Aim and context
Fabrizio Venerandi’s
Manuale di letteratura elettronica
[
Venerandi 2024] is available only in e-book format and written entirely in
Italian. It aims to introduce the general public to the phenomenon of electronic
literature, with a particular focus on text adventures and narrative video
games. Its publication by Argolibri is no coincidence: The publishing house,
which has been involved for years in organizing a course on electronic
literature taught by Venerandi himself, sees this volume − edited by Vittoria
Rubini and with an introduction by Roberta Iadevaia − as a systematization of
the experiences gained in Venerandi’s educational context. The choice of digital
format only, consistent with the author’s editorial line, takes on the value of
a political statement that emphasizes the born-digital nature of the e-lit works
discussed in the volume. Venerandi’s theoretical position is rooted in the
author’s many years of experience in creative practice and workshop teaching.
[1] Venerandi, in addition to being one of the leading Italian
exponents of electronic poetry [
Venerandi 2016], has co-directed with Maria
Cecilia Averame a publishing house specialized in electronic publishing,
Quintadicopertina, and has collaborated with Alessandro Uber on the Necromicon project.
[2] The manual is therefore a mature
synthesis of prior experiences and explicitly refers to a second volume for a
more in-depth study of the genre of electronic poetry.
The manual explicitly positions itself in the field of electronic literature,
with a focus on Italian experiences. The use of the term
“electronic” may seem
secondary to a non-specialist audience, but the choice is absolutely relevant to
the affirmation of the genre in Italy.
[3] The volume, in fact,
occupies an original position within the tradition of studies on electronic
literature, clearly distinguishing itself from the two main contributions in
previous volumes dedicated to the Italian context, both of which are very recent
for a discipline that has decades of critical and literary history at
international level. Iadevaia’s work, written in Italian, offers a systematic
reconstruction of the history of electronic literature according to a
predominantly diachronic approach [
Iadevaia 2021]. Similarly, Emanuela Patti’s
work, written in English, adopts a theoretical framework based on Umberto Eco’s
concept of the
“open work” and fits fully into the international academic debate
[
Patti 2022]. Venerandi’s approach is different: Following a historical
perspective, he does not pursue a strictly academic intent but rather focuses on
sharing his personal experience as a video game player, teacher, and
non-traditional author.
The motivation behind the project is already made clear in Roberta Iadevaia’s
“Preface,” in which she observes that in Italy, critical resources dedicated to
e-lit are still limited [
Venerandi 2024, 6]. Consequently, the manual does not
aspire to be exhaustive or historically comprehensive, but succeeds in offering
a reasoned overview of the works, issues, and categories that the author
considers most significant, leaving it up to the reader to use the manual's tools
to
navigate the discipline − and, possibly, to integrate it into other fields. In
the author’s view, it is necessary for electronic literature, with its evolution
and related methods of interpretation, to move beyond the experimental and
strictly academic field and find a wider audience in the new media forms that
have been used by the general public for years, namely video games. From this
perspective, we can understand the need to clarify some specialist terminology
beforehand: Venerandi defines key terms such as
“reading”,
“reader” and
“new
literature”, showing how the digital experience requires a rethinking of
traditional critical categories [
Venerandi 2024, 22]. Such redefinition also
allows us to identify the constants of this new language, referring to
“electronic,” “non-linear,” “multimedia,” and
“interactive” literature,
categories articulated according to the nature of the device, the methods of
accessing content, and the degree of intervention required from the reader
[
Venerandi 2024, 23].
In this context, some central questions emerge: How does digital fiction
reformulate the categories of author, reader, and work? To what extent can the
narrative form be considered “finished” if the text is designed to change
according to the user’s choices? Then again: Is it possible to think of a
unified story if the author no longer controls the narrative path and the
fictional world can contain a multiplicity of possible trajectories? The writer,
in fact, no longer produces a complete story, but rather a potential reality
that the reader manipulates, activating different narrative paths or, in extreme
cases, worlds that can exist even without the writer’s presence. In short, we
are witnessing the formation of a new digital rhetoric, and awareness of that is
essential in order to situate ourselves in a circle of digital
creation-interpretation-consumption.
