Tristram’s spill beyond the Magic Circle

As we’ve heard via Bogost in his preface to Play Anything, games are appreciated because of their confined nature. “Games aren’t appealing because they are fun, but because they are limited.” (x) Huizinga’s Magic Circle (a graspable shape with a firm border) speaks to this idea of a game as something bordered (i.e., constructively confined) as well. And (most) novels offer a similarly bordered thrill — a confined word for a reader to discover and conquer. Not Tristram Shandy.

TS is an unwieldy (conceptually) unlimited piece of writing and hints at the interconnectedness of all events and things. Our narrator, Tristram, finds more and more causal and temporal connections between his life and … everything else. And he willingly opens the door for everything else to enter; he invites the sprawl via digressions. (This is why even 20 volumes would not have been enough.) 

Faced with the task of making the TS sprawl playable, we had to make a decision (although, in the beginning, we didn’t know that this was the most consequential decision). We could go one of two ways: We could either tame and straighten the sprawl, and create a clear circle so the game would conform to the expectations of play as clearly bordered, or we could NOT do that. The NOT had no clear precedent.

In group discussions (and as Bri mentioned in her post), we found that all ideas pointing to the straightening of the narrative strands and leading to a more traditional game didn’t feel right. And so we trusted our instincts, which led us to imagine a play experience that re-creates and amplifies our reading experience of Tristram Shandy and would offer the player a digressive, tenuously bordered, and interconnected journey into the text.

In the game’s introduction (which the player has to traverse to enter the “actual game”), we tried to achieve something similar to the reading experience, namely, an opulent, fatiguing, but hopefully also entertaining dedication + training module/s. Here, the soon-to-be player has to read sequentially, and after accepting a dedication, they must acquire knowledge and skills that will let them play the game consciously. Each time a player completes a module via a checkmark, a new one opens. The modules lead the player into digressions on game theory, the maneuvers of clicking and scrolling, and the times and life of Lawrence Sterne, e.g.

Finally, once the player enters the actual game, disorientation rules. Instead of repeating the original’s horizontally sprawling nature and our introduction’s digressive nature, we aimed to create something vertical. I say vertical because the discovery of the text invites scrolling, which registers as a vertical activity and suggests a deepening.

By obscuring almost all (or large parts) of the texts, the player has to scroll and click through layers to finally reveal the whole text. In her blog post, Bri described the layers we developed. I would add that the layers unveiled themselves to us in layers. Meaning we didn’t make a list of layers and then implement them. We discovered them incrementally in conversations during the design process. Additionally, aspects of the text’s humor, which we had perhaps reduced in redaction, found new modes of integration: GIF popups tied to any mention of Hobby Horse, a Morse Code movie, and other Easter Eggs interrupt the vertical experience while re-capturing and momentarily foregrounding the humorous elements of TS.

As Bri described, the process was truly collaborative; everybody participated in the conversation, and we collectively felt our way toward what seemed right. During my first reading of the text, I was trying to untangle the plotlines and was especially intrigued by Tristram’s direct commands to his readers. I tried to lift out these commands. Initially, we thought that the commands could be player instructions (and we used some in our introduction), but as our concept of the game shifted, we realized that they would serve better as their own layer. In addition to lifting out the meta-discourse and commands, I wrote the introduction with Bri. As she explained, we initially divided up the task but ended up working simultaneously, inspiring each other to evermore Tristram-esque flourishes.

I am particularly proud of the way the game resists readers’ (myself included) desire for quick intellectual graspability and yet precisely offers Tristram Shandy’s essence. 

Thank you, team Tristram.

 

Playing (with) Tristram

The first time I tried to read Tristram Shandy, I couldn’t get into it. I’d never even heard of it until I saw A Cock and Bull Story—the 2006 film adaptation. I went to the theater having no idea what it was about, but I loved it, and the next day went to the library to check the book out. But while the movie delighted, the book felt like such a slog! It was long-winded, and winding, and how could you be telling a story about your life and still not be born in it? Laurence Sterne was setting up quite challenge for his reader, and I just wasn’t ready for it then.

So when it was suggested in class for this project, I knew I wanted try again. Certainly it was motivating to finish the first book knowing that I had to. It also helped that we agreed to collectively annotate Book 1 with Hypothesis, so I could see as we were all reading along together the things that we were all being drawn, and seeing things my teammates were catching that I had missed.

Through group discussions inside and outside of class, we figured out what we were most drawn to in the story, and ways in which those would inform what a playable version of Tristram could look like. Dashes were one of the first things to come up—there are so many of them, and dashes within dashes within dashes. Punctuation and symbols in general are so visually prominent in the text. We also agreed it would be an interesting place to begin for two reasons: 1) Tristram is a story told through a more is more approach, so could we start from the least amount of the story and still be able to understand any of it? And 2) when you do text analysis one of the first steps is cleaning the text, which means removing punctuation, so we wanted to turn that expectation on its head.

We initially got caught up in trying to turn Tristram into an actual game, and we couldn’t quite figure what the premise or the goals would be, or how a player would win. But then we realized the challenge wasn’t to make a game, exactly, it was just to make the text playable. Which is when we started thinking about how to capture our experience of reading Tristram—equal parts thrilling and frustrating—and how we could help our player share in that experience.

We figured one reason someone might want to play Tristram would be to get through the story faster than just doing a straight read, so we leaned into the idea of trying to see what the least amount of the story is that we could give to players and still have them be able to understand the story. Is it the characters? Are there a few words in the story that are the most important? Is it the parts where the story talks about itself as a story? Or the parts where it commands the reader to do something?

Each time you click around, the amount of story that we give you expands, but the margins also expand, so the space for the text shrinks, and you have to work harder to scroll through to read the story. You have to be willing to work harder and stick around longer, which we thought captured the essence of Sterne’s many digressions. The story is one that resists coming to a point, or even coming to an end, and this is what we’re doing by increasing the margins each time we reveal more of the text. The digressions are the point, so stay awhile and get lost in them with us.

This was a very collaborative effort on the part of our team—Patricia, Maria, Kai, and myself. The user experience came about through our many conversations together, and we all QA’ed it and gave feedback at every step. For my own part, I created the “TLDR”/erasure poems for each chapter. I was inspired by Chapter 15, in which just a few words within the contract appear in bold. It felt like a funny little erasure poem. And then Sterne followed it with a summary “in three words” that was still longer than three words, so I thought, what if I made an erasure poem of each chapter of just “three” words. It was honestly a lot of fun, and it made me reflect one what I thought were the most interesting aspects of each chapter. I also had the idea that we create a long, digressive experience for the player before we even let them play the game. Maria and I worked on tweaking the dedication text that Sterne wrote together, and then we collaboratively wrote the introduction/instructions page together. At times we were writing in the Google doc at the same time, and we really played off of one another and were inspired by one another with our many different digressions along the way. In the end I think we wrote something here Sterne himself would be very proud of. And finally, I presented our project for the class.

This project overall was a lot of fun to work on, and I believe I speak for all of us when I say that it really enhanced our experience and appreciation of reading Tristram Shandy, and we think it will do so for our players as well.

Project link: https://patriciabelen.github.io/tristram-shady/web/00.html