
|<u>January, Febuary</u>
|Conduct tests and interviews
|Iterative testing and processing results into game and manual
|Continue writing, game making
|Continue writing, game making. Bulk of narrative writing should be done
Create manual skeleton
 
 
|-
|<u>February</u>
|
|Continue writing and making ...
|-
|-
|colspan="3" align=center|<u>February 14th: first draft thesis deadline</u>
|colspan="3" align=center|<u>February 14th: first draft thesis deadline</u>
|-
|-
|<u>March</u>
|<u>March</u>
|
|First draft manual ready
|Continue writing and making ...
|Continue writing (focus on thesis) and game making
|-
|-
|colspan="3" align=center|<u>March 14th: second draft thesis deadline</u>
|colspan="3" align=center|<u>March 14th: second draft thesis deadline</u>
|-
|-
|<u>April</u>
|<u>April</u>
|
|Dot the i's and cross the t's ;)
|Continue writing and making ...
|Continue writing (focus on thesis wrap-up) and polishing game
|-
|-
|colspan="3" align=center|<u>April 18th: thesis deadline</u>
|colspan="3" align=center|<u>April 18th: thesis deadline</u>
|-
|-
|<u>May, June</u>
| Testing for graduation show
| Polishing up game and extending it to fit the graduation show, printing manual
|}
|}
</center>
</center>
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  '''Who can help you?'''
  '''Who can help you?'''
  Similarly to 'how', this list will surely be appended to throughout working on the project. The list below is just a starting point.
  *Steve Rushton: references for non-linear (and experimental) writing
  Similarly to 'how', this list will surely be appended to throughout working on the project.
  *Michael Murtaugh: references for text adventures and CYOA and general brainstorming and feedback
  * Steve Rushton: references for non-linear (and experimental) writing
  *Manetta Berends: prototyping brainstorming and feedback
  * Michael Murtaugh: references for text adventures and CYOA and general brainstorming and feedback
*Joseph Knierzinger: prototyping brainstorming and feedback
  * Manetta Berends, Joseph Knierzinger: prototyping brainstorming and feedback
  *Lídia Pereira: references for people and project in the contemporary scenes adjacent to CYOA
  * Lídia Pereira: references for people and project in the contemporary scenes adjacent to CYOA
  *Marloes de Valk: ask about What Remains -- another retro inspired game with the aim to contribute to a modern day conversation
  * Marloes de Valk: thesis supervision and ask about What Remains
  *Victor Utne Stiberg: assistence with printmaking tests and general design guidance
  * Victor Utne Stiberg: assistence with printmaking tests and general design guidance
  *Wang Ziheng: discuss music and SFX in retro videogames
  * Wang Ziheng: discuss music and SFX in retro videogames
  *Interviewees or otherwise people to talk to about games, neurodiversity,  etc.
  * Interviewees or otherwise people to talk to about games, neurodiversity,  etc.
  *Testers (probably I will call upon my network of game design students from the UU and HKU)
  * Testers (probably I will call upon my network of game design students from the UU and HKU)
  *Classmates and friends to discuss, share, motivate and ground myself
  * Classmates and friends to discuss, share, motivate and ground myself


<div style="background-color:#DBE6F0">  
<div style="background-color:#DBE6F0">  
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|}
|}


  I have made explorations of a similar theme as well. In particular, [[User:Thijshijsijsjss/PTMoMNBM/Unnamed_Robot_Doodling_Project|Jitterbots]]: an exploration of disassociativity through a poem-comic.  
  I have made explorations of a similar theme as well. In particular, a short story '[[User:Thijshijsijsjss/Battles_the_Pale_Grasses_of_Pink_V|Pink V]]' and [[User:Thijshijsijsjss/PTMoMNBM/Unnamed_Robot_Doodling_Project|Jitterbots]]: an exploration of disassociativity through a poem-comic.  
   
