Anachronist review

The Anachronist is my interactive novel. Several readers have posted reviews of it on the Interactive Fiction Database. (If I may say so, the one person who gave it a low quantitative rating had a complaint about a technical issue that I’ve fixed since then.) A reviewer called CMG makes some helpful and valid critical points, but in the interest of blatant self-promotion, I’ll quote from the good parts of the review, which nicely summarize my intent:

You play as a woman about to be burned at the stake for witchcraft. She is lashed to it when the story starts. It is being lit. But she doesn’t burn just yet. She has been apprenticed to an alchemist, and has gleaned the art of memory. This allows her to retreat into her own mind and escape the fire — temporarily.

A single moment expands to encompass days, weeks, years, lifetimes as she plunges deeper and deeper into her memories. …

Time obviously goes out the window. Anachronism isn’t a mistake: it is the truth. The more time decomposes, the more we understand as we come to learn the circumstances surrounding the present moment. It’s a complex little plot, with conspiracies and double-crosses. Bit players enlarge to take central roles as our protagonist’s focus sharpens. Structurally, this means that the story is based around increasingly dense telescopic descriptions. We have a scene, we concentrate on a detail, that detail becomes another scene, we concentrate on another detail in that scene…

More than any other interactive fiction I’ve played, this feels like a novel. …

I faced the hardest decision I’ve had to make in a choice-based game in this story. At multiple points, you can break your concentration and return to focusing on the stake, the rising fire. I didn’t do that. I stayed in the protagonist’s head (or maybe the protagonists’ heads). And finally I reached a point where I had been reading for hours, for days, while the stake was still burning, and the game confronted me: what was I accomplishing by living in my memories? Shouldn’t I focus on the fire, what’s actually happening?

I didn’t know what to do. After playing for so long, I really felt as though I was avoiding the story’s reality. I had stretched out my time on the stake in real time by reading the text. It was absurd. I should’ve been burnt to a crisp. Here was the story’s most glaring anachronism, and I was the anachronist enabling it.

What I chose to do next doesn’t matter as much as the fact that the game created this situation in the first place. This isn’t a story whose strength rests on making the “right” choices. Its strength comes from how its themes are reflected in the reader’s own experience, which can only happen because it’s interactive.

In this sense, it’s some of the strongest interactive work I’ve seen.

the laughter of the gods

The laughter of the gods is asbestos:
Unquenchable. It’s genuine, hearty,
Unselfconscious. Wet eyes shut to slits; lungs
Heave the mountain air. A shaky finger points
To the god who started it off: Nice one.
He’d mentioned some mortals’ pratfall end:
Sinkhole swallowed family car, gas main blew,
Drunken, laid-off father shot wife, kids, dog, self.
Mirth subsiding to satisfied chuckles,
They take sweet foamy sips from the nectar’d bowl.
Then someone starts it up again. What about
Heart attacks, yes, or slow wasting sicknesses?
The joke is contagious; they’re all chiming in.
Plagues, famines, lonely singles quietly
Ending it. Civil wars! Firing squads!
They keep it going to maintain the mirth,
Each relishing the others’ pleasure:
No pretense, no competition, no critique,
Just a nice way to pass the endless time.

(see also a poem should and voices)

Mindlessness: A Sonnet

I’m striving to be a little less present.
You need the attention of our group.
Your anxious eyes, urgent words convey a gripe;
They sketch a threat you’re sure is prescient.

But I’m counting syllables in my head,
Selecting words for a private longing,
Rehearsing anxieties—more than learning.
The staccato of your speech makes it hard

For me to keep my restless inward eye
Focused steadily on my lost past, my fears,
Or to freeze this mood in lasting phrases.
You, they, and we interrupt the flimsy I.

It’s a discipline to suggest attention
While indulging fully my own tension.

(Posted on the DC->Boston shuttle)

to whom it may concern

It has come to my attention that the level of my age
Is now set to fifty, with more movement on the gauge.
Who authorized this increase? Who consented to the change?
The alternative is worse, you say, but we’ve breached my chosen range.
I’ve searched my files for decades past and found most data gone.
Records labeled thirties, forties seem to be withdrawn.
Those phases passed much faster than I’d been led to understand;
I can’t recall what happened then or whether it was planned.
I’m writing to request a reset, please: thirty-five and hold it there.
Oh, and reset all my family, too; just me would be unfair.
Once I see the options back, and the meter’s restored to high,
I’ll retract the review I’ve given you–but I await your prompt reply.

The Anachronist

In the year 1596, Anna is about to be burned at the stake. As the constable prepares to light the fire below her, she can do nothing but seek a solution in her own memory and imagination.

The Anachronist is a game in which you make choices that determine the outcome. By increasing Anna’s knowledge, you can create opportunities for her to act. By decreasing the entropy or disorder of the whole situation, you can raise the odds that the ending will be a happy one for all of the characters. If you try to conclude the story while knowledge is too low or entropy is too high, Anna will burn.

At the same time, The Anachronist is literary fiction. With as many words as a novel, it’s indebted to authors like Joyce, Borges, Calvino, and Pamuk. It uses modernist and post-modernist literary techniques–as well as an interactive format–to explore questions of perspective, historical change, and truth.

