At first, I was very skeptical about turning Tristram Shandy into a game. It’s long-winded, confusing, told by an unreliable narrator, frustrating but also funny and unpredictable. The process of reading and annotating it with the group was helpful to highlight our interests and observations. We all agreed that the digressions stood out—it takes Tristram so long to get to his story and how could he possibly start before he was even born (Book 1 does not even cover his actual birth)? Our early idea of looking at the punctuation and Kai’s first python outputs of text and experiments with motion really got us going. The fact that NLTK does not consider the dash as punctuation made us want to focus on the dash even more! Sterne in particular uses the dash seemingly with abandon but he may have also placed them intentionally within the text. By doing the opposite of a typical text analysis, and seeing only the dashes, the digressions are emphasized even more in our game. The dashes page is my favorite! Perhaps you don’t know what they say or mean but you’re keenly aware of their existence and the author’s attempt at diverting attention and creating tangents. And, thinking about the different variations and uses of dashes—a pause, an omission, a conclusion, an intrusion, an insertion, a separation, an exclamation, an attention-grabbing symbol, etc.—adds a level of meaning and understanding to this story that you wouldn’t normally get with a close read or conventional text analysis. In printed form, the dash is a typographic, visual expression. On a digital screen, the dash retains this characteristic but can also become interactive (we made them hyperlinks). If we ventured into audio, the dashes would have been a ripe area for sound experimentation.
Another area of Tristram Shandy that interested me was the black page representing Yorick’s death. When confronted with this on Project Gutenberg, I wished I was reading a printed copy instead. It must be a bit unnerving to see this physical page after reading so many long-winded sentences printed in a serif font of the time period. I immediately thought of Kazimir Malevich’s Black Square painting of 1915, the seminal starting point of non-objective art, which Tristram Shandy pre-dates by more than a century. Sterne had profound foresight including this in the novel before the emergence of abstract art. Bri pointed out the black page was turned into an exhibit in 2009 where artists rendered their own interpretations. Our digital interpretation, albeit hidden unless you come across the line “Alas, poor Yorick”, allows the viewer to create their own version of the black page by playing with the mouse. Coloring areas of the digital page with black text generates a void and relates to other areas of the game where we purposefully “erase” text. I really enjoyed taking this discursive text and turning it into voids, erasures and empty spaces.
My specific part of the game creation involved taking our versions of the text (punctuation, characters, TLDR phrases, commands to the user, meta-discourse) and turning them into html pages. There was a lot of searching and replacing involved and dealing with the intricacies of Microsoft Word and Google docs. It wasn’t a perfect process (grammatical errors abound), but seeing Sterne’s text in code was eye-opening. It was like I was inserting my own digressions to the text (code needed to be added to in order to hide areas or link other parts of the text). The end result when viewed as html is completely headache-inducing and unintelligible (reminiscent of Kai’s morse code page). Here’s a snippet:

Lastly, I applaud Maria and Bri’s skill in writing the dedication and instruction pages. It adds a level of humor akin to Tristram’s tone as the narrator. I appreciate the task of writing as you normally wouldn’t, like drawing with your left hand when you’re right-handed. This speaks to that zone of uncomfortableness, frustration, but also amusing experience of reading Book 1. We hope we were able to translate these feelings into our game!



