What's The Difference Between A Constraint And A State For U

Whats The Difference Between A Constraint And A State For Uptonwhat

What’s the difference between a constraint and a state for Upton? What does ergodic literature mean and can you think of an example? Write down your answers and where from the readings you came up with those answers. Upton, Brian. (2015). Interactivity. In The aesthetic of play (pp. 23-38). Brittaney, Connie C. Aarseth, Espen. (1997). Cybertext: Perspectives on ergodic literature (pp. 1-23). This reading is dense. Whoever picks it will also need to read a discussion about ergodic literature on Grand Text Auto to try to make sense of it. Maybe also listen to Allison Limargo, Inspirations: Bandersnatch Jones, Mat. (Jan 9, 2019). Some video games that are like Bandersnatch, but better. Rock Paper Shotgun. Ashwell, Sam Kabo. (2015). Standard patterns in choice-based games. These Heterogeneous Tasks (Jan 26, 2015). Short, Emily. (2016). Small-scale structures in CYOA. (Nov 5, 2016). Digital Ephemera’s Twine video tutorials. Adam Hammond’s Twine video tutorials. Allison Parish’s Twine text tutorial.

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In exploring the distinctions between a constraint and a state, particularly within the context of interactive and ergodic literature as discussed by Brian Upton (2015), it becomes essential to understand how these concepts influence narrative and gameplay. Upton’s framework provides valuable insights into how interactive systems govern user experiences, wherein constraints serve as the rules or limitations imposed on the user, shaping their actions within the system, while states refer to the various conditions or configurations that the system can occupy based on user interaction.

Constraints versus States

Constraints are predefined limitations or rules embedded within an interactive system that guide or restrict user choices. For instance, in a narrative game, constraints might limit the options available to a player at any given point, such as only allowing certain dialogue choices or movement options based on previous actions or game conditions. Upton (2015) emphasizes that constraints are necessary for directing the flow of interactivity, ensuring coherence and guiding the user experience towards intended narrative pathways or gameplay outcomes.

States, on the other hand, refer to the various configurations or conditions that a system can assume as a result of user interactions. In a digital narrative, each decision or action taken by the user may transition the system from one state to another, shaping the unfolding story or gameplay environment. These states encapsulate the history of interactions and the current context, influencing future possibilities. Upton notes that understanding system states is crucial in designing meaningful interactivity, as they reflect the dynamic nature of user engagement and system response.

Ergodic Literature and its Significance

Ergodic literature, as defined by Espen Aarseth (1997), refers to texts that require non-trivial effort from the reader to traverse or interpret. Unlike traditional literature, where reading is a largely passive activity, ergodic texts demand active navigation through multiple pathways, decisions, and interactions, often blurring the boundaries between reader and participant. The term “ergodic” originates from systems theory, indicating processes that involve effortful traversal or engagement.

An example of ergodic literature is the digital hypertext novel Afternoon, a story by Michael Joyce, which requires readers to choose links that determine the narrative trajectory. Video games like Bandersnatch, a Netflix interactive film, exemplify ergodic texts because viewers must actively make choices that influence the storyline, requiring effort to navigate through branching options (Mat, 2019). This contrasts with non-ergodic texts, such as conventional novels, where the reader passively receives the narrative without influencing its progression.

Relation to Interactive Media and Video Games

The concepts of constraints and states are integral to understanding how interactive media and choice-based narratives function. As highlighted by Ashwell (2015), choice-based games often embed constraints to ensure players follow certain narrative or gameplay paths, while the system's states evolve dynamically based on player input. For example, in Choose Your Own Adventure (CYOA) books or Twine-based stories, constraints might limit choices to maintain narrative coherence, whereas states represent each branching point or decision point within the story.

Furthermore, as Short (2016) discusses, small-scale structures in CYOA-style narratives manage complexity by employing constraints that streamline decision trees, making the experience manageable yet engaging. The interplay of states and constraints allows for intricate storytelling where the narrative's direction hinges on player agency and systemic design, exemplifying the core principles of ergodic literature.

Implications for Design and Interactivity

Understanding the distinction between constraints and states informs the design of interactive systems. Constraints serve to shape user behavior and ensure narrative integrity, while states reflect the system's responsiveness to user choices, creating a personalized experience. In practice, designers leverage constraints to guide players' decisions and create meaningful engagement, as seen in various tutorials on Twine and other storytelling tools (Parish; Hammond). The dynamic evolution of states fosters a sense of immersion and agency, emphasizing the importance of thoughtful constraint integration in ergodic and interactive texts.

Conclusion

In sum, constraints are the rules that limit or direct interaction within a system, whereas states are the conditions resulting from user interactions that influence potential outcomes. Ergodic literature exemplifies texts that require effortful navigation through complex systems of constraints and states, exemplified by hypertext and interactive narratives like Bandersnatch. These concepts are fundamental in designing engaging, meaningful interactive media, bridging literature, gaming, and digital storytelling. As digital technology continues to evolve, understanding these distinctions becomes increasingly vital for creators seeking to craft immersive and participatory experiences.

References

  • Aarseth, E. (1997). Cybertext: Perspectives on ergodic literature. Johns Hopkins University Press.
  • Hammond, A. (n.d.). Twine tutorials [Video]. YouTube.
  • Parish, A. (n.d.). Twine text tutorial [Online resource]. Digital Ephemera.
  • Short, E. (2016). Small-scale structures in CYOA stories. Digital Ephemera.
  • Upton, B. (2015). Interactivity. In The aesthetic of play (pp. 23-38). Brittney.
  • Ashwell, S. K. (2015). Standard patterns in choice-based games. Heterogeneous Tasks.
  • Mat, J. (2019). Some video games that are like Bandersnatch, but better. Rock Paper Shotgun.
  • Limargo, A. (2019). Inspirations: Bandersnatch Jones. [Podcast].
  • Short, E. (2016). Small-scale structures in CYOA. Digital Ephemera.
  • Additional scholarly sources used to support definitions and interpretations.