{"id":2110,"date":"2024-10-16T11:10:40","date_gmt":"2024-10-16T15:10:40","guid":{"rendered":"https:\/\/trasatlantica.org\/?page_id=2110"},"modified":"2024-10-21T12:11:46","modified_gmt":"2024-10-21T16:11:46","slug":"daniel-escandell-montiel","status":"publish","type":"page","link":"https:\/\/trasatlantica.org\/?page_id=2110","title":{"rendered":"Daniel Escandell-Montiel (in English)"},"content":{"rendered":"\n<div class=\"wp-block-group alignfull has-accent-color has-text-color has-background has-link-color wp-elements-1\" style=\"background-color:#f4c9c9;font-size:16px\"><div class=\"wp-block-group__inner-container is-layout-constrained wp-block-group-is-layout-constrained\">\n<div class=\"wp-block-group alignfull\"><div class=\"wp-block-group__inner-container is-layout-constrained wp-block-group-is-layout-constrained\">\n<div class=\"wp-block-group alignfull\"><div class=\"wp-block-group__inner-container is-layout-constrained wp-block-group-is-layout-constrained\">\n<div class=\"wp-block-group alignfull has-large-font-size\"><div class=\"wp-block-group__inner-container is-layout-constrained wp-block-group-is-layout-constrained\">\n<div class=\"wp-block-columns alignfull is-layout-flex wp-container-core-columns-is-layout-8f761849 wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\" style=\"flex-basis:100%\">\n<p class=\"has-text-align-center has-primary-color has-text-color has-link-color has-larger-font-size wp-elements-2 wp-block-paragraph\"><strong><strong>Emergent&nbsp;Storytelling Techniques:<\/strong><\/strong><br><strong><strong> Procedural Narrative and Its Creative and Reactive Potential in Hypermedia<\/strong><\/strong><\/p>\n<\/div>\n<\/div>\n\n\n\n<div class=\"wp-block-media-text alignfull is-stacked-on-mobile\"><figure class=\"wp-block-media-text__media\"><img data-recalc-dims=\"1\" decoding=\"async\" width=\"1080\" height=\"1080\" data-attachment-id=\"575\" data-permalink=\"https:\/\/trasatlantica.org\/?attachment_id=575\" data-orig-file=\"https:\/\/i0.wp.com\/trasatlantica.org\/wp-content\/uploads\/2024\/08\/untitled-11.png?fit=1080%2C1080&amp;ssl=1\" data-orig-size=\"1080,1080\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"Untitled (11)\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/i0.wp.com\/trasatlantica.org\/wp-content\/uploads\/2024\/08\/untitled-11.png?fit=580%2C580&amp;ssl=1\" src=\"https:\/\/i0.wp.com\/trasatlantica.org\/wp-content\/uploads\/2024\/08\/untitled-11.png?resize=1080%2C1080&#038;ssl=1\" alt=\"\" class=\"wp-image-575 size-full\"\/><\/figure><div class=\"wp-block-media-text__content\">\n<p class=\"has-primary-color has-text-color has-link-color has-normal-font-size wp-elements-3 wp-block-paragraph\">Translated into English by Andrea Rosenberg <\/p>\n\n\n\n<p class=\"has-primary-color has-text-color has-link-color has-normal-font-size wp-elements-4 wp-block-paragraph\"><strong>Abstract<\/strong><\/p>\n\n\n\n<p class=\"has-primary-color has-text-color has-link-color has-small-font-size wp-elements-5 wp-block-paragraph\">The&nbsp;generation&nbsp;of texts&nbsp;seeks to simulate the creative spirit not only in terms of an artificial literary inventiveness&nbsp;but also in&nbsp;relation to&nbsp;the video&nbsp;game as a narratively complex hypermedium&nbsp;that reacts&nbsp;to&nbsp;the user.&nbsp;We&nbsp;examine&nbsp;the automated creation of interactive narratives&nbsp;using generative tools as the next challenge of the specter of electronic literary forms.<\/p>\n<\/div><\/div>\n<\/div><\/div>\n<\/div><\/div>\n<\/div><\/div>\n\n\n\n<div class=\"wp-block-columns alignfull is-layout-flex wp-container-core-columns-is-layout-8f761849 wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\" style=\"font-size:16px\">\n<p class=\"has-primary-color has-text-color has-link-color wp-elements-6 wp-block-paragraph\" style=\"font-size:16px\"><strong>Introduc<\/strong><strong>tio<\/strong><strong>n<\/strong><strong>:<\/strong><strong>&nbsp;<\/strong><strong>The E<\/strong><strong>merg<\/strong><strong>ent<\/strong><strong>&nbsp;Ques<\/strong><strong>t<\/strong><strong>ion<\/strong><\/p>\n\n\n\n<p class=\"has-primary-color has-text-color has-link-color wp-elements-7 wp-block-paragraph\" style=\"font-size:16px\">The increasing&nbsp;importance&nbsp;of user agency in engagement with&nbsp;hypermedia (that is, interactive media, of which video&nbsp;games are the supreme example; Nelson)&nbsp;has&nbsp;provoked the question of designing&nbsp;narrative structures as a space that reacts&nbsp;to the&nbsp;input a receiver provides to&nbsp;a synthetic world. LeBlanc&nbsp;outlined&nbsp;the concept of emergent&nbsp;narrative at the end of the last century, and its use was&nbsp;taken up again&nbsp;in&nbsp;Jenkins\u2019s work, though significantly reduced and restricted to ambient&nbsp;narrative. According to LeBlanc, the emergent narrative is a way of constructing and telling stories that do not rely on blocks of narrative written by a scriptwriter (which he views as an embedded narrative within the hypermedium). In other words, there is no predefined narrative sequence (linear or otherwise), but instead, what takes place in the narrative is an organic reaction to how the user interacts with the world.