Methodology, structure, and content
Structurally, the Manuale di letteratura elettronica is
divided into 55 short chapters, organized according to a logical sequence that
systematically alternates case studies and theoretical frameworks, reflecting
its stated purpose: to provide aspiring authors and readers of e-lit with
practical tools for understanding − and above all, creating − digital fiction.
The internal coherence of the volume is guaranteed by a highly pragmatic
structure; in fact, the modular format adopted allows for non-linear
consultation that reflects the hypertextual and nodal nature of the narrative
forms discussed. The manual is also accompanied by a rich iconographic
apparatus, consisting mainly of screenshots and photos of game sessions selected
by the author, which plays a decisive role not only in terms of illustration but
also in terms of methodology: Multimedia is not presented as an accessory but as
an essential component of the creation and enjoyment of electronic literature.
The absence of a critical bibliography − replaced by a final Ludography that lists the numerous video games discussed in
alphabetical order − signals a desire to break away from traditional academic
models, a choice consistent with the author’s goal in dissemination.
The first part of the manual offers a broad overview of works across genres,
eras, and forms of expression, showing how video game language has developed
mature narrative forms. Text adventures, which began in Italy with Enrico
Colombini’s
Avventura nel Castello (1982), are one of the
earliest forms of interactive fiction, in which the progression of the story
depends on the input of commands that can be interpreted by the parser. That
constraint determines both the need to prepare a repertoire of keywords and
possible actions, and the potential variability of the plot, since each
environment enables different narrative paths. The redefinition of the narrative
space also produces effects of descriptive repetition that are absent from
traditional fiction, where linearity makes it unnecessary to repeat contextual
information [
Venerandi 2024, 41]. From such perspective, the text adventure
takes the form of a
“narrative database” queried by the reader through a
character who performs the required actions and returns textual feedback
[
Venerandi 2024, 42]. The author’s analysis integrates a
historical-technological reconstruction of the genre with examples of game
sessions, showing how the evolution of the human-machine interface has led to
increasingly sophisticated parsers, in line with what has already been discussed by
Francesco Cordella in
Flamel (2002). The
process promotes a progressive gamification of the computer experience, aiming
to make computers accessible even to users without advanced technical skills. At
the same time, interactive fiction, having left the commercial market, becomes
an underground tool for hybrid practices of authorship and self-publishing, as
demonstrated by the international community linked to Emily Short and the Inform
language [
Venerandi 2024, 44–46].
The Inform tradition is joined by MUDs (Multi-User Dungeons), which introduce a
significant deviation from interactive fiction: The narrative no longer depends
on the individual reader, as multiple users participate simultaneously in the
same textual world [
Venerandi 2024, 91–92]. The experience of
Necromicon, the first Italian MUD developed by Alessandro Uber and
Fabrizio Venerandi himself, shows that the
fabula is not predefined. In fact,
the persistent world, populated by programmed characters, generates autonomous
events, variable missions, and collective micro-narratives produced by the
actions and dialogues of users. In the MUD model, the roles of author, reader,
and player tend to overlap, while the main goal becomes the creation of a
narrative community rather than a finished story.
Venerandi therefore outlines a non-linear genealogy that proceeds by thematic
clusters, using exemplary works to highlight broader methodological issues. Some
titles allow one to observe the relationship between interface and temporality:
Lifeline (2015), which synchronizes the narrative
time with real time, or The Longing (2019), which
radicalizes that principle by imposing a game duration of four hundred days.
Other cases illustrate the progressive replacement of the parser with more
immediate models, as in graphic adventures derived from textual logic − The Gate (2000) is an example − or in retro
reinterpretations such as Thimbleweed Park (2017), which
combines a point-and-click interface with a preselected command structure. A
significant part of the discussion also concerns database-oriented forms and
hypertext fiction, which are useful for clarifying structural aspects and
preservation issues typical of electronic literature: Portal (1986), with its unreliable Homer artificial intelligence, or
Colombini’s Locusta Temporis (2010), created in EPUB2
using the M.E.D.U.S.A. system, which shows how interaction with the text itself
can become the driving force behind narrative progression. Similarly, works such
as Today I Die (2008), an electronic poem in Flash, raise
crucial issues in Digital Humanities such as preservation, format obsolescence,
and code accessibility.
