storytelling in a new media world:@ from broadcast to immersion dan pinchbeck department of creative...
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Storytelling in a new media world:@ from broadcast to immersion
Dan PinchbeckDepartment of Creative TechnologiesUniversity of Portsmouth
16th March 2006
How do we increase interactivity withoutcompromising the stories we want to tell?
How do we enable audiences to interact with andeven control the stories whilst protecting the core features and the authorial voice?>
Are interactivity and narrative, as has beensuggested, incompatible?
Do we need new forms of storytelling, or new types of story?
ModelsOf narrative and story structure in interactive environments
TechniquesFor maintaining narrative integrity in highly interactive scenarios
ConceptsOr, what is a story anyway?
Models
Linear broadcast
Flow broken – choice of options,correct option re-engages story
Block and Resolve
AVI: Footage from BBCi’s Pyramids – illustration ofblock & resolve interactivity
Branching Structure
AVI: from Deus Ex (Ion Storm 2000): Branch is set-up in non-interactive cutscene. Play then continues up to 2-option branch. Action is stopped again whilst the player chooses an option. Action then continues according to ]the selected branch.
Non-interactive cut-scene progresses story
Interactive, goal-based episode with single exit point
String of Pearls
AVI: From Myst V: End of Ages (Cyanworlds, 2004) – a typical string of pearls cut-scene. Action stops whilst the story is pushed forwards. Typically, this also includes setting up the goals of the following section of action.
More interactivity
Less interactivity
Funnel (or pyramid)
Funnel interactive episodes embedded within string-of-pearls
Often used in combination with branches or enclosed modular branches
Corridor of Affect
Narrative is more or less linear, with no major branches
No cut-scenes and funnel sub-goals with embedded sub-branchescreate illusion of high impact upon overall story
AVI: A narrative sequence from Half Life 2 (Valve, 2004). The player is retains control over movement and observation, so there is no breakfrom the experience of play, whilst the segments serves the same purposeas a non-interactive cut-scene.
Techniques
1. Distributed Narrative
Uses multi–sensory devices, embedded in landscapeand action to build overall narrative:
Devices can be passive, active, dynamic…
Mix of agents, audio, architecture, objects, abstract transmissions.
Central idea is to create sense of immersion instory without disrupting the experience of play.
AVI: Examples of distributed narrative devices from Doom 3 (id 2004). These include a cut-scene; integrated video screens within the action; ‘live’ radiotransmissions during play; in-game avatars; and the PDA device containingemails, video and audio.
AVI: Overlaid radio transmissions in Deus Ex, enabling narrative to bedelivered without disrupting play and manipulating the player’s actionsin real time.
2. Reactive environments
Establish overall narrative as set of conditionsand control deviations from these conditions, i.e. it doesn’t matter how it happens as long as it happens!
Give system power to intervene in action to prevent disruptive events (intervene or accommodate)
Story comprised of elements that can be re–arranged if necessary.
Emergent Narrative Theory (Louchart & Aylett)
Low level (System / procedural constraints)
High Level (Conceptual constraints / management)
User actions
Liquid Narrative(Young)
User actions
Database ofStory elements
Discourse Generator
Intervene
Accomodate
3. Understand player psychology better
How do players ‘read’ the environment?
How are they likely to behave in a givensituation?
Use dramatic techniques, empathy and schema topredict and manipulate behaviour – in otherwords, manage the expectations and outcomesof interactivity.
ICT SEE project
PUSH
PUSH
PUSH
PUSH
PUSH
PUSH
PUSHPULL
PULL
PULL
(Corroborative Detail – Coercive Narrative – Emotional Score)
UoP Obs. Behaviour study
AVI: The sequence from Half Life 2 where players are instructed to ‘pile stuff up’ by an NPC, and subsequently missed a ladder in plain view.
Still image: from Half Life 2, showing different narrative devices, as part of thediscussion about where players appear to get their narrative from(if anywhere…)
Concepts
Stories are codified sequences of events thatyield meaning.
The telling is split from the told (discourseand events)
Fundamentally, it’s the predetermined meaning orExit–state that really counts
So what’s changed?
Environmental and distributed
Robust and dynamic
Supported by complex architecture
Designed from client–end backwards
Expanded Storytelling?
“While writing this chapter in Denmark, I had the chance to visit the great domed cathedral in the old capital city of Roskilde, where seven centuries of Danish royalty lie buried. Standing in the ancient church it became suddenly clear that it is nota building in the modern sense at all. The Domkirke is a many layered storytelling domain…”
Bernard Baars, In the Theater of Consciousness 1997