The Tulse Luper Suitcases is a multimedia project by Peter Greenaway, initially intended to comprise three “source” and one feature films, a 16-episode TV series, and 92 DVDs, as well as Web sites, CD-ROMs and books. Once the online Web-based portion of the project was completed: the “winner” having taken a trip following Tulse Luper‘s travels (and often imprisonment) during his first writings about the discovery of uranium in Moab, Utah in 1928 to his mysterious disappearance at the fall of the Berlin Wall in 1989.
Two books and three feature films were released to supply material to the Flash/Web designers who competed in a contest to make one of the 92 Flash-based “suitcase” games featured on the interactive, online site The Tulse Luper Journey
This is a great project transformed into a game of collecting 92 suitcases to build the entire movie. Although you are traversing territories digitally it would be great as an geographical treasure hunt.
Greenaways statement that “cinema is dead” calls for new ways of communicating ideas. This game is part of the search for a crossover format that breaks the boundaries and rules that have been imposed by film, theatre, books, games and other traditional media.
Created by developers, artists and students from around Europe, The Tulse Luper Journey explores new boundaries of online interactive media.
Playing the game
After registering for free, you play a researcher who is working the investigation of the 92 suitcases Tulse Luper has packed during his life as a prisoner. Playing 92 different games and working together with other players in the game you can gather information on Tulse Luper, collect all the fragments of a 92 minute new feature movie and discuss your research in a global online community
This fragmenting of a story reminds me of Matthew Bissen’s geo tagged tweets from new york,
Matthew Bissen is an architect and geographer who is currently exploring the relationships between spatial design, nature and cultural. Particular attention is focused upon the production of these relationships in our urban environments. As a part-time lecturer in the School of Art, Design History and Theory, he teaches undergraduate design theory courses exploring the concepts of the production of space, situated knowledge and methods to engage our environment through design.
Or the tweet story by Jennifer Egan,
Pulitzer Prize winner Jennifer Egan (@egangoonsquad) is trying out a new experiment with her story “Black Box”. She’s serializing the narrative on Twitter through the New Yorker’s fiction account (@NYerFiction). From her post announcing the project: “My working title for this story was “Lessons Learned,” and my hope was to tell a story whose shape would emerge from the lessons the narrator derived from each step in the action, rather than from descriptions of the action itself….” Read more about her project here. And see the beginnings of the story, in Tweets, below.
She describes that:
‘I couldn’t find the right sort of attitude. or persona of being natural when tweeting’. What kind of story would benefit from being read individual like on twitter? What voice could work in the tweeting form (a female spy in south of france) more as lessons, not instructions.’
Novel is a collection of eclectic form, tristam shady… example… potentially like twitter.