   
  Finally, in the past year I have started to develop a printmaking practise through various zine (e.g. [[User:Thijshijsijsjss/Archival_Oceans|Archival Oceans]]), handouts (e.g. [[T2_Assessment#Handouts|SI23's]]) and plenty of pen plotting (e.g. [[User:Thijshijsijsjss/Pen_Plotting_Panache/Gallery|album covers]]). Also, more recently I was part of the second coming of the Counter-Tourist Information Center, for which we produced a daily micro-newspaper. While I don't intent to repeat this method of rapid production here, it was a great experience both in terms of gathering material, working with new software and collaborative publication.
  Finally, in the past year I have started to develop a printmaking practise through various zine (e.g. [[User:Thijshijsijsjss/Archival_Oceans|Archival Oceans]]), handouts (e.g. [[T2_Assessment#Handouts|SI23's]]) and plenty of pen plotting (e.g. [[User:Thijshijsijsjss/Pen_Plotting_Panache/Gallery|album covers]]). Also, more recently I was part of the second coming of the Counter-Tourist Information Center, for which we produced a daily micro-newspaper. While I don't intent to repeat this method of rapid production here, it was a great experience both in terms of gathering material, working with new software and collaborative publication.
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  '''Relation to a larger context'''
  '''Relation to a larger context'''
   
   
  todo
  ''Human Parser'' is situated in the rich landscape of video games, interactive and electronic fiction and non linear texts. Being a text adventure game, it is informed by text-based classic games  (e.g. ''Colossal Cave Adventure'', 1976, ''ZORK'', 1977), illustrated ones (e.g. ''The Hobbit'', 1982) and reflection on these games (e.g. ''Get Lamp'', 2010).
This genre is approached from the lens of nonlinearity in literary theory, a text adventure as (in)determinate cybertext (Aarseth, 2003). As an exploration of literary theory, it draws inspiration from e.g. the Oulipo.
Additionally, contemporary games are considered, especially those that build on the CYOA tradition (e.g. ''Heaven's Vault'', 2019), or that relate to the theme (e.g. ''Adventures with Anxiety'', 2019). It finds kinship in game poems (e.g. Dys4ia, 2012) and critical studies of this field (e.g. Magnuson, 2023).


<div class="mw-collapsible mw-collapsed" style="background-color:#DBE6F0">
  '''References / Bibliography'''
  '''References / Bibliography'''
  I keep track of a steadily growing body of directly or tangentially related references [[User:Thijshijsijsjss/Gossamery|in my reader]]. Some key references that have informed this proposal are included below.
  * Aarseth, E.J. (2003) 'Nonlinearity and Literary Theory', in Wardin-Fruin, N. and Montfort, N. (eds.) The New Media Reader. Cambridge, Massachusetts, United States of America and London, England: The MIT Press, 761-780.
<div class="mw-collapsible-content">
* ''Get Lamp'' (2010) [web]. Directed by J. Scott. USA: Bovine Ignition Systems
*Aarseth, E.J. (2003) 'Nonlinearity and Literary Theory', in Wardin-Fruin, N. and Montfort, N. (eds.) The New Media Reader. Cambridge, Massachusetts, United States of America and London, England: The MIT Press, 761-780.
* ''The Hobbit'' (1982), PC [Game], Melbourne, Australia: Beam Software
*Magnuson, J. and Games Now! ''Videogames Are Poems | Games Now!''. Available at https://www.youtube.com/watch?v=C1UepnhRFOk (Accessed: 30 July 2024).
* ''Adventures with Anxiety'' (2019), Web [Game], Canada and France: Cage, N., Monplaisir
*Aron, E.A. (2016) ''The Highly Sensitive Person''. 54th edn. New York, United States of America: Harmony Books.
* ''Colossal Cave Adventure'' (1977), PDP-10 [Game], Cambridge, Massachusetts: Crowther, W., Woods, D..
</div></div>
* ''Zork'' (1977), PC [Game], Cambridge, MA, USA: Infocom
 
* ''Heaven's Vault'' (2019), PC [Game], Cambridge, UK: Inkle
* ''Dys4ia'' (2012), Web [Game], Glenside, PA, USA: Newgrounds
* Magnuson J. (2023), ''Game Poems: Videogame Design as a Lyric Practise''. Amherst, MA, USA: Amherst College Press
</div>
</div>

Revision as of 13:17, 21 November 2024

A parser is an interpreting agent -- what is a 'human parser?'

A human parser is an interpreter that happens to be a human agent

A human parser is an interpreter that parses humans

A human parser makes the act of parsing, or interpreting, human

What do you want to make?

Human Parser is a project around a text-adventure game that is an exporation of feelings of disassociativity, particularly those caused by mental illness and neurodiversity. This exploration is abstract yet intimate, stemming from personal experiences of myself and others.