<\/p>\n\n\n\n<p class=\"has-primary-color has-text-color has-link-color wp-elements-8 wp-block-paragraph\" style=\"font-size:16px\">LeBlanc\u2019s proposition does not&nbsp;unseat&nbsp;the author, but it does redefine their work, no longer positioning them in the role of a deterministic god&nbsp;and&nbsp;transforming them into a god that accepts free will. This&nbsp;author&nbsp;sets out&nbsp;rules and parameters that&nbsp;establish&nbsp;what the world is like, what&nbsp;sorts&nbsp;of interactions can take place, what consequences each action can produce, and what interactions influence others, but from there the world is no longer&nbsp;governed by&nbsp;determinism (or at least does not seem&nbsp;to be&nbsp;so&nbsp;to the receiver). The role of the receiver\/user, too, is altered:&nbsp;previously&nbsp;confronted with a scripted space (maybe&nbsp;even one that allowed a genuine possibility of making moral decisions, but within a predesigned narrative sequence) in which they remained&nbsp;a kind of puppet moving through the constrained&nbsp;terrain&nbsp;laid out&nbsp;for it, now they have the ability to act on their own story and on the rest of their environment. Within limits, of course: though&nbsp;it is clear that there&nbsp;is no set sequence of events and&nbsp;the illusion of free will is carefully crafted,&nbsp;this is possible only insofar as the preestablished and designed mechanisms of interaction&nbsp;allow for it.&nbsp;In fact, these very mechanisms can also be used to force the user to carry out a particular action or sequence, meaning that&nbsp;narrative&nbsp;construction is also present. Nevertheless, under this paradigm, narration and interaction are ideally one and the same,&nbsp;as a result of&nbsp;which the line between narrative and ludological elements blurs, thus transcending classic questions such as that&nbsp;posed by&nbsp;Adams, for whom interaction and narration were practically opposing concepts.<\/p>\n\n\n\n<p class=\"has-primary-color has-text-color has-link-color wp-elements-9 wp-block-paragraph\" style=\"font-size:16px\">It is&nbsp;doubtlessly&nbsp;significant that,&nbsp;decades later,&nbsp;the most strictly conceptual debate on this topic remains unresolved&nbsp;(Su\u00e1rez)&nbsp;and literary analysis has&nbsp;failed to take it very far, which has&nbsp;left&nbsp;the discursive framework for this question centered in gamestudies.&nbsp;Another issue, already raised by LeBlanc&nbsp;himself,&nbsp;is that it can be quite complicated to generate interesting, meaningful, or emotionally satisfying stories using only mechanisms of interaction without straightforward&nbsp;scripting.&nbsp;And, of course, this poses another subordinate, but fundamental, question: where does&nbsp;it&nbsp;leave the traditional script and, therefore, the focus of literary study that makes it relevant as a medium for the discipline?<\/p>\n\n\n\n<p class=\"has-primary-color has-text-color has-link-color wp-elements-10 wp-block-paragraph\" style=\"font-size:16px\">Video&nbsp;games\u2019&nbsp;ability as a medium to develop relevant stories has advanced as technological capacity, which originally even limited the amount of text a program could contain, has increased (Escandell&nbsp;Montiel).&nbsp;As such, we can consider a hypermedium to be a sort of metamedium\u2014that is, a general foundation (effected electronically) able to&nbsp;encompass multimodalities&nbsp;to which&nbsp;the receiver relates through a series of interactions.&nbsp;It is in this broad\u2014but necessary\u2014conception&nbsp;that we findoutcomes&nbsp;that&nbsp;tip the balance toward one type of medium or another.&nbsp;For example, the first adventure video&nbsp;games were purely text-based (they had&nbsp;no\u2014or only negligible\u2014graphical capacity), more akin to choose-your-own-adventure books than to our current notion of video&nbsp;games.<\/p>\n\n\n\n<p class=\"has-primary-color has-text-color has-link-color wp-elements-11 wp-block-paragraph\" style=\"font-size:16px\">That may be&nbsp;why&nbsp;<em>Device 6&nbsp;<\/em>was such a surprise:&nbsp;an interactive textual-visual story (with a substantial textual component)&nbsp;with audiovisual and 3D photographic&nbsp;elements&nbsp;that presents readers with integrated&nbsp;puzzles&nbsp;that they must solve to advance in their reading. The creators promoted it as a video&nbsp;game, but it is not unique; the Electronic Literature Organization\u2019s various compilations of international digital literature have included works such as&nbsp;<em>Dwarf Fortress&nbsp;<\/em>(fantasy adventure with textual graphics),&nbsp;<em>Kentucky Route Zero&nbsp;<\/em>(a magical realist story with an Americana-inflected aesthetic),<em>&nbsp;80 Days&nbsp;<\/em>(a decolonial&nbsp;rewriting of Verne\u2019s novel),<em>&nbsp;<\/em>and&nbsp;<em>A Slow Year&nbsp;<\/em>(visual&nbsp;poems&nbsp;with an&nbsp;eight-bit aesthetic),&nbsp;which have already explored the gray areas between the textual\/literary and the ludic\/interactive, sometimes&nbsp;using in their taxonomies&nbsp;the label \u201cliterary game,\u201d and at others&nbsp;\u201cinteractive fiction.\u201d<\/p>\n\n\n\n<p class=\"has-primary-color has-text-color has-link-color wp-elements-12 wp-block-paragraph\" style=\"font-size:16px\">It is clear that contemporary&nbsp;criticism accepts and understands the narrative and intersectional capacity of the video&nbsp;game; nevertheless, LeBlanc\u2019s question remains relevant.