Emily Short writes:

The Anachronist is a Twine piece by Peter Levine. It’s long, and paced like a novel rather than like a short story or a poem; it very much belongs to the category of readerly IF [Interactive Fiction]. …

As for what it’s about, that is a little more difficult to describe. The protagonist is being burned at the stake in 1598 (perhaps), but in the moment that she stands in the flame, her mind wanders. She imagines her surroundings in Oxford, or possibly a painting of her surroundings; she thinks about alchemy, the art of memory, the intellectual commitments of a former teacher.

Your task is an abstract one, to do things that globally increase knowledge or decrease entropy. Part of the gameplay involves recognizing and selecting anachronistic references; those links aren’t highlighted for you, but if you succeed in finding something, that counts against entropy.

The knowledge aspect is a little trickier. Most of the choices at least in the early stages of the story are choices either to look more closely at some aspect of the world or else to move onward. My impression was that looking more closely would often increase knowledge, but I’m not certain how consistently that was applied. Some choices overtly claim to have changed your knowledge/entropy status, but I’m not sure that there aren’t other, covert alterations.

I have not yet had the time to read the whole thing. One of the themes so far is a meditation on cultural contact, on how people portray and understand those from other cultures. But that is definitely not the only thing going on, and I’d need to finish the piece in order to say much more.

It’s been online for about three weeks. Some other early readers’ responses are here. Or click to enter the world of The Anachronist.

three ages


1.

The sidewalk is significant.
Its ridges hamper wheels,
Its cracks harbor meadows
And little things with wills.
It is safe–the street, maleficent.
It is hard–it doles out blows.

2.

The sidewalk barely registers:
Eyes on faces, signs, and lights.
Can you say what bore your shoefalls
As you strode down streets and flights?
Thoughts on larger characters,
You miss the fragile kid who falls.

3.

When that child belongs to you, though,
Down you’ll stoop to scoop her up.
For you again it matters that
A stick is in a cup.
Significant is the crust of snow
And sun stripes on the cat.

to a well traveled hidalgo

This will be hard to explain, so please lie
Still and I’ll try to make it clear to you.
It may have been a normal day; perhaps
You were optimistic, out for a hunt.
Something happened, though–a fall from the saddle?
Boils, putrid breath, and fever? An axe?
Whatever it was, you were dead by day’s end.
(Every death comes before a day has ended.)
At least a few people were sorry enough
They had a huge monument made of you:
Sword in your hand, Pepe curled at your feet,
All in gilt and expensive blue tempera.
Come to think of it, they messed up the garments
A bit. Parts hang down as if you were standing;
Other parts lie flat as if you were prone.
Never mind; in all, it was resplendent.

Some of the rest is easy to relate.
Woodworms are responsible for all those holes.
There was a fire once. You would recognize
La Guerra Civil as a peasant revolt
With more than the typical body count.
Napoleon–he was sort of a Lombard
Who got himself crowned Emperor in Rome
And sent a Frankish army to sack Spain.
Columbus–well, let’s just say there’s another
Large country out west across the sea, yes,
Way west of Galicia, and a part
Of that is settled now by a kind of
Heretical Anglian peasant mob
Who like things like your monument. They bought it
Cheap, carted it over, and laid you out
To be labeled, walked around, and looked at.

Honestly, just one in ten look down, for
The pictures all around you are more vibrant
And hang conveniently at eye level.
Still, now and then a whole regiment
Will gather round, women in their midst, and point.
They know more of your time, Hidalgo, than
You did. They know the before and after
And the why of everything. You just inhaled
The loamy air, tasted salt from your lip,
Felt horsehair, and heard the crack of the whip.

voices

(in St. Paul, Minn.)

Why does the owl, her nest turned into flames
By an errant fire balloon, shriek as she flees?
As the solo goose flaps his steady beat,
Sea-bound, whom does he think will hear his honk?
An eagle chick pecks to a slow death her
New-hatched twin so that the fitter one will last.
It’s clear why the weaker chick pecks back, but
Why have a voice and to whom does he bleat?

signal

Eight with twenty-one zeros. That’s how many
Letters and numbers, dots, jots, tittles and clicks
Our chatty species sent around this year–
More than in a score of generations past.
Into that wind-whipped Sonoran, I cast
These sixty grains, these quiet sounds I hear,
In hopes their mood or sense or purpose sticks
In the swirl that obscures so much and so many.

The post signal appeared first on Peter Levine.

nostalgia for now

Even in Kyoto
hearing a cuckoo
Basho missed Kyoto

Basho missed Kyoto
which is just a word to me
but I hear Basho

I hear Basho when
the rain beats the windshield
and I miss the rain

In driving rain, the
Starving orphan screamed
And Basho left, alone

And Basho left alone
Everything he caught
In wry, nostalgic lines

In wry, nostalgic lines
I read of Kyoto, which is just
a word to me

A word, to me, is
A row of letters that miss
Basho’s silky thought

Basho’s silky thought
comes to me as I watch the rain,
missing the rain

The post nostalgia for now appeared first on Peter Levine.