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Re: Interactive Drama: Why I've lost interest (NOT)
Hi Laura. Thom Gillespie here from Indiana University. I do a column for Digra
called the ivory Tower and I wondered if I could ask you questions about
interactive writing from your perspective for the column?
This is for igda.org
--Thom
Quoting "Laura J. Mixon" <ljm@digitalnoir.com>:
> Dan, jumping in very late, here's my take.
>
> Stories provide two fundamental values: they entertain and distract
> us; and they provide deeper meaning. They teach us what it means to be
> human.
>
> A truism among writers is that stories are a string of lies we tell to
> reveal a deeper truth. Chris Crawford once expressed this more cleanly
> as "Stories are extrinsically false and intrinsically true." In other
> words, through dramatic exaggeration, distortion, and omission, stories
> dampen the noise and heighten the signal of human conflict, and enable
> us to see the underlying patterns.
>
> I am convinced that the interactive medium can be used to provide those
> two same benefits, albeit in a very different form than what we're used
> to.
>
> Isn't our Grail in essence the Holodeck? Imagine a scenario where you
> can step into a world where you can explore what it's really like to
> have superpowers, say, or be a member of the first space station on
> Mars. Imagine that you get called upon to solve a murder mystery. Or
> the sheriff of a town and the bandits are about to descend. Or you can
> choose to have a love affair with some hottie. And the outcome is not
> predetermined -- just about anything could happen. Imagine that the
> characters you interact with respond to you intelligently and
> dramatically. Imagine that you can go through multiple times, and
> experiment with different kinds of behaviors and strategies.
>
> I'm telling you, quite honestly, my biggest fear is that we'll have a
> hard time unplugging people from their favorite storyworlds!
>
> As a storyteller, the design of characters and the building of their
> possible and likely responses to the player are the elements of the
> interactive story structure. And if I do my job right, will entertain
> and distract them, and will provide that sense of revelation, that
> deeper meaning, also.
>
> By creating an interactive storyworld, I may not be crafting a single
> consequential series of interactions leading to a foregone conclusion
> -- but I AM crafting a cloud, or web, of potential interactions, all of
> which resonate with each other and with different potential outcomes,
> create in the end a sense of deeper meaning for the player, through the
> thoughtful design of character traits and the interweaving of a causal
> web of dramatic consequences that the user and the nonplayer characters
> can engage in.
>
> Granted, it will be a very different animal than what we current
> conceive of as story, but I've been working with Chris Crawford on his
> technology for going on 10 years now, and my gut tells me we are
> absolutely on the right track with this. And that we are on the brink
> of success.
>
> There is powerful story in the mix, with Chris's Tron. I can hardly
> wait to get my hands on the current version and start experimenting.
>
>
>
>
> -l.
>
> On Mar 24, 2005, at 2:47 PM, Dan Lyke wrote:
>
> > I'll still be finding better ways to use technology to enable artists
> > to express themselves (I'm just joining a startup focused on this), to
> > enable like-minded people to find each other and communicate with each
> > other through networks and computers, to help further fragment the
> > audience so that we can break the monopoly of the mass-market
> > pablum. But the direction of computer games, and the idea of offering
> > some genericized personalized experience of entertainment rather than
> > connecting an audience with a real performer, no longer excites me.
> >
> > How about you?
> >
> > Dan
> >
>
>
>