Friday, 17 December 2010

No going back

As readers move away from print-based conventions and habits, they inevitably begin to engage in a different process of reading and meaning-making. The role of the visual in the rendering of written texts is taking on new possibilities and transforming how literary fiction itself can be created and experienced.

Whilst many visual techniques have already been applied to fiction in print (House of Leaves, Only Revolutions, Filth, to name a few) the potential of the written word physically changing over time in the context of a story is much less explored.

But is it wrong, lazy, indecisive, gimmicky, or even downright superficial to time-manipulate the very language used in a story? Should the written word ever be "placed on a timeline" in the manner of video and audio and made to perform in this manner? Does it make the reading experience far too difficult, broken, distracting - even totally unnatural?

Dreaming Methods uses the idea of blurred out/barely-readable bits of writing in Capped, the story of a half-remembered childhood memory. There, fragments from the protagonist's recollections hang around in and amongst trees, bushes and bits of weeds as though on the fringes of consciousness. When the project was first launched back in 2006, some readers complained that they simply "couldn't tell what it said" - one person remarking that he thought it must be an error with his computer or within the project itself. Others - thankfully - got the idea that you weren't meant to be able to read it.

We used text fragments that animated/changed over time in The Diary of Anne Sykes (2003) (along with maths-generated text "sculptures" reflecting the protagonist's bizarrely ordered thoughts) but its clearest use is in Dim O'Gauble, where the voices of a young boy and an elderly woman ponder over a series of mysterious apocalyptic visions. Words within sentences physically transform into others without warning - sometimes polarising their meaning; at other times, running through lists as if the exact phrases can't quite be found. In this project there are no interface mechanisms in place that reflect the experience of "turning a page" or being able to leisurely return to re-read anything; once the writing has disappeared - and it does, quite quickly, over time - that's it, there is no going back.

The use of such techniques in literature may be so alien to readers' usual habits of having a steady flow of pages and the ability to control their reading pace that the immediate reaction is likely to be one of disruption and frustration. For many, there is something highly unsettling about the physical movement or transformation of writing. The written word with its history of having been honed down to high quality and published in a fixed and 'final' manner tears up its own roots and wanders a good distance out of its comfort zone when introduced as a transient/changeable/unreliable form.

Yet surely this is a powerful reflection of how human memories and personal histories fluctuate; how perceptions mutate and adjust; and how sometimes, painful as it is, there is no going back in quite the same way to that original relationship, memory or experience.

Perhaps this is one way in which future literary fiction might realise itself? Writer/s threading powerful, well-crafted, digitally enhanced/manipulated texts through a tapestry of other media forms that provide engaging new worlds for new kinds of readers - readers undaunted by the fact that going backwards or reading/understanding every word may not be possible, and who are prepared for the very fabric of the text to come alive.

Sunday, 28 November 2010

jQuery and Digital Fiction

Changed, a digital fiction project for desktop and iPad

Dreaming Methods is concerned as much with the visual appearance and manipulation of its digital words as their actual meaning. For us, being able to apply graphical styles and time-related effects to the very writing we produce is of extreme importance, which is why we've started building up an interesting toolkit that explores what it's possible to do with jQuery  - an open source javascript framework - when it comes to creating digital fiction.

We've been using jQuery in commercial web design projects for a long time now, but it's only recently with our experimental move towards developing a 'web app' for the iPad that it's come into our minds as one potential solution to creating electronic literature.

Basic jQuery and HTML/CSS isn't rocket science. Although it requires learning some syntax and 'going under the hood' rather than clicking a few buttons in a visual editor, it's a long way from deliving into hardcore programming and you can see quick, rewarding results with very little effort.

Example scripts and tutorials are everywhere on the web. There are 'extensions' galore available - most of them free to download - and, in contrast to working in Flash, there is no compile/publish procedure required to generate an end result. jQuery is free; no 3rd party plugins are needed; it's generally cross-browser friendly; and it even works, with some processing speed limitations, on the iPad.

So far, through pure experimentation and using a combination of relatively simple jQuery and HTML/CSS, we've managed to achieve the following:

- blurring of text, either static or over time
- glowing text effects, static or over time
- narratives that trigger others to appear or disappear 
- click (or touch) areas to show/hide narrative segments 
- slow fading of narrative segments over time 
- transformation of sentences (adding or removing words) on click/touch
- draggable graphic or text objects

- rotatable graphic or text objects (via jQuery Touch; iPad only)
- plugin-free video and audio playback 

Whilst the above may seem like a relatively simple technical checklist (almost all of it is incredibly easy to do in Flash), it is in fact an indicator that the Dreaming Methods 'canvas' onto which we can write purely digitally - outside of Flash - is being slowly primed.

Once we have built up our skills and resources enough produce work in an environment that takes our existing techniques and principles further (rather than forcing them backwards), we will undoubtedly start to assemble new stories in this manner.

