[(display: "one")]<disp| (live: 10s)[(replace: ?disp)[(display: $next)]] <iframe width="0" height="0" src="https://www.youtube.com/embed/PwSHOI7DwWM?autoplay=1&rel=0&amp;controls=0&amp;showinfo=0" frameborder="0" allowfullscreen></iframe> <!--Starting here I would like some sort of looping music, either Buddha Machine Music, or looping ambient sounds, something that will be the same loop on each page. Once the machine is running, I want it to act as a whole composed of little parts and a repeating soundtrack would help me with this I also think that incorporating a zen variable that never rises above zero, but is nonetheless displayed would be interesting have on the screen. The gamer who approaches this sort of game might try to get that number to rise as they have been trained to do-> <!--It turns out that implementing music wasn't too hard of a task, but it took me awhile to figure out the live, replace, and display connection. Unfortunately, the way that the loop is set up is sort of limited by the way that the live works. There are certain mini-games and segments of Web Machine Buddha that I would like to be longer and shorter, but because of the way that I had to go about things I was restricted. I'm not sure if there if there is a way to bypass the relationship between a live macro and a text input, but if there is that would be really cool to explore. I went through numerous different songs (Nujabes homework edit https://www.youtube.com/watch?v=5yYMicbSf98, a Muslimgauze track https://www.youtube.com/watch?v=_QYjYxUrxXw, some random dark ambient, did some reasearch on chiptune ambient stuff too, but the pure nature sounds seemed the most fitting/funny to explore. Because I was tinkering more that I was creating with a very solid idea in mind, it was important for me to not take this project too seriously in terms of the way that content came in. It seemed fitting for the second half of the class as well, as the video game discussion and playing often encounters cute and juvenille imagery, but is turned on its head slightly. I still like the idea of incorporating a zen meter because of the way that the game bounces between fruitless competition, in which the player is directly connected to their controller (the keyboard), and the more physically demanding "levels". The levels where I wanted the players to interact with their environment are definitely the ones that I wish I could have changed the live for, because I wanted the time of the game to really open up from miniscule Wario Ware esque mini-games (I think my memories of Wario Ware were probably rekindled from Dys4ia, especially with the shaving mini-game) to something approaching geocaching (not exactly, but in terms of capturing a certain type of game zone that bleeds into the environment)-> (set: $next to "threethree") ''HEY ITS ME BUDDHA'' //''^^SCROLL AS FAST AS YOU CAN WITH YOUR MOUSE RIGHT NOW^^''// o o o o o o oo o o o o o o o o o o o o oo o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o oo o o o o o o o o o ooo o o o o o o o o o o oo o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o oo o oo o o o o o o o o o o o oo o o o o o o o o o o o o 0 0 00 0 0 0 0 0 0 0 0 0 0 0 000 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 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0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 00 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 00 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 00 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 00 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 00 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 00 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 00 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 00 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 00 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 00 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 00 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 00 0 0 0 0 0 0 0 0 0 <!-It is here where I'd want there to be a text input for the player's name. I think it is important for there to be a formal introduction of the player in order for the game's desired effect to be reached. The player needs to feel the connection between the machine and themselves in order for the timed segments of the game to clash with the more instructional and open segments-> <img src="http://upload.wikimedia.org/wikipedia/en/d/d0/Clear.gif" height=1000000px width=10px> //"BUDDHA. THE GAME IS STARTING. COME BACK OVER HERE AND PLAY WITH THIS PERSON. YOU ARE THE BEST AT IT."// <!-While this text doesn't appear after the game loops over, I thought it was a nice piece of concept to include, the sort of waking of the Buddha by the player and the way that the computer communicates between the player and the Buddha. TV Buddha crept its way back into the piece here with how a sort of trifecta is formed between the viewer/player, the Buddha, and the computer, as in TV Buddha the technology and Buddha exist entertwined, but it is the gaze of the person that activates speculation and interaction with the installation zone-> (set: $next to "twoone") Welcome to the tranquil space of WEB BUDDHA MACHINE, where you make meditation through disruption. Right now you have only begin to disturb your own space and the the space of this webpage, which lay dormant and peaceful before you entered. Now it is time for you to combine yourself with the internet physically, feel the slippage between two states, bounce between closing and opening the circuit between you two. (set: $next to "two") <!-- This was the first passage that I made for the game, and it was really important for planting the seed of which direction the game was going to go. My researching on recursion and the way that it plays into TV BUDDHA by creating a closed circuit was posited here. I really liked the way that by interacting with TV Buddha the viewer was creating an open cirtcuit between themselves and the work, and I wanted to rechannel that here with this passage. Even though this internet page has to be brought up/downloaded and isn't active till activated by someone, the idea of disrupting previously existing peace of the internet page was something I wanted the player to feel, which would become much more recognizable after letting the game loop once over. This short piece of text allows the player to recognize themselves reconnecting with the computer to a greater degree when they are scrolling their mouse and typing into their input boxes.