In ELiterature in EPublishing, Susana Pajares Tosca discusses the characteristics of electronic literature (as opposed to e-books) in “Brave New Book: How to Recognize Electronic Literature When You See It. While many of the characteristics are the same as those cited by Hayles and other authors writing after 2002, one comment still seems to ring true today:
“Many online works take advantage of the language fusion. [Here the author mentions several works using Flash to integrate images, sound, and text.] The new hybrid literary works are neither totally textual nor absolutely cinematic, but make use of a mixture of both sets of interpretive conventions in a way that has yet to be analyzed.” (160)
Perhaps that is why so little is written on the subject of creating digital literature; while I can find texts about web design, gaming, video, etc., I find little to guide me in terms of what is "too much"...Of course, I just found this book, Digital storytelling: a creator's guide to interactive entertainment (by Carolyn Handler Miller), but even that seems to look at digital story telling more from a pragmatic purpose than any artistic or literary one.
Finalizing buttons: If you are creating menus to give the user more control, it is essential that your buttons jump to the proper frames. To this end, it is imperative that as you finish a section, you write down it's starting point. When I tested the final movie, I found that some of the buttons linked to the wrong frame. I would have spent may more hours debugging if I hadn't written down the points on the timeline for each section--this way I could edit the buttons and type in the correct frame number, rather than going back through the timeline at random trying to find the right place again.
Writing: Write visually. I suppose you could say this means writing like a playwright or a poet, but keep in mind the "stage" you are composing on as you write/revise. I know my planning and production would have gone far more smoothly if I had envisioned this as a performance during the initial composition.
To this end, I would have done more with visual mock-ups, which would have helped me find or set up photo/video shoots that might have added more interest to the piece, and also help me decide on the overall visual design for the piece.
Control: Decide up front how much control the user will get and how this will manifest. I know I would have liked to try different command options within the threads of the story (i.e. if the user puts the mouse over this, then...), but given my time constraints and the fact that I am still learning the ins and outs of actionscript, it could have meant 60 more hours of work to go back and retroactively update.
Final thoughts...

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