A Sucker in Spades & Transitional Media

Description (in English):

The question I get asked a lot is: Why do I care so much about early interactive media, particularly since they are generally relegated to the black and white (or green on green) environment of a computer monitor (and a small one, at that), are text-heavy, and whose images–-if they exist at all––are comprised of ASCII art, and mood, augmented by 8-bit sound (if there is any sound at all)? This is a valid question in light of contemporary interactive storytelling techniques that involve robustly immersive environments created with Virtual Reality, Augmented Reality, and 3D technologies.

It boils down to this: I am fascinated with the way ideas develop over time and contribute to approaches, techniques, and technologies used today. A case in point is Robert DiChiara’s detective-adventure game, A Sucker in Spades, which serves as an example of transitional media during the formation of electronic literature.

Pull Quotes:

No one is beyond scrutiny in A Sucker in Spades. The police, criminals, secretaries, femme fatales––even staid librarians––are fair game for a story that requires only 395K of space.

Screen shots:
dichiara-sucker-intro-768x576.jpgsucker-in-spades_fig1.jpg
The permanent URL of this page:
https://elmcip.net/node/16903
Record posted by:
Dene Grigar