Writing for a Different Story World

I’ve been thinking about how writing for an interactive medium changes the narrative construction…and come up with a working analogy. Imagine a room, a room that is a cube. It has a bench and a stove. From your right walks in a yellow translucent figure. The figure walks to the stove, picks up a yellow kettle and pours into a yellow cup. At this moment another yellow figure walks in from the ‘top’/furthest wall alongside the bench and continues to exit the room just beside where the first figure entered. And then another figure enters from the left this time and this figure is green. This figure walks to the wall on the right and appears to be washing dishes in green water. Another figure, say blue,  enters from the top/furthest wall and stands at the bench facing the yellow person drinking tea and the green person washing dishes. This is linear narrative. It is up to the author to make sure, by walking amongst these coloured phantoms, that their paths never cross. To do so would cause their colours to blend and upset the space and time structure, and indeed character integrity, set up. The worlds could recognise each other, across time and space, if the author intended them so. The green figure at the sink could suddenly turn around and see and be seen by the blue figure standing at the bench. They could transcend the limits to their worlds because of love or some other great motivation for such transgression.
 
Now imagine a user could come in and click a button to have any one of those figures enter at any point. Not one after another but the green figure from the left first and then the yellow one. This would cause the figures, and thus the storyline, to clash. Users love doing this, indeed look for it. It is the task of a writer of such works that allow agency to write in a manner that the figures never clash, unless intended to do so. A possible approach would be to make the paths of the figures so minimal or planned so they never could clash. But this wouldn’t be fun for the users and no challenge for the writers. This is how I see my work as a writer working with new technologies present and envisioned. How to work out the story, the characters, the plot, to work no matter when commenced. Can this work with ’cause and effect’ plot structures or does there need to be some other system in the design? I’m hoping that cause and effect can be achieved at the same time as another system — so all are satisfied at once. Makes sense if it is cumulative, or paradigmatic…
 

This crafty little image is from a software program that is trying to achieve such nifty plays with time and space NOW. Check out Martin Reinhart’s work.

Are You Sure You Want to Do That?

I was lucky enough to be commissioned to write for a new website produced by ABC Arts Online called Strange Attractors that will showcase Australian animators to the rest of the world. My task was to write a critical essay on new media artist Simon Norton’s work Testimony: A Story Machine. Simon did a great job with the work, has scored lots of teaching work and awards from his creations. Testimony was created a few years ago though and in his interview with me he mentioned that he learnt that people want to be TOLD a story. His goal to produce a work that does rely on the reader’s work in producing a story is admirable. And I’m sure that he will find the tenuous balance between Barthes’ ‘writerly’ text and ‘readerly’ text. More about this in my article.

Check out fellow writer and researcher Adam Ford’s review of the entertaining animation by Dan Hartney: BucketHead. A must see animation in the series (there are many) is Adam Duncan’s ‘Robot Republic: The Uncertainty Principle’. What do robots do when faced with Schrodinger’s cat? The results is hilarious and makes complete sense. But the robots can solve this in a way humans cannot. Here’s a quirky program playing with Schrodinger’s Cat.

Another one I found very funny is a satirical animation called The Game by Lucas Licata. Here the consequences on violence in games for game AI is spelled out in a government-warning style. This reminded me of the clever ‘rewriting’ of games at Red vs Blue.

Interactive Drama goes Mainstream

Over a year ago I found out about a website called Jupiter Green. It had info about the concept of an ‘interactive drama’ that will be coming soon. Then last year I attended a seminar and the producer of the site, Jo Lane, gave a talk and showed the actual drama. Back then they were looking for finance to go live. In the audience were folks from Sensis Pty Ltd and CitySearch. They approached Jo Lane and struck a deal. Now the ‘interactive drama’ is live for what Jo Lane dubbed

the most public user testing

It is live until the end of August. It is a soapie series of six episodes that you can access every three days after your initial registration. What you find, though, is that not only can you delve into the lives of the characters who live at the apartment block Jupiter Green, but you will also be emailed by them! This aspect, like alternate reality gaming, is exciting to be involved with. The interactive nature of the drama extends as far as the storyworld only for nothing you do will impact the characters or plot. However, the fact that it is hosted at CitySearch signals the beginning of electronic works beyond games and edutainment having a market. Register asap and read some of the false claims around the work like

Australia’s first web based drama

I’ll be putting together an article on this piece, for sure.