Starting from the above roots, the resulting path of electronic literature
highlights the maturation of video game language towards hybrid forms that
combine symbolism, aesthetics, and game mechanics. Titles such as
Limbo (2010),
Gris (2018), and
Life Is Strange (2015) show an increasingly conscious use
of the medium to address complex issues such as depression, isolation, grief,
bullying, and adolescence, while
Riot (2017),
Papers, Please (2013), and
This War of
Mine (2014) translate ethical and political choices into actual
narrative acts.
[4]
Finally, the volume’s journey finds its mature expressive outlet in works such
as
Kentucky Route Zero (2013–2020) and
Disco Elysium (2019), where text, interaction, sound, and
meta-narrative devices converge in narrative forms that are fully aware of the
medium’s literary potential. From an overall perspective, the value of
Venerandi’s contribution lies not in a simple overview of titles, but in his
ability to interrelate different phenomena to show the continuity,
transformations, and derivations of interactive language from its textual
origins to the most recent experiments.
The second part of the manual is more practical and highlights the central role
of coding in e-lit production, emphasizing both the risks of obsolescence in the
use of tools such as Twine and the need to master basic languages such as HTML
to guarantee the author’s autonomy. In discussing creative production tools,
Venerandi distinguishes between the use of general-purpose languages − Python,
Java, C, HTML − and specialized authoring environments, such as Inform for
interactive fiction and Twine for hypertext fiction [
Venerandi 2024, 287]. The
design of an interactive work requires the preparation of variables, verbs, and
logical conditions that anticipate the reader’s actions, constructing a network
of narrative atoms that the player helps to actualize. In that context, recent
applications of artificial intelligence for the generation of ramified
narratives, such as Latitude’s AI Dungeon, are particularly significant. The
formal choices − second person, historical present, multiple-choice, map, or
multi-fable structures − bring interactive fiction closer to the logic of video
games, while visual novels find an advanced Python-based framework in Ren'Py. In
the chapter
“I luoghi della letteratura elettronica” (The places of electronic
literature) dedicated to institutional geography, the author acknowledges the
role of the Electronic Literature Organization in confronting technological
obsolescence through preservation strategies, while noting that its production
is often oriented toward and by academia [
Venerandi 2024, 309–311]. The manual
therefore focuses on narrative video games from the last decade, considered part
of a parallel and fully legitimate tradition of electronic literature. Venerandi
concludes by defining the volume as a handwritten cookbook, reflecting a field
in constant transformation, in what the author calls a form of digital
naturalism, where the writer is a programmer of environments, actions, and
identities, an approach that aims to emancipate video games from mere entertainment
and
recognize them as a new art form of the millennium [
Venerandi 2024, 312].
Conclusion
Venerandi’s Manuale di letteratura elettronica adopts a
conversational and accessible style: The language is clear, tailored to the
non-specialist reader and free of unnecessary technicalities, while the
first-person narrative gives the text an experiential touch that reflects the
very nature of electronic literature, which is constituted by the interaction
between the subjectivity of those who produce it and those who consume it.
From a critical point of view, one of the main strengths of the manual lies
precisely in its modular and hypertextual style of presentation. Venerandi
manages, almost paradoxically, to create electronic literature while describing
it: His approach makes it particularly effective for a young audience, less
aware of the history of computing and video games, but sensitive to the forms of
multimodal narration that characterize contemporary life. However, some
limitations emerge, especially when considering the potential dialogue with the
academic community: The section dedicated to institutional sites of e-lit, such
as the Electronic Literature Organization, is concise, while citations are rare,
more illustrative than scientific, and not accompanied by a final bibliography,
the absence of which reduces the possibility of integration within a specialist
audience, though this was not among the author's stated aims.
Nevertheless, the significance of the volume remains valuable as a catalog of
works, rather than as a theoretical manual, and as an explicit invitation to
“play” with literature before analyzing it.
In conclusion, it is clear that the experiences, tools, and narrative strategies
of video games offer valuable resources for education, while also engaging in
constant dialogue with issues that Digital Humanities have been exploring for
decades, such as reflection on the digital medium, archiving and preservation
problems, and text modeling. This review therefore aims to draw the attention of
the DH community, both academic and non-academic, toward the need to recognize
video games as one of the main laboratories of new electronic literature and a
strategic means for the dissemination of digital culture.