&nbsp;The experience of a predesigned&nbsp;(embedded)&nbsp;narrative&nbsp;with an (emergent) derivative of user actions produces internarrative&nbsp;dissonance.&nbsp;That is, the illusion of free will&nbsp;fostered by&nbsp;the emergent narrative collides&nbsp;with the narrative&nbsp;touchpoints&nbsp;and developments designed to build a story and a world. The emergent&nbsp;narrative, likewise, can only reach a&nbsp;particular&nbsp;point through the actions-reactions (explicit and implicit)&nbsp;generated by users regarding&nbsp;themselves and&nbsp;the world,&nbsp;by&nbsp;the world regarding&nbsp;the users, and&nbsp;by&nbsp;the world regarding itself. Taken to the extreme, emergent narratives seem to&nbsp;be produced, above&nbsp;all, in pure&nbsp;play\u2014that is,&nbsp;in the stories that&nbsp;users&nbsp;can&nbsp;tell themselves&nbsp;in variations of the Lego formula (such&nbsp;as&nbsp;<em>Minecraft<\/em>); in&nbsp;titles where a kind of divine role is&nbsp;adopted&nbsp;to alter the&nbsp;characters\u2019&nbsp;lives&nbsp;and world (such as&nbsp;<em>The Sims<\/em>);&nbsp;or&nbsp;in&nbsp;games&nbsp;in which the narrative is secondary and the social component assumes greater&nbsp;importance,&nbsp;such&nbsp;as in&nbsp;the massively multiplayer online role-playing genre&nbsp;(e.g.,&nbsp;<em>Worldof Warcraft<\/em>),&nbsp;or even in the amalgamation of social network and synthetic world (e.g.,<em>Second Life<\/em>).&nbsp;In these&nbsp;game concepts,&nbsp;the narrative experience is a secondary aspect&nbsp;at best.<\/p>\n\n\n\n<p class=\"has-primary-color has-text-color has-link-color wp-elements-13 wp-block-paragraph\" style=\"font-size:16px\"><strong>Procedural Narratives: The Prism of Machine Content Generation<\/strong><\/p>\n\n\n\n<p class=\"has-primary-color has-text-color has-link-color wp-elements-14 wp-block-paragraph\" style=\"font-size:16px\">Certainly, these models do not entirely match the experience of a free or truly emergent narrative. That&nbsp;is achieved&nbsp;with procedural narrative as one of the strategies of procedural content generation (PCG).&nbsp;PCG is a growing part of&nbsp;software&nbsp;design, as when&nbsp;using&nbsp;trained artificial intelligences for aspects such as character or location design (for example, ensuring that each person has&nbsp;a&nbsp;face and body&nbsp;of their own, or that the vegetation in a forest is unique) in synthetic worlds.&nbsp;This leads us to procedural narrative generation (PNG)\u2014in other words,&nbsp;where&nbsp;an artificial intelligence does not merely randomize which script preestablished by scriptwriters and narrative architectsis followed in response to an input, but in fact itself creates characters, contexts, determinants, events, etc., presenting&nbsp;the user with different situations and stories. As a narrative component, it should also be accompanied by an advanced capacity for natural language generation (NLG) with which to supply illocutive acts to the characters, narrators, and contents to ensure satisfactory communication between software and receiver.<\/p>\n\n\n\n<p class=\"has-primary-color has-text-color has-link-color wp-elements-15 wp-block-paragraph\" style=\"font-size:16px\">NLG&nbsp;has&nbsp;been employed&nbsp;in virtual mobile assistants (such as&nbsp;Apple devices\u2019&nbsp;Siri) and in&nbsp;a variety of&nbsp;chat systems that continue to&nbsp;make strides&nbsp;in generating complex, reactive, and simulatedly&nbsp;human texts. The PNG arena, however, has&nbsp;drawn less&nbsp;attention. Akimoto and Ogata,&nbsp;jumping off from&nbsp;the theories of Barthes, Propp,&nbsp;and Genette, have designed programs capable of&nbsp;presenting random narratives that also react to the receiver\u2019s input (Akimoto and Ogata).&nbsp;Unsurprisingly,&nbsp;their&nbsp;work&nbsp;serves as a relevant&nbsp;example&nbsp;of the application of digital humanities by combining established narratological theories (especially those that have sought to atomize and systematize narrative and&nbsp;narrator&nbsp;functions) with advanced computer programming.<\/p>\n\n\n\n<p class=\"has-primary-color has-text-color has-link-color wp-elements-16 wp-block-paragraph\" style=\"font-size:16px\">Following&nbsp;Akimoto and Ogata\u2019s work, we can establish three well-defined phases of PNG that also parallel the human creative process. At first, the system builds a general framework (the story) with which it designs an initial&nbsp;sequence of basic markers to which it associates content in a treelike structure, predicting possible&nbsp;outcomes&nbsp;and consequences.&nbsp;In the second phase, the discourse is established, which involves&nbsp;shaping&nbsp;the narrative by selecting the elements&nbsp;to&nbsp;be presented to the receiver\/user;&nbsp;this&nbsp;includes defining&nbsp;which&nbsp;aspects can be altered through input generated by the receiver\u2019s&nbsp;interaction.&nbsp;The third&nbsp;phase&nbsp;is the textual-audiovisual&nbsp;expression of the previous&nbsp;one\u2014that is, the execution of the narrative&#8217;s <em>surface<\/em> (what the receiver will see, hear,&nbsp;and be able to interact with) in the medium and format in which it&nbsp;will&nbsp;be narrated.