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Story File *
Contains Being There.gblorb
For all systems. To play, you'll need a glulx interpreter - visit Brass Lantern for download links.
Source *
The game's I7 source code.
* Compressed with ZIP. Free Unzip tools are available for most systems at www.info-zip.org.

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Being There

by Jordan Magnuson profile

Experimental
2010

Web Site

(based on 1 rating)
2 member reviews

About the Story

An extremely experimental little work of interactive fiction with pictures, about existence and Korea.

Game Details

Language: English (en)
First Publication Date: July 28, 2010
Current Version: 006
License: Freeware
Development System: Inform 7
Forgiveness Rating: Merciful
IFID: B4468468-07A6-4418-9769-A39ECF015F56
TUID: mtn5ks3xgskeabxt

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Member Reviews

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Number of Reviews: 2
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6 of 6 people found the following review helpful:
Floating impressions of Korea, August 2, 2010
by Felix Larsson (Gothenburg, Sweden)
As the author makes clear on his website, this is a nongame “about existence and Korea” .

You are presented with a photograph (nice and competent photography by the way) and a written description of ten or so Korean scenes: a street lined by cherry blossom trees, a temple spring, pots full of kimchi, kids playing baseball etc.

The writing ranges and changes (more or less abruptly) from the lyrical through the whimsical to mere statements of facts about the country. Mostly, though, Korea is viewed in this work through a lens of wistful memories that lend the country a magic feel.

The description of each scene usually ends with a couple of suggestions about possible ways to interact with it. These suggestions make it clear that interaction is not limited to the realistic: you can fly, climb into kimchi-pots like some ten inches high Alice, dance in the sky, etc. The possible interaction is, however, not at all limited to the suggested actions, and the author seems to have taken particular care to ensure that the different senses are implemented: you can smell, touch, listen to and taste most anything.

However, there really is nothing you're required or even supposed to do. You just explore the scenes, for as long as you please, trying any commands you can think of. And then, when you feel you have done with a certain scene, you type LEAVE (or any compass direction) and is automatically transported to the next scene in the series.

The sequence of scenes is predetermined, but I don't think there is any intended progress in the series (though peopled scenes come at the end of it).The scenes seem largely independent of and unconnected to each other.

There is a vaguely nostalgic feel to much of the work, and the author’s love for Korea shines through clearly. However, it all lacks a sense of direction. In the end, it really doesn’t say very much about either existence or Korea.

The lack of direction to the piece makes it a little like watching slides of your neighbours’ recent trip to Korea. Only, the pictures are seriously better than your average neighbour’s. And, the way your neighbour talks about them, he’s obviously stoned. And you’re obviously stoned, too, the way you buy what he says. And that certainly makes the whole experience much more enjoyable, but—it’s not enough to make a thoroughly successful piece of IF out of it.

To that end, I think, a more well-defined content would have helped. If the piece had somehow told a story, raised a question, evoked a precise emotion, stated facts, made a point or whatever about Korea (or about existence), it would have been the better for it. No deep or original ideas are necessarily needed, just something to help the player/reader get his bearings. I would say, only a few accomplished stylists (like zen master Mumon or trout fisher Richard Brautigan) ever really make do without something like it.

However, I’m sure the format could be put to excellent literary and/or educational use. And one more thing —
it might well be that, if you come to this nongame with a Korean experience of your own, it is much more compelling and evocative than I realize.

5 of 5 people found the following review helpful:
A touching travelogue, August 27, 2010
by peterb
Related reviews: korea, review, not-game
"Being There" is a love letter to Korea. Magnuson clearly has great affection for his subject, and does his best to transmit it to the player. Each location is associated with a photograph, and at each place the game suggests some things to try. There are no right or wrong answers here - this is, as Magnuson calls it, a "notgame".

There are a few places where the interactivity works against the text - in particular, I'm thinking of one location where I spent at least 8 or 9 turns trapped in a pot of kimchi. But one doesn't want to be churlish. Being There, while not deeply involving for the casual drive-by player, is still charming, and worth trying.




This is version 3 of this page, edited by Jordan Magnuson on 28 July 2010 at 2:41am. - View Update History - Edit This Page - Add a News Item