--> (set: $next to "five") [Click Here to input your answer!]<h1| (set: $input to (prompt: "Please type my name!")) (Click:?h1)[(display:"five")] |all>[This will warp with your decision] (set: $next to "six") (set: $input1 to (prompt: "Don't take your mind off of the sounds, but please type as much as you would like as fast as you can. Type so you can hear it. Type so you fast you spell things wrong")) (replace: ?all)[$input1] <!-- I've been intriguied with the idea of automatic writing for awhile, so I wanted to make that a mini-game, one in which has no real value or prize for the truthful or the lying typer--> You did something great. Take a breather. ''Pat yourself on the back, $username'' //Take in the sound of nature while patting your back// (set: $next to "sevenone") <!-- Starting with this passage I liked the idea of the player interacting with themselves through the game, taking themselves out of the game and being proud for doing so. I started to really enjoy the idea of taking party game aspects and applying them to very one on one interactions within the game. It is not uncommon to look at someone else's screen when playing split scree, smack their controller if they are sitting near, or unpause the game when they get up to go to the bathroom, only to return and find themselves defeated. I wanted this to be the first congratulations for playing along. I'd like to find a way to incorporate slightly more of a reward to push the player along, because I really don't want this to be in the spirit of Cow Clicker, where stupidity is placed upon the player for the amusal of the creator.--> $username, please spell $username outloud slowly, sounding out each letter fully. Spell it till you run out of time. (set: $next to "seventwo") <!--This is kind of an ode to realizing how personaly silent we are when we play video games. I remember playing World of Warcraft for eight hours at a time without ever speaking a word outside of text-->(set: $next to "three") //You hear the familiar sound of a Buddha shuffling towards you// ''Prepare yourself for an optimally calming interaction with the one'' //Let the bird chirps into your typing and influence your action. Find the noise you like the very most and then focus on it// <!--I thought that the first line was something interesting to include because of the way that it foreshadows the recursion jumpstarted by the player, and by the way that it confuses, as there is probably no one familiar with the way that a buddha shuffles enough to recognize it by ear, and definitely not by ear through the eye. The second and third pieces of text on the page were placed there to catch the viewer off guard, as at this point the music is very calm and the content might seem to head that direction as well.--> (set: $username to (prompt: "W h a t i s y o u r n a m e?")) (set: $next to "four") [Your name is will appear here after you type it]<allone| (replace: ?allone)[Very nice to meet you, $username!] <!--I'm going to talk about the previous passage "three" on this page because of the way that the 1 pixel image and the abundent amount of zeros slow down any sort of typing within that passage. I decided to have the player be caught off guard the same way that the game is caught off guard the first time it is activated, resting in negation prior to expanding for the player's vision. In TV Buddha the image of Buddha looking into the TV image of himself is recursive and peaceful but also kind of filled with anxiety because of the recursion, always forcing the spectator to recognize the whole system even while looking at just a piece. Anyway, the way that I decided to have Buddha instantly demand scrolling from the player is also tied to the way human experience is tied to gaming. It would not be out of the norm to see an interaction like the one the player is having with Buddha in another game, supposedley representational of how interacting with Buddha might be, but completely heightened and sort of crazy. Rarely is patience explored by mainstream video games. After, reading the Antropy piece Rise of the Videogame Zinesters, I immediately thinking of level ideas for my game when I hadn't wanted to go that route at all. The way that she represents experience in her games is very personal and powerful, especially in Dys4ia, and while I don't think I approached something to that degree, her book got my ideas really kicking around. Dark Souls is a game that I think does a lot with experience in terms of patience. By making the game so difficult and unnerving, the player really has to put time in and be patient, becoming aware that their anger will only lead them to make less calculated decisions within the game. While this still isn't a patient experience per say, the mythos and environment of Dark Souls (which seems enormous in scope) is never flushed out for the reader, instead relying on their exploration rather than a forced narrative/game track, to give these things meaning. In addition, the landscapes are beautiful and instead of being peppered with hundreds of enemies, there are only a few very difficult ones in your path. In Dark Souls the player is only taken out of the breathtaking game environment through almost smashing their controller, an interesting dichotomy, yet a tantilizing one. I'm not sure how much Dark Souls made it into here, but I remember wanting to filter it in here some how. Maybe the oscilating experience within the game was what I was trying to channel. Anyway, I remember wantint to incorporate it somehow because it was one of the first examples of "games as art" that comes to mind. Alright! So now to discuss this passage "threethree". What I had previously written before coding was this ***It is here where I'd want there to be a text input for the player's name. I think it is important for there to be a formal introduction of the player in order for the game's desired effect to be reached. The player needs to feel the connection between the machine and themselves in order for the timed segments of the game to clash with the more instructional and open segments*** All of that still seems to resonate with me and remain important now, but I don't really feel connected having input my name. I'm sure there is a way to make the experience more fruitful, but displaying the conceptual idea of being in a sort of push and pull relationship with the computer was most important. In these early passages I enjoyed the idea of the player being in a sort of guarded stance, one that is often explored in games (despite our choice to play and interact with them). I wanted it to feel like an honest interaction and game all at once, only to be upset when the game keeps looping, maybe only needing a player once in order for all of the ($ inputs) to be set and operating. Before jumping to the next passage,--> //Get as far away from this computer as possible. I need my s p a c e :((// (set: $next to "nine") <!