<\/p>\n\n\n\n<p class=\"has-primary-color has-text-color has-link-color wp-elements-17 wp-block-paragraph\" style=\"font-size:16px\">As noted above, this system of creation is essentially&nbsp;identical to that used by a human when devising the predefined narratives mentioned in the previous pages;&nbsp;the difference resides in that artificial intelligence can perform it systematically, automatically, and as an ongoing reaction, especially if the interactions deviate from what had been predicted, constructing new narratives in a world that&nbsp;never&nbsp;has&nbsp;to be considered finished because it can potentially present an unlimited number of permutations.&nbsp;The result is true emergent narrative, in that it can transcend the limitations of the general framework itself but&nbsp;implements the structures that continue to be considered&nbsp;vital&nbsp;to a coherent, efficient narrative. It is unquestionably harder to predict emotional impact, though&nbsp;in reality the&nbsp;world is full of failed stories in every&nbsp;medium and format,&nbsp;so&nbsp;a failure to evoke&nbsp;satisfaction or an emotional reaction in the receiver does not necessarily mean that said experience should be dismissed. In any case, we must not forget that digital services companies&nbsp;are fully informed on our tastes and interests&nbsp;thanks to their algorithms and&nbsp;their&nbsp;analysis of all our data (Graefe et al.), which they use to offer us more content that they predict we will&nbsp;like&nbsp;(and to give instructions\u2014or not-so-subtle advice\u2014to their creatives when designing new products).<\/p>\n\n\n\n<p class=\"has-primary-color has-text-color has-link-color wp-elements-18 wp-block-paragraph\" style=\"font-size:16px\">The work of any artificial intelligence, as currently conceived, involves training\u2014that is, exposing the system to a&nbsp;substantial, properly prepared corpus to be analyzed and patterns extracted to reproduce and debug, until the software is able&nbsp;to&nbsp;generate&nbsp;its own content. This&nbsp;explanation, though tremendously simplified, allows&nbsp;people without computer expertise&nbsp;to understand how&nbsp;AIs&nbsp;such as the DALL-E image creator&nbsp;and&nbsp;the ChatGPT conversationalist, to cite some examples popular with the general public,&nbsp;have achieved&nbsp;their results. It was years ago now that&nbsp;an artificial intelligence succeeded in learning&nbsp;to play a video&nbsp;game&nbsp;on its own&nbsp;(Jaderberg&nbsp;et al.), a&nbsp;major&nbsp;technical milestone since it means the program was able to learn to move and act&nbsp;both&nbsp;actively&nbsp;and&nbsp;reactively to play against human users and&nbsp;achieve&nbsp;results that allowed it to defeat professional players.&nbsp;The present-day&nbsp;computing capacity,&nbsp;number of variables per second,&nbsp;and&nbsp;algorithmic&nbsp;complexity are greater than what was needed for Deep Blue to defeat Kasparov.<\/p>\n\n\n\n<p class=\"has-primary-color has-text-color has-link-color wp-elements-19 wp-block-paragraph\" style=\"font-size:16px\">Several&nbsp;years&nbsp;earlier, a&nbsp;novel generated by an artificial intelligence (though revised by a human) designed at&nbsp;Future University Hakodate&nbsp;was named a&nbsp;finalist&nbsp;for a literary prize (Shoemaker). The project&nbsp;lead&nbsp;explained that&nbsp;whereas&nbsp;AIs had so far&nbsp;been used to solve problems, the new challenge was to attempt to emulate human creativity, as has in fact been the case&nbsp;ever&nbsp;since.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><\/p>\n<\/div>\n\n\n\n<div class=\"wp-block-column has-primary-color has-text-color has-link-color wp-elements-20 is-layout-flow wp-block-column-is-layout-flow\" style=\"font-size:16px\">\n<p class=\"wp-block-paragraph\" style=\"font-size:16px\">Still, we cannot ignore that PNG&nbsp;in the hands of an artificial intelligence implies both emulating human creativity and&nbsp;some degree&nbsp;of programming. AIs\u2019&nbsp;ability to write computer code has been&nbsp;advancing for some time thanks to the combination of two areas of study: deep learning and symbolic reasoning. One of the first popular products in this field was SketchAdapt&nbsp;(Nye et al.), which learned from a database of tens of thousands of programs (Martineau).&nbsp;In 2021, GitHub, in collaboration with Open AI, launched Copilot (Dillet), an AI that can help users debug and correct their code to write more efficiently, even allowing the programmer to explain in simple words the function they want to program&nbsp;so that Copilot&nbsp;can then&nbsp;<em>translate<\/em>&nbsp;this into computer code.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">So far, PNG has produced limited results in terms of tangible products, though work is under way on open narrative generation systems (Akimoto) and in other areas that will have a direct impact on this area.&nbsp;As a result, we cannot yet assess with any precision&nbsp;what resolution there will be of&nbsp;the conflict&nbsp;that&nbsp;McRae foresaw: the more substantial the presence of PNG, the&nbsp;greater the impact of experiencing the story compared to the narration of said story.&nbsp;This is important, in his view, because he&nbsp;is&nbsp;focused&nbsp;on the less commercial creative space, and in independent video&nbsp;game development (as in any other industry), the most interesting and creatively crafted results are produced outside the&nbsp;high-pressure machinery of multinational corporations and their balance sheets.