Using text-adventure gameplay, a player uses text input to play. In working with a parser, this genre is crucial in conveying the theme of disassociation mechanically. While informed by classic games of the genre, Human Parser does not limit itself to text: it makes use of pixel art visuals and gaming conventions of contemporary and experimental games. The game is about assembling and embodying robots. Following a loose story, a playthrough consists of 2 parts: robot creation at the Robot Assembly Line, and playing as the created robot in the Performance Testing Facility. One playthrough should take 10-15 minutes. By the end, user inputs are chained together to form a poem that is shown when one of a handful of endings is reached. (Game content may change over the course of research and development)

The game is accompanied by a physical game manual, providing insights into the game and adding more thematic cohesion. It might contain visuals taken and / or re-imagined from the game, guides for gameplay, (fictionalized) behind the scenes information, poems created by playing, but also a broader exploration of the theme through e.g. interview snippets. In particular, this manual will house the thesis. The thesis will support the project by being a collection of manual components like described above, and will aim to ground the project (both academically and personally) in the project's larger context. 

Finally, for exhibition at e.g. a graduation show, I could see this project being playable and hooked up to a pen plotter. After a playthrough, the generated poem is automatically send to the plotter, and a book is kept of all poems generated this way. This can hopefully allow for the conversation on disassociativity to continue beyond the realm of digital, individual experience.
Why do you want to make it?

Text adventure and Choose Your Own Adventure (CYOA) games are "obsolete" genres, often seen as relics of the past, but I feel like there is still a place for them. In fact, increasingly so: in the current media landscape, everything is content, everything is moving fast, and every moment is a moment of decision. Amidst this constant overwhelming exposure, "FOMO" and analysis paralysis are symptoms characterising a generation. CYOA fundamentally opposes the idea of mass content, of experiencing it all.

This media landscape is a big contributing factor in experiencing 'disassociation' that I myself often struggle with. In turn, disassociation is both a catalyst to and catalyzed by mental illness and neurodiversity. While the stigma surrounding this topic is slowly decreasing, it still persist. Representation is sparse and, if present at all, heaviliy stereotyped. I would like to see a more free-form, abstract and authentic display of the experience of disassociation. By their interactive and explorative nature, I feel like a game can be a good carrier for that.

I have started to explore these themes in previous projects, and feel like these have been just the tip of the iceberg. This project would allow me to continue the exploration of not just this theme, but also of several media of interest: gamemaking (and text-adventures), printmaking (possibly involving pen plotters), writing (experimentally) and storytelling (intimately).

Moreover, I feel like a game manual -- similar in its status as 'obsolete' -- fits this project well. Firstly, thematically: neurodivergent people are often told to come with 'their manual'. What is a manual anyway, when it comes to people? Also, it fits mechanically: in the contemporary landscape of interwoven media, I see potential for it to breath new life in the CYOA genre, extending decision making beyond the digital realm and blurring the thematic and gameplay content.

I have the hopes for this project to be both an relatable experience to those struggling with disassociation themselves, and an interesting game in its own right to be enjoyed by any lover of classic videogames. This second point is important to me: the game should not just be academically interesting, but an actual worthwhile playable experience. 
How do you plan to make it?

Realising this project will require three interwoven components: research, creation and writing. Each comes with its own methods, listed below. These are merely starting points, I expect many more to pop up along the way.

Research is concerned with an exploration of both text and play.
I will read more (on) nonlinear texts and experimental writing. Similarly, I will play more games (classic and contemporary), both by myself and with others. In particular, I will look out for games with CYOA mechanics, games that blend classic genres with the contemporary gaming landscape and games that utilize a manual as part of their core gameplay. These explorations will result in a compilation of reference material to inform design decisions, a visual style and the supporting manual.

Creation is concerned with producing the game and manual. 
At the heart of creation is iterative prototyping and playtesting. For coding, I plan to use Godot and the Godot native language GDScript and for the visuals, I plan to use Aseprite and Krita. (all open source software). Methods for typesetting and printing are undecided (I might default to LaTeX). Similarly, music and SFX and undecided. A pen plotter might play a role both in printing and producing sounds. Finally, considering more XPUB2 students are interested in games, there's a possibility for game creation to partially happen in jam form.

Writing is the connecting tissue between the multiple components of this project (game, manual, thesis). Therefore, it is very much interwoven with the other two phases. It entails 3 key forms of writing:
* Digestive writing of research material
* Shaping the game's narrative and writing the actual words to appear in the game
* Writing the game manual, which is inevitably tied to the writing of the game's narrative.  
What is your timetable?
Research phase Creation phase
October Gathering references and conceptualizing project Making loose prototypes and re-familiarizing myself with Godot
November Compile core references and start digestive writing Refine proposal based on prototyping findings and start on code framework for the game
November 4th: first public moment
November 22nd: proposal deadline
December Reach out to possible testers and refine timeline for second half of the project Create manual outline and write first thesis chapter. First playable game ready
December 13th: first chapter deadline
January, Febuary Iterative testing and processing results into game and manual Continue writing, game making. Bulk of narrative writing should be done
February 14th: first draft thesis deadline
March First draft manual ready Continue writing (focus on thesis) and game making
March 14th: second draft thesis deadline
April Dot the i's and cross the t's ;) Continue writing (focus on thesis wrap-up) and polishing game
April 18th: thesis deadline
May, June Testing for graduation show Polishing up game and extending it to fit the graduation show, printing manual
Who can help you?