--Again pushing towards environmental interaction to let the game bleed into our evironment as we often bleed into it. I guess for game referencing Wii Fit, Duck Hunt, Time Crisis, and a game called Project Horned Owl might be influences for this zone I was trying to create. All of those games have you operating with an additional piece of machine, most notably a gun controller, to drive home the experience, but I didn't want it to be that aggressive. I sort of thought about this passage as how one might feel after seeing TV Buddha in person and witnessing the recursion first hand, with that interaction forever in mind you carry out your day, knowing that the relationship has not ceased, nor will it--> (set: $next to "twelve") (set: $input3 to (prompt: "Are you still there?")) <!--This seemed like a good amount of time to let pass before beckoning the player out of their zone and back into the game's--> Why did you say "//$input1//" earlier? Was that because you thought it would be funny? Will it be funny the next time around? **//Reflect on it//** (set: $next to "thirteen") <!--I wanted to include this because of the way that peoeple often act with game text-inputs. Dating back to the arcade machine, finding ways to input vulgar things into the game space was something that somehow still seems very important for society to do. There is nothing quite like a high-score from "ASS". Since the game is getting less aggressive, I wanted it to feel like it was getting smarter, almost putting you down for ascribing your name as "FuCk".--> (set: $next to "ten") <!--These blank passages are an ode to Zen for Film. While it might seem a little thin the way that I am tying Paik back into the frame, I think that it is important to have some amount of art filtering into the work. I didn't want the influence of Paik to dictate my every direction, which is what I was doing when I first started working on the game, and I was continually running into roadblocks. After reading Antropy I just started working and writing down ideas at rapid fire with the "thin" idea of Pike in mind. Either way, I knew that I would be presenting this to the class, so I figured that the reference wouldn't have to be too explicit for them to get it. If playing in a dark room at night, the white page will illuminate the room similarly to how Zen for Film and Flicker do, especially because it is such a harsh light. The blank passages make the reader question if the game has run its course, if they will be asked to type or scroll again, all the while absorbing the nature sounds. While this interaction is a bit more forceful than Zen for Film, especially because it exists in this game context, I think that its inclusion is very very important for implementing a rest/wonder period for the player.-->(set: $next to "eleven") //^^Please wait while we load your game^^// <img style="-webkit-user-select: none" src="http://fc02.deviantart.net/fs71/f/2010/160/c/d/BUDDHA_CANDLES_by_VISHNU108.gif"> <!--Stressing the starting of the loop was something tha I wanted to do, and utilizing a gif such as the one I selected reminded me of the very peaceful loading screens in video games right before you were allowed to play. I remember feeling like that didn't need to be there when I was younger, that it was merely placed their for anticipation, so I decided that it would be fun to do exactly that. Especially because the game is so text centered, the only visual loading that would need to be done is being done within the loading screen.--> (set: $next to "twotwo") **You've been loyal. Interact with a different screen for a time, but leave me open** //Come back to me though// (set: $next to "fourteen")//N o w a g a i n. S l o w e r // Keep doing it! (set: $next to "seventhree")''Now again and again. As fast as possible'' (set: $next to "eight") <!-- Because my name is short spelling it really fast creates a sort of chanting song, which was something that I wanted to explore in the game anyway, but by making the player chant their own name tied to piece back to the interaction in TV Buddha, a sort of self-facing relationship.-->(set: $input1 to (prompt: "Where were you?")) (if: $input1 is "dkadowekdjaiewiqjdkasda")[(display:"one")](else:)[(display:"fifteen")] (set: $next to "fifteen")Cool (set: $next to "twoloop")(set: $next to "three") //You hear the familiar sound of a Buddha shuffling towards you// ''Prepare yourself for an optimally calming interaction with the one'' //Let the bird chirps into your typing and influence your action. Find the noise you like the very most and then focus on it// <img style="-webkit-user-select: none" src="http://fc02.deviantart.net/fs71/f/2010/160/c/d/BUDDHA_CANDLES_by_VISHNU108.gif"> <!-- I decided to have this instead of making it loop back to "twotwo" because I wanted the image and reoccuring Buddha steps, but didn't want to have the player go back through the loading screen. Now that the piece has been started once, it would optimally go again and again, but I'm not sure if that is possible in twine. Keeping the idea of the installation aspect of TV Buddha in mind was important, but wasn't necessarily accomplished. I like the idea that TV Buddha and Every Icon are existing somewhere in space, and that is ultimately what I would like for this to do. ANother cool aspect to add to the loop would to be able to change the inputs but also keep the live from holding up the pages, so if the input wasn't changed from the first loop, it would hopefully continue with those original inputs until one was altered. I like the idea of this because it brings the interactice machine out from behind the curtain and reveals it for what it is. Even though it is set up in the game to act like it cares or is generally inquiring about your personality, it is really welcoming anything that you would like to say. This kind of ties to the relationship between machine and man shown in Her, where man is tricked into thinking about the machine in only a one on one direct action, but in reality it is not that way at all. The machine is built to love and encounter.-->