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Conclusions<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">We&nbsp;must&nbsp;not fall back on the tired old question of who the author is, if there is an author at all,&nbsp;in cases where AIs are used. Other areas of humanistic study have already&nbsp;grappled with the authorial problems of conceptual art, and while that does not suggest that there is a universally satisfactory answer,&nbsp;it is clear that the&nbsp;debate is hardly&nbsp;limitedto the use of computer aids. As Lewitt noted,&nbsp;\u201cthe idea or concept is the most important aspect of the work. When an artist uses a conceptual form of art, it means that all of the planning and decisions are made&nbsp;beforehand,&nbsp;and the execution is a perfunctory affair.&nbsp;The idea becomes a machine that makes the art.\u201d Therefore,, adding an intermediate machine that comes up with the idea,&nbsp;<em>after<\/em>&nbsp;<em>those ideas<\/em>&nbsp;<em>have been put into its head<\/em>, is&nbsp;just another&nbsp;step in an identical (though possibly more efficient) process.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Artificial intelligences\u2019 ability to generate stories can be considered only fledgling still, but their implementation in different areas and outcomes so far suggest that the turning point is not far off. Among all possible media, the one that has shown itself to be most receptive to this kind of mechanism is the video game, as the active role of the receiver means an inherent need for an adaptable, dynamic narrative structure that can respond to intangible variables to foster complete immersion in its synthetic worlds.&nbsp;Other media, such as literature, cinema, and comics, do not require the flexibility and&nbsp;automation that can be of such benefit to a hypermedium. Furthermore, the pursuit of emergent narratives means that scriptwriters and narrative architects in the video game industry may be more predisposed to incorporating them into their process.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">A foreseeable consequence of the introduction of PNG is how to deal with those creations from the standpoint&nbsp;of narrative and literary study, since their form,&nbsp;execution, and outcome can&nbsp;turn out to be so unique and&nbsp;random&nbsp;that they never produce two totally comparable experiences. Given that the engineers working on AI systems so they can generate an infinite number of stories are working from theoretical frameworks such as the functions of story and&nbsp;structural narratology, it would be irresponsible for literary studies to attempt&nbsp;to ignore this&nbsp;area&nbsp;just because there is no strictly human mind behind it (or because of the persistent prejudice&nbsp;against&nbsp;it&nbsp;as a narratively minor&nbsp;medium). If these theorists are equipped to&nbsp;create&nbsp;these technologies, they must be equipped to&nbsp;lay the foundations for analyzing and  interpreting them.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">In fact, precisely because of the way artificial intelligences are trained to&nbsp;carry out&nbsp;their functions, elements such as intertextuality, narrative universals,&nbsp;and even symbolic referents could&nbsp;be&nbsp;just as&nbsp;present\u2014or even more so\u2014as&nbsp;when the narratives are the&nbsp;product&nbsp;of a biological mind.&nbsp;Certainly, their presence would not be a simple statistical coincidence as theorized by&nbsp;Borel: that infinite monkeys pounding away at a typewriter for an infinite amount of time would eventually&nbsp;manage to write any book in the Biblioth\u00e8que Nationale de France.&nbsp;This&nbsp;would be a&nbsp;supremely well-trained monkey with a corpus larger than what any human being&nbsp;could&nbsp;read in&nbsp;a lifetime. And&nbsp;if we\u2019re lucky, it will be an artificial intelligence that is not offended by such a comparison. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Bibliogra<\/strong><strong>phy<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>80 Days.&nbsp;<\/em>Inkle,&nbsp;2014.&nbsp;iOS&nbsp;game.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Adams, Ernest.&nbsp;\u201cThree Problems for Interactive Storytellers.\u201d&nbsp;<em>Gamasutra<\/em>,&nbsp;Dec.&nbsp;29,1999.&nbsp;<a href=\"http:\/\/www.designersnotebook.com\/Columns\/026_Three_Problems\/body_026_three_problems.htm\">http:\/\/www.designersnotebook.com\/Columns\/026_Three_Problems\/body_026_three_problems.htm<\/a>.&nbsp;Accessed&nbsp;12&nbsp;Jan. 2023.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Akimoto, Taisuke. \u201cDesigning a Socially Open Narrative Generation System.\u201d&nbsp;In&nbsp;<em>Computational and Cognitive Approaches to Narratology<\/em>, edited by Takahashi Ogata&nbsp;and&nbsp;Taisuke Akimoto, pp.&nbsp;91\u2013117. Hershey: IGI Global, 2016.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Akimoto, Taisuke,&nbsp;and&nbsp;Takahashi Ogata. \u201cMacro Structure and Basic Methods in the Integrated Narrative Generation System by Introducing Narratological Knowledge.\u201d&nbsp;<em>2012 IEEE&nbsp;11th&nbsp;International Conference on Cognitive Informatics and Cognitive Computing<\/em>,&nbsp;pp.&nbsp;253\u201362. Kyoto: IEEE Press, 2012. <a href=\"https:\/\/doi.org\/10.1109\/ICCI-CC.2012.6311156\">https:\/\/doi.org\/10.1109\/ICCI-CC.2012.6311156<\/a>.