Category Archives: Blog

Post-postmodern fiction? Dear Esther, and game engines as narrative engines

We were talking just a few days ago about the narrowing gap between traditional storytelling and computer games. Well, here’s something that seems to have bridged the two to create a hybrid artform: Dear Esther is a Half-Life mod that’s a sort of first-person virtuality narrative with a degree of interaction but no ‘traditional’ gameplay goals.

Dear Esther screenshot

Lewis Denby guests at Rock Paper Shotgun, and explains the potential of level modding for new expressions of creativity:

In a way, that it would be this sort of amateur creation to have such an effect makes sense. The mod scene has the potential to be a land of limitless creative opportunity. You’re not restricted by publishers’ requests, or the demands of your perceived audience, or your own barely competent technology. You’ve an enormous blank canvas to paint on, and all that holds you back is your imagination.

The real big deal here, though, is that 3D game engines can theoretically produce experiences that film, audio and the written word combined still fall short of; the interactive element is the key, producing a sense of emotional engagement that a ‘static’ work cannot replicate. Back to Denby, who suspects it’s the untapped potential for producing a negative emotional response that’s important:

I love my Marios and what-have-you as much as the next person, but I still feel games have an incredible untapped potential for negative emotions. Some have tried – Braid stands out for having a bloody good go – but we’re still a little too comfortable with enjoying everything we play. Any stretches of sadness in this medium tend to be restricted to self-indulgence or vapid tearjerker fare, and even they invariably make way for happy endings and bunny fluff.

Dear Esther rejects pretty much every notion of what videogames should do, and instead presents a profound look at what they could be doing. They could be telling stories that, while unforgiving and upsetting, exist within a format that no novel or film could ever reproduce. Stories that take clever audiovisual amalgamation for granted and go the extra mile, allowing the player to explore a tangible world that they would never otherwise be able to visit. In a sense, Dear Esther is pretty much non-interactive: nothing you do changes the course of the fiction, and there’s no element of challenge to speak of. But in another, far more accurate sense, the interaction is totally key. It’s your journey – whoever “you” are – and the intimacy heightens every emotion censor in your poor, overloaded brain. After watching me finish Dear Esther, my girlfriend asked me what it was I’d been playing. I turned to answer her, only to find I couldn’t speak. No words arrived. None mattered.

Of course, not everyone will want a harrowing immersive experience – think of the number of people who bemoan the lack of happy endings in modern novels – but there’s nothing to say that the form has to be negative in character. But it’s that potential, that opportunity to produce and manipulate both ends of the emotional spectrum, that demonstrates we have yet to see even the infancy of this hybrid artform.

I rather suspect that this could provide a great way for powerful fiction writers to reach a massive new audience that traditionally ignores dead-tree media. Who knows – it might even usher in a return of the writer as something more than a small-font credit line at the end of a movie or TV show. [via BoingBoing; Dear Esther screensot borrowed from Rock Paper Shotgun under Fair Use terms, please contact for immediate takedown if required]

Subdermal analgesics – implanted painkillers

neural stimulator implantA pill for every ill? How very Twentieth Century! In the future, my friend, your chronic pains will be alleviated by tiny subdermal devices wired directly into your nerves, activated remotely beyond the body by radio signals from a master control device:

The device works similarly to spinal-cord stimulators for managing chronic pain. The idea is that the electrical jolts delivered by the device override the neural pain signals being transmitted to the spinal cord. However, the precise mechanism is not yet clear.

[…]

Like some cochlear implants and other medical devices, the implant is powered with radio-frequency transmission: radio waves transmitted by the external coil generate a magnetic field in the internal coil, which powers the electrodes. Adopting technologies from the rapidly advancing RFID world has allowed the researchers to further shrink the device.

Before rushing off to hassle your local medical practitioner for a set, however, bear in mind that this is still at the conceptual stage:

Researchers have developed a prototype device, which they are testing in rats. The device can effectively stimulate peripheral nerves in rats, although it’s not yet clear whether the electrical stimulation alleviates chronic pain. (Scientists assess chronic pain in rats by recording how much the animals eat; a rat in pain won’t eat as much.)

Assuming it works as expected, this could be a real life-changer for people suffering with chronic conditions. However, I don’t think it’s a wild leap of logic to assume that if nerve stimulation can be used to alleviate pain, it can probably be used to create it as well – maybe even with exactly the same set-up. It’s easy enough to hijack regular RFID tags, after all.

Thinking a little further, perhaps this technology would become part of the suite of telepresence devices. Rather than wear some sort of all-over suit, sensory stimulation from virtual worlds could be reproduced in the body by carefully timed and coded radio signals… which would make the perceptual line between reality and the metaverse that much thinner and fuzzier. [via grinding.be; image borrowed from Technology Review article under Fair Use terms, please contact for takedown if required]

Rudy Rucker guesting at BoingBoing

Rudy RuckerRudy Rucker is one of the authors I go out of my way for, so I’m stoked to see he’s guest-posting at BoingBoing for a couple of weeks; he’s kicked off today with a brief introduction to his “gnarly” plotting methods.