Should any digital writers be interested in mixing their own work with the same kind of approach/technology, we would be happy to share our findings and, who knows, maybe even strike up a collaboration.

It would be good to create forum/hub for digital fiction writers - particularly those interested in breaking away from their central reliance on Flash into open source technologies - where discoveries such as these can be posted and scripts and tutorials sought and freely downloaded.

Please do contact us if you think this is a good idea. If we had enough interest, Dreaming Methods would be more than willing to open up some kind of 'digital fiction writers resource' for all to share.

Wednesday, 10 November 2010

Digital Fiction on the iPad


We're currently working on a new digital fiction project outside of Flash which targets the iPad as well as regular web browsers - using open source web technologies.

'Changed' based on a script by Lynda Williams features a heavy mix of audio, text and video woven into a Web App via HTML5 and CSS3, bypassing Apple's App submissions policy and Flash CS5's App export option. It will be possible to 'bookmark' the work and add it to the iPad's home screen where it can be launched - like a native App - at maximum resolution.

Whilst the creative restrictions of HTML5 and the iPad have been apparent - both showing an incredible desire to divide rather than mix multiple forms of media - we have bypassed almost every barrier to create an atmospheric work that follows the thoughts, experiences and memories of a girl who has been recently attacked and is hiding and reflecting beneath a roadway tunnel.

As previously mentioned, the piece will not be exclusively iPad-only. Standard cross-browser desktop versions are also under development which will utilise enhanced javascript code and take advantage of high rather than low powered processors.

Monday, 27 September 2010

Nightingale's Playground

It's raining in 1989. Teenage schoolboy Carl lives with his grandmother on an anonymous housing estate and spends his time hanging out with Alex, an oddball kid obsessed with pseudo- philosophy and computer games. When Alex disappears for no apparent reason, things begin to change: Carl finds weird objects in his gran's sideboard; his science fieldwork book reveals mysterious numeric codes; and none of his other friends even remember Alex.

Created by Dreaming Methods authors Andy Campbell and Judi Alston, Nightingale's Playground is an ambitious work of digital fiction divided into four interlinked parts: an atmospheric browser based experience; an interactive virtual book with pages you can turn with the mouse; a short eBook download; and an immersive 3D game-like application that takes the written word into strange new dimensions.

http://www.nightingalesplayground.com

Wednesday, 15 September 2010

Carving a written narrative into a 3D environment

I've been thinking about producing a narrative in 3D for a long time - the concept in my mind goes back a long number of years. The difficulty has always been the availability of software to do the job well (and without requiring years of experience), the right 'story' to suit the medium, and indeed the time it would take to pull something off that actually (hopefully) worked.

We're close to letting Consensus Trance II out of the box. It's not an iPhone or iPad App (so just carry on with what you were doing, publishers) and we're not telling a simple story in a regular way: this is a complex, multi-layered narrative that tries to do something that I hope is relatively new and pushes the boundaries of where a written narrative could go.

There is no particular target audience and no association with any famous writers, mythical stories or indeed TV programs or films. It's a work that's been generated out of nothing and has no particular connections with anything 'hip' or 'happening'. It's only inspiration comes from a very old, 8-bit computer game called The Sentinel - a unique strategy game that baffled magazine reviewers when it was originally released back in the 1980s.

Consensus Trance follows the story of a young man reflecting on his own rather bleak and depressing school days - only to discover that some of the simple memories he believed were true (and had always based his principles on) seem to have been completely twisted and self-invented. Further reflection leads to some frightening revelations - including the fact that he might actually be part of some omnipotent and sinister reality experiment.

Tuesday, 10 August 2010

Dreaming Methods on The Literary Platform

"We believe readers – as well as writers – are evolving and that the type of work we’ve been creating for a decade now may potentially have a serious future."

http://www.theliteraryplatform.com/2010/08/unchaining-writing-from-its-paper-based-roots/

Thursday, 5 August 2010

Impossible Journal

Celebrating 10 years of digital writing, Impossible Journal is Dreaming Methods' first magazine-style publication and features a series of stories-behind-the-stories from our ambitious digital fiction projects.

Impossible Journal
Presented through issuu.com - a leading-edge virtual publication portal - the first edition of Impossible Journal includes dream-inspired prose and fiction set amongst striking graphic design - plus an atmospheric soundtrack - Music In The Shape of Eleven - created by sound artist Matt Wright.

From a man who one day decides to violently attack his neighbour (an epilogue to Floppy) to a pair of schoolboys intent on burying their science fieldwork books to increase their authenticity (an extract from our forthcoming work Nightingale's Playground), Impossible Journal offers new insights into Dreaming Methods expansive digital fiction portfolio that has been online and growing since 2000. 

http://issuu.com/dreamingmethods/docs/impossible_journal