Similarly to 'how', this list will surely be appended to throughout working on the project.
* Steve Rushton: references for non-linear (and experimental) writing
* Michael Murtaugh: references for text adventures and CYOA and general brainstorming and feedback
* Manetta Berends, Joseph Knierzinger: prototyping brainstorming and feedback
* Lídia Pereira: references for people and project in the contemporary scenes adjacent to CYOA
* Marloes de Valk: thesis supervision and ask about What Remains
* Victor Utne Stiberg: assistence with printmaking tests and general design guidance
* Wang Ziheng: discuss music and SFX in retro videogames
* Interviewees or otherwise people to talk to about games, neurodiversity,  etc.
* Testers (probably I will call upon my network of game design students from the UU and HKU)
* Classmates and friends to discuss, share, motivate and ground myself
Relation to previous practise

I have several years of game making experience: practical, theoretical (GMT master program), and social (participating in jams and creating for events such as gameforce). In the past year, I have made multiple endeavors in (stretching) the CYOA format (in particular the THGTAAA radio show, the Archival Oceans zine, Wiki Wanderer and my T2 assessment). Additionally, I made a bite-sized text adventure with Senka: Electrifying
THHGTAAA visual promo.jpg Archival-oceans.gif Electrifying3.png
I have made explorations of a similar theme as well. In particular, a short story 'Pink V' and Jitterbots: an exploration of disassociativity through a poem-comic. 

Finally, in the past year I have started to develop a printmaking practise through various zine (e.g. Archival Oceans), handouts (e.g. SI23's) and plenty of pen plotting (e.g. album covers). Also, more recently I was part of the second coming of the Counter-Tourist Information Center, for which we produced a daily micro-newspaper. While I don't intent to repeat this method of rapid production here, it was a great experience both in terms of gathering material, working with new software and collaborative publication.
Si23 comm handout 2.jpg

Jitterbots-01-post.png

With Human Parser, I hope to combine these running threads, create a personal project bigger in scope, that can be published and continue to exist beyond my current environment.
Relation to a larger context

Human Parser is situated in the rich landscape of video games, interactive and electronic fiction and non linear texts. Being a text adventure game, it is informed by text-based classic games  (e.g. Colossal Cave Adventure, 1976, ZORK, 1977), illustrated ones (e.g. The Hobbit, 1982) and reflection on these games (e.g. Get Lamp, 2010). 

This genre is approached from the lens of nonlinearity in literary theory, a text adventure as (in)determinate cybertext (Aarseth, 2003). As an exploration of literary theory, it draws inspiration from e.g. the Oulipo.

Additionally, contemporary games are considered, especially those that build on the CYOA tradition (e.g. Heaven's Vault, 2019), or that relate to the theme (e.g. Adventures with Anxiety, 2019). It finds kinship in game poems (e.g. Dys4ia, 2012) and critical studies of this field (e.g. Magnuson, 2023). 
References / Bibliography
* Aarseth, E.J. (2003) 'Nonlinearity and Literary Theory', in Wardin-Fruin, N. and Montfort, N. (eds.) The New Media Reader. Cambridge, Massachusetts, United States of America and London, England: The MIT Press, 761-780.
* Get Lamp (2010) [web]. Directed by J. Scott. USA: Bovine Ignition Systems
* The Hobbit (1982), PC [Game], Melbourne, Australia: Beam Software
* Adventures with Anxiety (2019), Web [Game], Canada and France: Cage, N., Monplaisir
* Colossal Cave Adventure (1977), PDP-10 [Game], Cambridge, Massachusetts: Crowther, W., Woods, D..
* Zork (1977), PC [Game], Cambridge, MA, USA: Infocom 
* Heaven's Vault (2019), PC [Game], Cambridge, UK: Inkle
* Dys4ia (2012), Web [Game], Glenside, PA, USA: Newgrounds
* Magnuson J. (2023), Game Poems: Videogame Design as a Lyric Practise. Amherst, MA, USA: Amherst College Press