Interactive fiction using demoscene and computer game aesthetics to portray a catastrophic vision of the world
Exploration of the unique confluence of literary and programming elements, exemplified by "In nihilum reverteris," a collaborative creation by Yerzmyey and Hellboj. This work transcends conventional digital genres—blending aspects of electronic literature, computer games, and demoscene creations—to produce a hybrid form that immerses the viewer in a world where familiar reality is annihilated. The paper examines how such digital works use complex interplays of narrative and code to foster new forms of creative expression. It argues that these hybrid forms, despite their rootedness in distinct aesthetic and technical traditions, offer a new immersive potential that challenges the boundaries of genre purity. This study asserts that the piece's placement within demoscene and gaming communities, rather than purely literary circles, highlights the inter-genre dialogue that is crucial for understanding and advancing digital artistic expressions.
doi
10.1145/3648188.3680248
isbn
979-8-4007-0595-3
name
Interactive fiction using demoscene and computer game aesthetics to portray a catastrophic vision of the world
source
publisher_html_pdf
acm_url
https://dl.acm.org/doi/10.1145/3648188.3680248
authors
Krzysztof A. Ziembik
doi_url
https://doi.org/10.1145/3648188.3680248
license
© Copyright held by the owner/author(s). Publication rights licensed to ACM.
summary
Exploration of the unique confluence of literary and programming elements, exemplified by "In nihilum reverteris," a collaborative creation by Yerzmyey and Hellboj. This work transcends conventional digital genres—blending aspects of electronic literature, computer games, and demoscene creations—to produce a hybrid form that immerses the viewer in a world where familiar reality is annihilated. The paper examines how such digital works use complex interplays of narrative and code to foster new forms of creative expression. It argues that these hybrid forms, despite their rootedness in distinct aesthetic and technical traditions, offer a new immersive potential that challenges the boundaries of genre purity. This study asserts that the piece's placement within demoscene and gaming communities, rather than purely literary circles, highlights the inter-genre dialogue that is crucial for understanding and advancing digital artistic expressions.
published
2024-09-10
conference
HT '24: 35th ACM Conference on Hypertext and Social Media, Poznan, Poland, September 10-13, 2024
open_access
true
acm_html_url
https://dl.acm.org/doi/full/10.1145/3648188.3680248
displayAuthor
Krzysztof A. Ziembik (Jagiellonian University, Poland)
displayPublishTime
2024-09-10