The other day, a story came across my newsfeed that caught my attention: The King of Shreds and Patches, a new work of “interactive fiction” by Jimmy Maher, was being released for the Kindle. This news should not have elicited a strong response from me, even with its reference to Shakespeare. After all, I like to think of myself as an old-school computer game aficionado (read: nerd), and “interactive fiction” was nothing new. Long before computers could display the immersive, three-dimensional worlds of the currently popular Halo franchise, before even the side-scrolling two-dimensional triumph of Nintendo’s Super Mario Brothers, even before the disorienting dimensionality of Pac-Man (Was the maze an overhead view or ground plan? If so, why do we see Pac-Man and the ghosts in profile?) there was the genre of the text adventure.

The initial page for Colossal Cave/Adventure
This origin of this genre is shrouded in mystery, so much so that there is not even agreement on the first game’s title. Sometimes it was known as Colossal Cave, other times merely Adventure—an unassuming name that belies its importance in the history of the genre. However it was titled, this text adventure required players to read screens full of descriptions as they descended into a seemingly endless cavern (actually, the game only contained 130 pages of rooms, but it seemed endless). Players would then interact with the text by typing their own instructions that directed the narrative, such as examine lamp, go south, take box, or use key. The grammar of the interaction wasn’t very complex, only two word phrases consisting of verb-noun, but it did allow for open-ended attempts to make the computer “understand” the player’s intentions.

The box (including a bit of advice) from my favorite text adventure
For me, the pinnacle of the text adventure genre will always be Infocom’s adaptation of Douglas Adams’s The Hitchhiker’s Guide to the Galaxy. There were other text adventures by Infocom that I played, like the extremely popular Zork series or the supposedly simpler Wishbringer, but the game based on Douglas Adams’s very English science fiction humor radio plays and novels captured my attention in a way no other game has. With a more highly developed language parser than Colossal Cave/Adventure, The Hitchhiker’s Guide to the Galaxy was able to take complex, more natural language, instruction from the player. Many of the puzzles in this game required sentences with multiple subjects and direct or indirect objects. The level of interactivity even included the game making fun of the player for misspellings or grammar mistakes (at one point, the game cannot advance until the player completes a subplot based on a typo that concludes with the admonition, “You have destroyed most of a small galaxy. Please pick your words with greater care.”). Text adventures became one of my favorite genres of computer games. Not only did most of them play perfectly well on my older computer, but they seemed to me to be deeper and better written than most of the high-graphics games of the early nineties which mainly consisted of running and jumping. The niche genre has continued to exist, even in the age of games with cinematic graphics. Although no longer called text adventure, “interactive fiction” continues to be written and published on the internet.

A well-worn Choose Your Own Adventure book
Up to now, I have been writing about games played on a computer. Interactive fiction exists in non-digital form, too. When I was young, I checked out every Choose Your Own Adventure book that our local libraries stocked. Written in second-person perspective, every few pages these books would present the reader a choice of two or more actions with directions to turn to a specific page depending on which action was chosen. This series changed my relationship to reading. No longer was the reader beholden to the order set down by the author or publisher, starting at page one and reading through to the end. They were required to physically manipulate the book, turning back and forth, bookmarking particularly difficult choices in order to try all alternatives. Interactive reading was not relegated to the virtual world of the computer, but could travel with you in the form of a very well-thumbed paperback.

Interactive literature, the later years
When I became too old for the reading level of the Choose Your Own Adventure series, I thought my tastes had matured. But in college, I was giddy to discover Nabokov’s Pale Fire, a more highbrow, literary version of interactive fiction. In a complex shadow of my techniques for dealing with the multiple paths of my childhood’s Choose Your Own Adventure books, I followed the footnotes left by “Kinbote,” bookmarking page after page in the futile attempt to find my way back from running off after a sub-footnote to a digression. No two experiences, except perhaps a boring straight-through reading or a very systematic approach, of Pale Fire would be the same.
As I entered more serious academic studies, the source of Nabokov’s humor for his novel in endless footnotes became apparent. I would find myself tracking source after source, reading footnote references sometimes more intently than the article to which those little superscript numbers were attached. Was this also a form of interactive literature?
Pardon my digression—the influence of a certain Dr. Charles Kinbote, perhaps?—but originally I was writing about my surprise at being surprised by Jimmy Maher’s The King of Shreds and Patches. Obviously, there have been over thirty years of computer games within the interactive fiction genre. There also exist books that utilize a similar interactive structure, requiring choices to be made by the reader. And in my research, “engaging with the text” became a key tool of the trade. Therefore, novelty was not the reason that this particular work caught my attention.
Was it the fact that this was an ebook, rather than a computer “game” or traditional “book” where I had seen this interactivity before? No, I had seen other interactive ebooks on other devices. I am thinking specifically of the iPad with its touchscreen interface. The iPad has plethora of children’s ebooks that border on fully animated cartoons. There are also annotated Shakespeare titles that allow for pop-up line notes, instantaneous modern language translations, or dictionary definitions of obscure Elizabethan terms. You can take extensive notes and mark up the page of a book using your finger, a stylus, or keyboard. While the Kindle does allow for rudimentary note-taking and highlighting, ebooks on an iPad are much more “interactive” than this one.

Consumption technology?
Why, then, did this particular title catch my attention? To answer this, we must look to the marketing of the iPad and the Kindle. In the past few years, media technology has been divided into two categories: media production and media consumption. The desktop and laptop computers are classified as “production” technology—those devices designed for writing, editing, publishing, and generally creating works. “Consumption” technology—like the mp3 player, ebook reader, or video playback device—are for listening, reading, or watching the media created on “production” technology. In between, but still leaning toward “consumption,” are smartphones and tablets—while still primarily used to receive media, these devices are capable of some level of “production.” If Maher had released his work a smartphone, tablet, or computer, I would not be as likely to have noticed. This is evidenced by the fact that earlier versions of The King of Shreds and Patches were originally published for computer and even won interactive fiction industry awards, and yet it did not grab my attention.
Cognitive dissonance caused me to pay attention to this new “ebook.” Years of marketing and specific use as a “consumption” technology trained me to think of the Kindle as a passive distributor of media. I had attempted to buy one a while back, but the inability to take handwritten marginal notes—a very academic form of low “production” technology necessary to grad school reading—made me look to tablets for my particular ebook needs. I had written off the Kindle as incapable of “production” technology. Therefore, when I read about The King of Shreds and Patches where the reader has some control over the narrative, the astonishment came from my perception that a “consumption” device has transformed—even if ever so slightly—into a “production” device.
Now the question remains, is this a game or a book? Am I playing or reading? As the clear lines between production and consumption technologies blur, the terms we use to describe our modes of interaction also change. I had no doubts in writing the above sections that I was “playing text adventure games” and “reading Nabokov’s book,” but Maher’s ebook confuses things. On Amazon.com, the work is marketed as “an interactive novel for Kindle.” While on the writer’s website, it is alternately described as a “game file” and “story file,” both of which are “played,” rather than “read.” Maybe you “play” the story as you play a drama rather than a game. Or, perhaps, in the end, I will just end up playing it on a laptop while reading it on a Kindle.
Photo Credits: Colossal Cave/Adventure, from Wikimedia Commons. Hitchhiker’s Guide, photo credit: John Morton. Choose Your Own Adventure, photo credit: Ian Kershaw. Pale Fire, photo credit: mabel.sound. Consuming Technology, photo credit: Big Fat Rat. King of Shreds and Patches, credit: Antiquarian Productions.
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