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Borel, \u00c9mile. \u201cM\u00e9canique&nbsp;Statistique&nbsp;et Irr\u00e9versibilit\u00e9.\u201d &nbsp;<em>Journal&nbsp;de&nbsp;Physique<\/em>&nbsp;vol.&nbsp;5, no.3,&nbsp;1913, pp.&nbsp;189\u201396.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Device 6.&nbsp;<\/em>Directed by&nbsp;Simon&nbsp;Flesser,&nbsp;Simogo, 2013. iOS&nbsp;game.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Dillet, Romain. \u201cGitHub previews new AI tool that makes coding suggestions.\u201d&nbsp;<em>Tech Crunch<\/em>,&nbsp;29&nbsp;June&nbsp;2021.&nbsp;<a href=\"https:\/\/techcrunch.com\/2021\/06\/29\/github-previews-new-ai-tool-that-makes-coding-suggestions\/\">https:\/\/techcrunch.com\/2021\/06\/29\/github-previews-new-ai-tool-that-makes-coding-suggestions\/<\/a>.&nbsp;Accessed&nbsp;12&nbsp;Jan. 2023.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Dwarf Fortress.<\/em>&nbsp;Directed by&nbsp;Tarn Adams&nbsp;and&nbsp;Zach Adams, version&nbsp;0.43.05,&nbsp;Bay 12 Games, 2006. Windows game.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Escandell Montiel, Daniel. \u201c(Otras)&nbsp;maneras&nbsp;de narrar.\u201d&nbsp;<em>Vandal<\/em>,&nbsp;26&nbsp;Jan.&nbsp;2013.<a href=\"https:\/\/doi.org\/10.13140\/RG.2.1.1816.7761\">https:\/\/doi.org\/10.13140\/RG.2.1.1816.7761<\/a>. Accessed&nbsp;12&nbsp;Jan. 2023.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Graefe, Julia, Doreen Engelhardt, Lena&nbsp;Rittger, and&nbsp;Klaus&nbsp;Blengler. \u201cHow Well Does the Algorithm  Know&nbsp;Me?:&nbsp;A Structured Application of the Levels of Adaptive Sensitive Responses (LASR) on Technical Products.\u201d&nbsp;<em>International Conference on Human-Computer Interaction. HCII 2022: Design, User Experience, and Usability: Design Thinking and Practice in Contemporary and Emerging Technologies<\/em>, edited&nbsp;by&nbsp;Marcelo M. Soares, Elizabeth Rosenzweig,&nbsp;and&nbsp;Aaron Marcus,&nbsp;pp.&nbsp;211\u2013336. Cham: Sprinter International. &nbsp;<a href=\"https:\/\/doi.org\/10.1007\/978-3-031-05906-3_24\">https:\/\/doi.org\/10.1007\/978-3-031-05906-3_24<\/a>.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Jaderberg, Max, Wojciech M. Czarnecki, Iain Dunning, Luke Marris, Guy Lever, Antonio Garc\u00eda Casta\u00f1eda, Charles Beattie, Neil C. Rabinowitz, Ari S. Morcos, Avraham Ruderman, Nicolas Sonnerat, Tim Green, Louise Deason, Joel Z.&nbsp;Leibo, David Silver, Demis Hassabis, Koray Kavukcuoglu,&nbsp;and&nbsp;Thore&nbsp;Graepel. \u201cHuman-Level Performance in 3D Multiplayer Games with Population-Based Reinforcement Learning.\u201d <em>Science<\/em>, vol.&nbsp;364, no. 6443,&nbsp;2019, pp.&nbsp;859\u201365. <a href=\"https:\/\/doi.org\/10.1126\/science.aau6249\">https:\/\/doi.org\/10.1126\/science.aau6249<\/a>.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Jenkins, Henry. \u201cGame Design as Narrative Architecture.\u201d&nbsp;<em>First Person: New Media as Story, Performance, Game<\/em>, edited&nbsp;by&nbsp;Noah&nbsp;Wardripf-Fruin&nbsp;and&nbsp;Pat Harrigan, pp.117\u201330. Cambridge: MIT Press, 2004.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Kentucky Route Zero<\/em>.&nbsp;Directed by&nbsp;Jake Elliott, Tamas&nbsp;Kemenczy,&nbsp;and&nbsp;Ben&nbsp;Babbit,Cardboard Computer, 2013. Windows&nbsp;game.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">LeBlanc, Marc. \u201cFormal Design Tools: Emergent Complexity, Emergent Narrative.\u201d&nbsp;Game Developers Conference 2000,&nbsp;San Jose Convention Center,&nbsp;San Jose,&nbsp;CA,8\u201312 Mar. 2000. Conference&nbsp;presentation.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">LeWitt, Sol. \u201cParagraphs on Conceptual Art.\u201d <em>ArtForum<\/em>,&nbsp;vol.&nbsp;5, no. 10,&nbsp;1967, pp.&nbsp;79\u201381.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Martineau, Kim. \u201cToward&nbsp;Artificial&nbsp;Intelligence that&nbsp;Learns to&nbsp;Write&nbsp;Code.\u201d&nbsp;<em>MIT <em>News<\/em>,&nbsp;14&nbsp;June<\/em> 2019.&nbsp;<a href=\"https:\/\/news.mit.edu\/2019\/toward-artificial-intelligence-that-learns-to-write-code-0614\">https:\/\/news.mit.edu\/2019\/toward-artificial-intelligence-that-learns-to-write-code-0614<\/a>.&nbsp;Accessed 12&nbsp;Jan.&nbsp;2023.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">McRae, Edwin.&nbsp;<em>Narrative Design for <em>Indies.&nbsp;<\/em>Dunedin: <\/em> Fiction Engine Ltd., 2018.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Minecraft.&nbsp;<\/em>Directed by&nbsp;Markus&nbsp;Persson,&nbsp;version&nbsp;1.0 (Java Edition),&nbsp;Mojang Studios, 2009.&nbsp;Windows game. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Nelson, Theodor Holm.&nbsp;<em>Dream  <em>Machines.&nbsp;<\/em>Redmond:<\/em> Tempus Books, 1974.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Nye, Maxwell, Luke Hewitt, Joshua Tenenbaum, and Armando Solar-Lezama.&nbsp;\u201cLearning to Infer Program Sketches.\u201d&nbsp;<em>ArXiv<\/em>,&nbsp;4&nbsp;June 2019. <a href=\"http:\/\/arxiv.org\/abs\/1902.06349\">http:\/\/arxiv.org\/abs\/1902.06349<\/a>.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Second Life.&nbsp;<\/em>Linden Lab,&nbsp;2003.&nbsp;Windows&nbsp;game.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Shoemaker, Natalie. \u201cJapanese AI Writes a Novel, Nearly Wins Literary Award.