Sunday, April 11, 2010

blog 11

The interactive fiction violet was a interesting way of telling a story. I got stuck at the BREAK THE STOOL. Part which was frustrating because I wanted to finish the interaction but could not figure out how to do it. I did not really identify with the character who was very easily distracted. I don’t think anybody gets that distracted where they need to lock there Ethernet cable in a cabinet and then hide the key and make sure you cant get to it. It all got a little old after a while.
Most of the things I typed in didn’t do anything. Some of the keywords didn’t have to be spelled correctly. A lot of the things you had to do were things that the reader didn’t know such as when you were tired you had to find something to get yourself up. But I would have never know to look in the drawer for the key to get in the cabinet and drink the bottle to wake myself up. Most of the things you had to type were like that and kind of frustrating.
Outside of the window there are zombies, pirates, and aliens. I don’t really know what this had to do with anything except that it was another distraction from writing. It was interesting that you had to write all the actions you wanted to do as your character was supposed to be writing. I enjoyed the interaction part and really wish I could have figured out how to break the stool. The interactive fiction is very similar to a game. You have a set of rules that you must operate within and try to reach a goal ( in this case writing a paper so that you Australian girlfriend wont move away) this game atmosphere is fun and makes the reader want to get to the end of the story to solve the puzzle to reach the goal and keep your girlfriend.
Compared to other hypertexts this was very similar. Broken story, offshoots that have nothing to do with the actual story. it was different in the fact that you had to do certain things to get to the end and usually you could only do one thing to advance.

1 comment:

  1. Due 4/16/10
    I also, was thought that this character was a bit excessive. I can relate to the procrastination the main character does, and that even though one takes care of one temptation, the fact that temptations always spring up never ends. However, I could not stop thinking about how he could be distracted about so many things, yet he will not be distracted with gum in his ears and the fact that there is great chance of him getting AIDS from chewing used, bloody gum. When distracting things kept on coming up the only thing that could get me immersed was that it was so challenging. If these challenges were easy, I would have agreed that this game was getting to repetitive.

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