"Please Answer Carefully" by litrouke
I chose this literature collection by litrouke to review after wanting to know how it ends after our previous class. When it came to this work, it seemed to abide by a lot of Stephanie Strickland's rules. This collection definitely relies on some code for it to work, as mentioned in rule number one as it has specific functions for sound to go off, forcing its audience to write the wrong words in a text box. This interactive game also abides by rule number 2, by the fact that it must be played, due to its game-like elements, and the fact that it makes the audience read the story here in a different way. With the use of sound, through urgent knocks and unsettling breathing, the user is putting together the story that's being told through context clues, going off of Stricklands rule number 4.
“Please Answer Carefully” uses not only audio and text to create its story, but HTML use as well. The program was made using Twine to tell its story. The game itself is set up like a questionnaire, telling a story in a digital space that adds another layer of curiosity and horror in an online setting. This coincides with Stricklands rule number 5 and the aesthetic inspired by digital space. The audience interacts with it by choosing options, some of which are chosen for you. The storage surface is distinguished by the reader's interaction with the game and choosing answers, while the reading surface is distinguished by the story being laid out in front of you. This piece of electronic literature is only one of many that should be consumed and swallowed whole, as they tell deeply compelling stories.