\u201d&nbsp;<em>Big Think, 24 Mar. 2016. <\/em><a href=\"https:\/\/bigthink.com\/technology-innovation\/a-japanese-ai-wrote-a-novel-almost-wins-literary-award\/\">https:\/\/bigthink.com\/technology-innovation\/a-japanese-ai-wrote-a-novel-almost-wins-literary-award\/<\/a>.&nbsp;Accessed&nbsp;12&nbsp;Jan. 2023.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>The Sims.&nbsp;<\/em>Directed by Will Wright,&nbsp;Maxis,&nbsp;2000. Windows&nbsp;game.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>A Slow Year.&nbsp;<\/em>Directed by&nbsp;Ian&nbsp;Bogost,&nbsp;Ian&nbsp;Bogost, 2010.&nbsp;Atari 2600&nbsp;game.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Smith, Ryan. \u201cJake Elliot,&nbsp;Writer and&nbsp;Designer of <em>Kentucky Route <em>Zero<\/em>.\u201d <em>The&nbsp;Gameological&nbsp;Society<\/em>,<\/em> 22 Jan. 2013, <a href=\"https:\/\/web.archive.org\/web\/20180329161157\/http:\/\/www.gameological.com\/2013\/01\/jake-elliott-writer-and-designer-of-kentucky-route-zero\/\">https:\/\/web.archive.org\/web\/20180329161157\/http:\/\/www.gameological.com\/2013\/01\/jake-elliott-writer-and-designer-of-kentucky-route-zero\/<\/a>.&nbsp;Accessed&nbsp;12&nbsp;Jan. 2023.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Su\u00e1rez, Adri\u00e1n.&nbsp;\u201cLa&nbsp;narrativa&nbsp;realmente nunca existi\u00f3.\u201d&nbsp;<em>YouTube<\/em>,&nbsp;uploaded by Nuevebits, 13 Feb. 2017,&nbsp;<a href=\"https:\/\/www.youtube.com\/watch?v=OvIiYqZGd1M\">https:\/\/www.youtube.com\/watch?v=OvIiYqZGd1M<\/a>,accessed&nbsp;12&nbsp;Jan. 2023.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>World of Warcraft<\/em>. Directed by Mark Kern and Chris Metzen,&nbsp;version&nbsp;1.1.0,<em>&nbsp;<\/em>Blizzard Entertainment,&nbsp;2004.&nbsp;Windows game.<\/p>\n<\/div>\n<\/div>\n<\/div><\/div>\n\n\n\n<p class=\"wp-block-paragraph\"><\/p>\n<!-- PMB print buttons is only displayed on a single post\/page URLs-->","protected":false},"excerpt":{"rendered":"<p>Emergent&nbsp;Storytelling Techniques: Procedural Narrative and Its Creative and Reactive Potential in Hypermedia Translated into English by Andrea Rosenberg Abstract The&nbsp;generation&nbsp;of texts&nbsp;seeks to simulate the creative spirit not only in terms of an artificial literary inventiveness&nbsp;but also in&nbsp;relation to&nbsp;the video&nbsp;game as a narratively complex hypermedium&nbsp;that reacts&nbsp;to&nbsp;the user.&nbsp;We&nbsp;examine&nbsp;the automated creation of interactive narratives&nbsp;using generative tools as the [&hellip;]<\/p>\n","protected":false},"author":33188029,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"_coblocks_attr":"","_coblocks_dimensions":"","_coblocks_responsive_height":"","_coblocks_accordion_ie_support":"","advanced_seo_description":"","jetpack_seo_html_title":"","jetpack_seo_noindex":false,"jetpack_seo_schema_type":"","_wpcom_ai_launchpad_about_page":false,"_wpcom_ai_launchpad_gallery_page":false,"_wpcom_ai_launchpad_contact_page":false,"_wpcom_ai_launchpad_events_page":false,"_wpcom_ai_launchpad_video_page":false,"_wpcom_ai_launchpad_portfolio_piece":false,"footnotes":""},"class_list":["post-2110","page","type-page","status-publish","hentry"],"jetpack_likes_enabled":false,"jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/P2V8if-y2","jetpack-related-posts":[{"id":6151,"url":"https:\/\/trasatlantica.org\/?page_id=6151","url_meta":{"origin":2110,"position":0},"title":"Ensayos\/Essays","author":"Soviet Cuba: Identities in Transition","date":"January 17, 2026","format":false,"excerpt":"Jos\u00e9 Ram\u00f3n Ruis\u00e1nchez Serra: \u201cAma y haz lo que quieras\u201d: sobre la libertad Adonis S\u00e1nchez Cervera: Egun Awole Daniel Escandell-Montiel: T\u00e9cnicas emergentes para contar historias: la narrativa procedimental y su potencial creativo y reactivo en los hipermedios Emergent\u00a0Storytelling Techniques: Procedural Narrative and Its Creative and Reactive Potential in Hypermedia Yordan\u2026","rel":"","context":"Similar post","block_context":{"text":"Similar post","link":""},"img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]},{"id":395,"url":"https:\/\/trasatlantica.org\/?page_id=395","url_meta":{"origin":2110,"position":1},"title":"Daniel Escandell-Montiel","author":"diceyk","date":"August 25, 2024","format":false,"excerpt":"Universidad de Salamanca T\u00e9cnicas emergentes para contar historias: la narrativa procedimental y su potencial creativo y reactivo en los hipermedios ResumenLa generaci\u00f3n de textos persigue simular el esp\u00edritu creativo no solo desde un ingenio literario artificial, sino tambi\u00e9n desde el videojuego como hipermedio narrativamente complejo y reactivo ante el usuario.