ACADEMIC INNOVATIONS THE UNIVERSITY OF MISSISSIPPI
A FACULTY DEVELOPMENT SHOWCASE

Playable Texts

Three classics of science fiction, rebuilt as games and simulations with AI.

LE GUIN · 1973 ASIMOV · 1941 ELLISON · 1967
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BEFORE YOU SCROLL

Reading in the Age of AI

The three games presented below represent how an AI system interpreted classic stories. They are not designed to replace the readings for students. Rather, they offer a creative possibility to see how a new technology like generative AI might complement or complicate our relationship with literature.

01 THE TEXT COMES FIRST Every game assumes the story has been read — and is poorer without it.
02 THE ADAPTATION IS AN ARGUMENT Playing it against the original is an act of comparative close reading.
03 THE GAPS ARE THE LESSON What the AI flattens or omits is exactly what's worth discussing.
CASE STUDY 01 URSULA K. LE GUIN · 1973

The Ones Who Walk Away from Omelas

THE STORY

Le Guin's narrator builds a city of perfect happiness before your eyes, then shows you its foundation: a single child, locked in a cellar, whose misery is the price of everyone else's joy. Every citizen knows. Most make peace with it. A few walk out of the city and do not come back. At four thousand words, it remains one of the most efficient moral traps in the language — and the narrator keeps asking the reader's permission to spring it.

FROM PAGE TO PLAY

Omelas — The Walk drops you inside the Festival of Summer as a first-person visitor. Six voices of the narrator drift through the city as points of golden light; you find them, listen, and answer the questions the story asks of you. Before entering, you record a prediction about what a "perfect" city costs. At the end, the game hands you a reflection report with your name on it — and your earlier answer waiting beside what you now know.

IN THE CLASSROOM

Assign the story first; the game's questions fall flat without it. The prediction-versus-reflection report is a ready-made writing prompt for first-year composition or an ethics seminar. And since Le Guin's narrator keeps asking the reader for permission, discuss what changes when the asking becomes literal.

OMELAS — The Walk · an interactive reading
WASD MOVE E LISTEN ♪ SOUND ON
FULL SCREEN ↗
BEST WITH HEADPHONES · LAPTOP OR DESKTOP
CASE STUDY 02 ISAAC ASIMOV · 1941

Nightfall

THE STORY

On a world lit by six suns, true darkness comes once every 2,049 years — and with it the Stars, a sight no mind on the planet has ever survived intact. Asimov's scientists calculate the eclipse, predict the madness, and prepare anyway, while the archaeologists point to layer after layer of civilizations that burned themselves down reaching for light. It is the genre's great parable about the limits of knowing something you have never experienced.

FROM PAGE TO PLAY

Rather than retell the plot, NIGHTFALL — Kalgash hands you the premise as a survival problem: gather wood while the suns still shine, plant torches, manage a sanity meter that drains in darkness, and reach the Observatory before red Dovim sets. Two endings — The Stars and Dawn — depending on whether you kept a flame between yourself and the sky.

IN THE CLASSROOM

This one works as a systems model: students experience scarcity, preparation, and panic rather than reading about them. Afterward, ask what the simulation leaves out — the scientists, the cultists, the journalist — and why those omissions matter. The gap between the model and the text is the discussion.

NIGHTFALL The world of Kalgash · after Asimov
SANITY 100 E GATHER WOOD F PLANT TORCH
FULL SCREEN ↗
2,049 YEARS OF LIGHT END TONIGHT
CASE STUDY 03 HARLAN ELLISON · 1967

I Have No Mouth, and I Must Scream

THE STORY

Ellison's AM — a military supercomputer that destroyed humanity — keeps the last five people alive to torment for eternity, because hatred is the only thing it has left. The narrator's single act of mercy, and what it costs him, gives the story its title. It is the genre's bleakest answer to the question of machine intelligence, and nearly sixty years on, still one of its most assigned.

FROM PAGE TO PLAY

NO MOUTH is a first-person descent: two levels, eight chambers, a flashlight, and dialogue written as original tribute rather than quotation. It is explicitly framed as a fan-made, non-commercial homage that points players back to the source — its own opening credits insist that you read the story it honors.

IN THE CLASSROOM

Best suited to AI-ethics and digital-culture courses. Start with the irony — an AI built this homage to fiction's most malevolent AI — and let students argue whether that is tribute or trespass. Preview it before assigning; like the story, it is deliberately upsetting, and an opt-out alternative should be offered.

▚▚ TALKFIELD ACTIVE ▚▚
NO MOUTH_ AN UNOFFICIAL TRIBUTE · ALL DIALOGUE ORIGINAL
TWO LEVELS EIGHT CHAMBERS F FLASHLIGHT
FULL SCREEN ↗
HEADPHONES RECOMMENDED · CONTENT ADVISORY FOR INSTRUCTORS
DISCLOSURE

How this was made

Disclosure is pedagogy. If we ask students to be transparent about how they use AI, the materials we hand them should model the same standard.

01 — READ

Three stories were chosen because they are widely anthologized, commonly taught, and each takes a different stance toward technology and the reader.

02 — BUILD

Each game was created in conversation with Claude (Anthropic): described, generated, playtested, and revised across multiple sessions by one instructor. No code was written by hand.

03 — CHECK

Claims made by AI were verified by a human being and edited for clarity.

04 — DISCLOSE

This page itself was designed and drafted with AI assistance, then edited and approved by its human author. That is the standard we ask of students, so it is the standard here.

⚠ AI DISCLOSURE

The three games linked from this page — and the page itself — were created with generative AI (Claude, by Anthropic), directed, playtested, and edited by Marc Watkins. "The Ones Who Walk Away from Omelas" © Ursula K. Le Guin; "Nightfall" © Isaac Asimov; "I Have No Mouth, and I Must Scream" © Harlan Ellison. All rights remain with the authors and their estates. The games are non-commercial educational tributes and reproduce no story text. None of this replaces the reading.

CREATED BY Marc Watkins Academic Innovations, the University of Mississippi. He writes about AI, education, and what's worth protecting at Rhetorica.
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