IVANHOE: A Game of
Critical Interpretation
http://eotpaci.clas.virginia.edu/speclab/ivanhoe/index.html
Adapted by Matthew
Kirschenbaum for
ENGL 467: Computer and
Text, Spring 2002, University of Maryland
“The premise of the
game—and of our critical ideas in general—is that works of imagination contain
within themselves, as it were, multiple versions of themselves: not just many
meanings, but many (often divergent and even contradictory) lines of
possibility and development that appear to us (perhaps) only in latent or
relatively undeveloped forms (for various reasons). The game is to expose and
develop those lines.”
—Jerome
McGann and Johanna Drucker, “The Ivanhoe Game"
You will not be able to
post to the game board unless you have first registered a character. To
register, go here:
http://www.mith.umd.edu/discus/
(Yes,
that’s “discus” in the URL and not “discuss.”)
Select
“Edit Profile” from the menu at left. Then click the “Instant Registration”
button and follow the directions. Be sure to select English 467 - Ivanhoe
Game - Spring 2002. The username you enter here should be the name of
the character you’ve chosen to play.
To
make a move, once you’ve registered simply go to the URL above, select English
467 - Ivanhoe Game - Spring 2002, and then select Game One or Game
Two (depending on which board you’re playing on). Make sure you’ve
selected the correct board. Add a move to the board by entering your user
name and password, and following the on-screen directions.
The
game will commence at midnight on Tuesday, April 16 and conclude at midnight on
Thursday, May 9. You must make at least three moves during the course of
the game to fulfill the requirements of this assignment, but may wind up making
many more as the play progresses (see “quantity” as a criteria for grading,
below), and you must also submit a Player File (see below). At least one move
will be due by each of the dates indicated on the online course calendar. Your
first move should serve to introduce your character. The text of record for the
game will be our 1992 Penguin edition of Frankenstein, edited by Maurice
Hindle.
You
may play one of two types of characters: an internal character or an external
character. Internal characters are from the “world” of the text. Examples might
be Clerval or one of the professors at Inglestadt. External characters exist in
an imaginative framework outside the text. They may be either fictional/hypothetical,
or based on an actual historical figure. Examples are someone who discovers a
trunk of letters from Mary Shelley in her old cottage on the shores of Lake
Leman, or Sigmund Freud.
The
board for Game One will consist of internal characters, and the board for Game
Two will consist of external characters. You must play on the
appropriate board, and you may not switch back and forth between boards. A move
played on the wrong board will automatically be voided (see Refereeing, below).
We will choose characters in class, so as to ensure that roughly the same
number of people are playing on each board.
Two people cannot play
the same character. For purposes of this game, Victor, the monster, and
Elizabeth are all off limits. Beyond that, you have a great deal of freedom in
the character you choose to play. There is no particular advantage to playing a
more prominent character (such as Clerval or Sigmund Freud) versus a lesser or
more mundane character. You may not change characters once your play begins.
There
are two basic types of move (but you may think of others). You may make either
one, in any combination. The first type of move is revisionary: it
consists of rewriting a portion of the actual text of Frankenstein (you
should indicate the chapter and page number). The second type of move is constructive:
it consists of expanding the imaginative horizon of the game by introducing
additional texts into the documentary field. Examples might be a diary or
letters Mary Shelley wrote while composing Frankenstein, or a series of
mysterious notebooks discovered in the library at Inglestadt.
Your
first move on the board should serve to introduce your character, though you
may choose not to reveal all his/her facets.
Some
sample constructive moves:
Your
moves should build on one another, fulfilling their own narrative arc. You
should try to think several moves ahead, keeping in mind how you want your
character to develop, what kind of interaction you want with the other
characters, and ultimately what kind of imaginative intervention you wish to
make in Frankenstein.
All
moves are to be accepted by the other players as tangible interventions in the
shared world of the game (but see Refereeing, below). All players are
responsible for reading the moves of all other players, and responding
to them accordingly (see “empathy” as a criteria for grading, below).
I
will be the game referee, and will reserve the right to void any move that
seems disruptive or willfully violates the collective imagination of the game.
For example, a move that kills off Victor would stand a very high likelihood of
being voided by me, unless it were preceded by some truly extraordinary play
setting up the narrative conditions whereby such a move was legitimated. A
voided move will not count as one of your three moves for purposes of
the requirements of the game. Likewise, I will immediately void any move that
is violent, abusive, or otherwise inappropriate with respect to another player.
As the referee I also reserve the right to expel without warning players for
serious enough infractions. Expulsion will result in a failing grade for this
assignment.
You
will each keep a separate player file, which is an ongoing journal where you
reflect on your character’s actions or motivations and offer a rationale for
the moves you’re making. Your player file should take the form of a simple HTML
page in your WAM account. You must send me the URL for your player file upon
completion of game play. You should not reveal your player file to others
during the course of the game, though you may choose to do so afterward.
Your
game play will be evaluated (graded) based on the following criteria:
I
will not grade moves individually, but will rather look at all of them as a
collective entity, including the Player File. Therefore if your early moves are
less effective because you’re still learning “how” to play the game, they won’t
weigh heavily in your grade.
Q:
How long does a move have to be?
A:
There is no set length, though two or three paragraphs might be typical. Like
“quantity” (above), the length of individual moves is one indicator of
the level of your engagement with the game, and will be interpreted by me as
such. On the other hand, some very effective moves might be very short, but
probably only if those moves have already been contextualized through other,
more substantial, moves that you’ve made.
Q:
Is it possible to get an A by submitting just three moves and the player file?
A:
Yes, theoretically, if each move is of substantive length, immaculately crafted
(see “authenticity” and “research,” above), and engages deeply with the
surrounding game-play (“influence” and “empathy,” also above).
Q:
If I make a lot of moves, am I guaranteed an A?
A:
Not necessarily. “Quantity” will be one factor in my grading, as
indicated above, but quality (as defined by the other five factors)
counts just as much.