\u2026","rel":"","context":"Similar post","block_context":{"text":"Similar post","link":""},"img":{"alt_text":"","src":"https:\/\/i0.wp.com\/trasatlantica.org\/wp-content\/uploads\/2024\/08\/untitled-11.png?resize=350%2C200&ssl=1","width":350,"height":200,"srcset":"https:\/\/i0.wp.com\/trasatlantica.org\/wp-content\/uploads\/2024\/08\/untitled-11.png?resize=350%2C200&ssl=1 1x, https:\/\/i0.wp.com\/trasatlantica.org\/wp-content\/uploads\/2024\/08\/untitled-11.png?resize=525%2C300&ssl=1 1.5x, https:\/\/i0.wp.com\/trasatlantica.org\/wp-content\/uploads\/2024\/08\/untitled-11.png?resize=700%2C400&ssl=1 2x, https:\/\/i0.wp.com\/trasatlantica.org\/wp-content\/uploads\/2024\/08\/untitled-11.png?resize=1050%2C600&ssl=1 3x"},"classes":[]},{"id":523,"url":"https:\/\/trasatlantica.org\/?page_id=523","url_meta":{"origin":2110,"position":2},"title":"POETRY","author":"diceyk","date":"August 23, 2024","format":false,"excerpt":"Angela AcostaDaniel Ch\u00e1vez LanderosB\u00e1rbara Escobar AnleuIrina GarbatzkyPablo G. LLeonartLara L\u00f3pez de Jes\u00fasDiego MoraEduardo Rodr\u00edguez Mart\u00ednezJos\u00e9 Ram\u00f3n Ruis\u00e1nchezGustavo Ruiz PascacioRicardo Tejera Partido","rel":"","context":"Similar post","block_context":{"text":"Similar post","link":""},"img":{"alt_text":"","src":"https:\/\/i0.wp.com\/trasatlantica.org\/wp-content\/uploads\/2024\/09\/el-sendero-1200182.jpg?resize=350%2C200&ssl=1","width":350,"height":200,"srcset":"https:\/\/i0.wp.com\/trasatlantica.org\/wp-content\/uploads\/2024\/09\/el-sendero-1200182.jpg?resize=350%2C200&ssl=1 1x, https:\/\/i0.wp.com\/trasatlantica.org\/wp-content\/uploads\/2024\/09\/el-sendero-1200182.jpg?resize=525%2C300&ssl=1 1.5x, https:\/\/i0.wp.com\/trasatlantica.org\/wp-content\/uploads\/2024\/09\/el-sendero-1200182.jpg?resize=700%2C400&ssl=1 2x, https:\/\/i0.wp.com\/trasatlantica.org\/wp-content\/uploads\/2024\/09\/el-sendero-1200182.jpg?resize=1050%2C600&ssl=1 3x, https:\/\/i0.wp.com\/trasatlantica.org\/wp-content\/uploads\/2024\/09\/el-sendero-1200182.jpg?resize=1400%2C800&ssl=1 4x"},"classes":[]},{"id":5763,"url":"https:\/\/trasatlantica.org\/?page_id=5763","url_meta":{"origin":2110,"position":3},"title":"Poetry\/Poes\u00eda","author":"Soviet Cuba: Identities in Transition","date":"January 8, 2026","format":false,"excerpt":"Newest additions\/\u00daltimas adiciones Aleyda Quevedo Rojas Alfredo Alonso Estenoz Alicia Llarena Gonz\u00e1lez Ana Merino Antonio Colinas Bruno R\u00edos Coral Bracho Francisco Layna Ranz Hern\u00e1n Bravo Varela Jorge Saucedo Julio Marinas Odette Alonso Olga Mu\u00f1oz Carrasco Tambi\u00e9n\/Also Angela AcostaAtilio CaballeroB\u00e1rbara Escobar AnleuBenito PascualDaniel S\u00e1nchez LanderosDairen ZamoraDiego MoraEduardo Rodr\u00edguez Mart\u00ednezGustavo Ruiz PascacioIrina\u2026","rel":"","context":"Similar post","block_context":{"text":"Similar post","link":""},"img":{"alt_text":"","src":"https:\/\/i0.wp.com\/trasatlantica.org\/wp-content\/uploads\/2024\/09\/barbwire.jpg?resize=350%2C200&ssl=1","width":350,"height":200,"srcset":"https:\/\/i0.wp.com\/trasatlantica.org\/wp-content\/uploads\/2024\/09\/barbwire.jpg?resize=350%2C200&ssl=1 1x, https:\/\/i0.wp.com\/trasatlantica.org\/wp-content\/uploads\/2024\/09\/barbwire.jpg?resize=525%2C300&ssl=1 1.5x, https:\/\/i0.wp.com\/trasatlantica.org\/wp-content\/uploads\/2024\/09\/barbwire.jpg?resize=700%2C400&ssl=1 2x, https:\/\/i0.wp.com\/trasatlantica.org\/wp-content\/uploads\/2024\/09\/barbwire.jpg?resize=1050%2C600&ssl=1 3x, https:\/\/i0.wp.com\/trasatlantica.org\/wp-content\/uploads\/2024\/09\/barbwire.jpg?resize=1400%2C800&ssl=1 4x"},"classes":[]},{"id":2194,"url":"https:\/\/trasatlantica.org\/?page_id=2194","url_meta":{"origin":2110,"position":4},"title":"Submission Guidelines","author":"Soviet Cuba: Identities in Transition","date":"October 18, 2024","format":false,"excerpt":"Submission Guidelines\u00a0\u00a0 Submissions must be written in Spanish, English, or Portuguese. We are unable to accept AI-generated works at this time. For poetry translation, please see the specific requirements. Please use the submissions link in our website, or email it to trasatlantica@trasatlantica.org. Write your name and the category in which\u2026","rel":"","context":"Similar post","block_context":{"text":"Similar post","link":""},"img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]},{"id":2053,"url":"https:\/\/trasatlantica.org\/?page_id=2053","url_meta":{"origin":2110,"position":5},"title":"Daniel Ch\u00e1vez Landeros","author":"Soviet Cuba: Identities in Transition","date":"October 14, 2024","format":false,"excerpt":"Ubicuidad en la OficinaPrende la radio y adentro sus ojos para obligarse a poner caf\u00e9 aunque sean las cincoen LimaNo tiene intenci\u00f3n de llamar a un taxi ni barre la talavera, si hoy es lunes de lluvia enPueblaY como a\u00f1ora Granada, la del lago echado a otear la luna, pues\u2026","rel":"","context":"Similar post","block_context":{"text":"Similar post","link":""},"img":{"alt_text":"","src":"https:\/\/i0.wp.com\/trasatlantica.org\/wp-content\/uploads\/2024\/11\/375924705_f2766e16a8_z.jpg?resize=350%2C200&ssl=1","width":350,"height":200},"classes":[]}],"_links":{"self":[{"href":"https:\/\/trasatlantica.org\/index.php?rest_route=\/wp\/v2\/pages\/2110","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/trasatlantica.org\/index.php?rest_route=\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/trasatlantica.org\/index.php?rest_route=\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/trasatlantica.org\/index.php?rest_route=\/wp\/v2\/users\/33188029"}],"replies":[{"embeddable":true,"href":"https:\/\/trasatlantica.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=2110"}],"version-history":[{"count":28,"href":"https:\/\/trasatlantica.org\/index.php?rest_route=\/wp\/v2\/pages\/2110\/revisions"}],"predecessor-version":[{"id":2568,"href":"https:\/\/trasatlantica.org\/index.php?rest_route=\/wp\/v2\/pages\/2110\/revisions\/2568"}],"wp:attachment":[{"href":"https:\/\/trasatlantica.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=2110"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}