Friday, February 20, 2026
I began the readings by opening up “Good literature can come in digital forms” by James O’Sullivan. I really found this article interesting because it was about something that I honestly really don’t like- video games. I’ve never played a video game before and I think I don’t like them because it's just a lack of knowledge when it comes to how to use the controllers, etc. However, this article made me want to try out all of these “walking simulators” or “literary video games”. This explains why I had such a hard time with “Zork”, I couldn’t figure out easily how to continue in the game and I quit playing pretty fast. I think it's really amazing how great people are with things like that and it's honestly something I envy. Furthermore, I chose to delve deeper into “The Chinese Room” which is the British gaming company that creates a lot of popular literary video games. They are best known for their exploration games which is the type of video that the couple played in the article that they really enjoyed. The company went through a lot of hardships and really couldn’t flourish anymore when it came to hiring employees and developing new games. Their latest game was still recent in 2025, but they aren’t developing on the same level as they were in the early 2000’s.
As for Chapter 4 of Electronic Literature “Interactive Fiction and Other Gamelike Forms”, this chapter was pretty easy for me to follow. I don’t understand much about gaming, but it is something so common, in the comfort of everyone's home, that it's very easy to know what it is and very surface level information even if you don’t play the games. I enjoyed how the chapter discussed all of the interactive, literary video games from the beginning. “Zork” from the 80’s and “Colossal Cave Adventure” from the 70’s. I find the development of all of these very interesting and it makes me want to learn how to properly use all of these platforms and games. When the chapter started discussing worlds, puzzles, interactive fiction, etc that is what really drew my attention and felt like something I could do well. Even if it is still a “video game”, hearing it described as a puzzle makes it a lot more intriguing to me and feel like it is something I would want to participate in.
I think what makes a "game" a work of e-lit is the creative aspect and the stories that these games can tell. They could convey an arrary of emotions just like a piece of literature could tell a story of quite literally anything you can imagine. These games add an interactive aspect to the liteary part of a story and create a world where you can feel maybe even more emotions than if you were just to simply read a piece.
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