Experience  shows that Rucker’s fiction divides opinion sharply between those who love it and those who loathe it; I’m firmly in the former camp, though I think I understand what it is about transrealism that puts others off. [image courtesy Wikimedia Commons]

That said, he’s got lots of interesting and weird stuff to say outside of his stories: he’s a professor of mathematics with a psychedelic outlook, he was a core member of the cyberpunk movement (which means he has some great tales to tell about the other characters involved) and he’s got a unique eye for photographing the mundane and making it seem alien. Go pay him some attention; you may not agree with him, but I defy you to be indifferent!

So, any other Rucker fans in the house? Which story or novel would you recommend to a newcomer to Rucker’s body of work?

Ubiquitous urinary analysis?

toilet bowl with mobile phoneIf you want futurist thinking that looks at the little things rather than the large, you can’t do much better than to follow Jan Chipchase as he bounces around the world researching how people use things… and how things use people.

Here’s a prime example of science fictional thinking processes applied to that most everyday of objects, the toilet.

… the light blue rinse that you see above is an indicator of what is, ahem, yet to pass. The colour of the liquid in the toilet bowl will be the most commonly used mechanism to feedback relatively minor but good-to-know status updates about the state of your body, a simply chemical adaptation of what many of you already do today. (The critical stuff will sent directly to your doctor/insurance company, so that they can break the news to you gently, unless of course you think you can handle staring down at a blood red toilet bowl).

Given human limitations – whether its remembering which colours are associated with what, to our ability to effectively distinguish between colours, what are the other parameters can will be put into play by tomorrows porcelain experience designers?

Where does this lead to in the future perfect? Lower insurance premiums for your employer when they install (and allow the remote monitoring of) your [insurance company] sponsored washroom. Automated devices travelling the sewage systems monitoring dye pigmentation by sewage outlets of the stars? That you are willing to walk an extra three blocks to use a unmonitored public toilet.

Given the UK government’s seemingly unstoppable obsession with monitoring its citizens and telling them how to live, it’s almost depressing how plausible Chipchase’s speculation seems from where I’m sat right now – even though I suspect it’s meant to be somewhat tongue-in-cheek. Insert your own joke about “the power behind the throne” here…

Though it should be noted that science fiction pipped Chipchase to the post on this one; “Alone With an Inconvenient Companion” by Jack Skillingstead (as anthologised in Fast Forward 2) features hotel urinals that provide the protagonist with a ‘complementary urinalysis’. Or at least he thinks they do. [image by jurvetson]

Cosmic ray global warming debunked; deep ocean conveyors rethought

sun, clouds and seaOne of the more popular alternatives to anthropic global warming theories has been the cosmic ray hypothesis – the notion that changes in the sun’s output of cosmic rays are responsible for the planet’s recent changes in temperature. However, it’s always been short on evidence (much shorter than the theories it is intended to topple, funnily enough), and now new research has put another nail in its coffin lid:

In research published in Geophysical Research Letters, and highlighted in the May 1 edition of Science, Adams and Pierce report the first atmospheric simulations of changes in atmospheric ions and particle formation resulting from variations in the sun and cosmic rays. They find that changes in the concentration of particles that affect clouds are 100 times too small to affect the climate.

[…]

Despite remaining questions, Adams and Pierce feel confident that this hypothesis should be laid to rest. “No computer simulation of something as complex as the atmosphere will ever be perfect,” Adams said. “Proponents of the cosmic ray hypothesis will probably try to question these results, but the effect is so weak in our model that it is hard for us to see this basic result changing.”

As the researchers point out, these results are based on a computerised model of phenomena, and it could (and doubtless will) be asserted that it may not have any bearing on reality. In the absence of a model of similar complexity and expertise that supports the solar wind warming theory, however, I think I’m going to accept it as having been laid to rest. YMMV. [via DailyGalaxy]

While we’re talking about complex climate models, though, it looks like some rethinking will be required with respect to the ways in which deep-ocean circulation functions; experiments involving the dispersal of sensor-laden floats have revealed that a ‘conveyor belt’ of cold water flowing southward from the Labrador Sea doesn’t actually form a loop with the Gulf Stream as previously assumed.

I’d lying if I said I totally understood what this means (I’m not an oceanographer, nor do I play one on television), but what’s clear is that scientists aren’t just cherry-picking evidence that suits their models; they’re actively looking to improve the accuracy of their calculations all the time. Who’d have thought, eh? [via SlashDot; image by notsogoodphotography]

[Welcome back, JasperPants. ;)]