Category Archives: story

more compelling than choice

The first two major ARGs to play out, The Beast and ilovebees, surprised their creators: the collective intelligence of thousands of players was taking down in hours puzzles that the puppetmasters had expected the community to wrestle with for days. And in order for the game not to go stale, new challenges – sometimes created on the fly – had to keep coming. If the content fizzled out, or the puzzles were too easy, the players would become restless and lose interest.
I was reminded of this by the recent discussion on this blog about hypertext. ‘Boring’ is such a loaded word; and yet so much of the Web feels, to me, deeply boring. Even the interesting stuff. Internet addiction is all about clicking across link after link, page after page of content, unable to tear oneself away but still strangely bored. Faced with infinite places to go, all content becomes undifferentiated; lacking in narrative; boring. Much like the paralysis consumers face when confronted with 15 near-identical types of pesto, choice of content made as easy as a click here or there reduces it all to a blur.
I found myself pondering easy choice, supermarket paralysis and internet addiction in the context of the exciting promise and strange underwhelmingness of much hyperfiction. Then, yesterday, interactive game creator and SixToStart ARG writer James Wallis said something that flipped the light on. “Writing for interactive is different to print writing,” he said. But this isn’t in the way someone habituated to storytelling on paper might expect. For such, ‘interactive’ might suggest an exciting opportunity to cast off the formal shackles of one-page-after-the-next. (Certainly, when I first came across HTTP, that’s what it seemed to promise me). “When you think of interactive, you think of the Garden of Forking Paths, non-linear narrative and so on. But if you want people to stay interested, that doesn’t work at all.”
Instead, he says, writing for interactive takes a more or less linear narrative, and makes the reader/user/player work it. In an ARG, a crucial piece of information might be hidden behind a login that needs to be hacked; the story’s progression might depend on a puzzle being solved to reveal a code. The payoff of interactivity, the thing that gives the story a hook that it couldn’t get otherwise, is less about ‘choice’ or a pleasure of diverging from linear narrative, than a sense of active contribution to the progression of that narrative. Of course, because an ARG plays out in real time, players may solve things ‘too’ quickly or take the story in a new direction – then, to avoid shattering the ‘This Is Not A Game’ illusion the puppetmasters must create new content to reflect that divergence.
Earlier, in a comment on the hypertext discussion, I found myself pondering emotional involvement – as measured by whether a story can move you to tears – in the context of interactive narrative. Games that eschew development of ‘characters’ in favor of making you, the central protagonist, the ‘character’ that develops. Tearjerking moments in 1983 text-based adventure games. How does a character or situation creep up on us so that we care enough to be sad when they’re gone?
Perhaps it’s easier to let this happen when you’re being swept along by a movie, or barely noticing as you turn page after page. I can’t prove this, but it feels as though having to make empty, consequence-free choices about where a narrative goes next pulls me back from imaginative involvement to a more meta-level, strategic, structural kind of thinking, that’s inimical to emotional absorption. It’s a bit like something pulling me back from an exciting moment in my book and inviting me to contemplate the paper. Forcing me to choose between narrative possibilities, when that choice has (as in the supermarket, faced with the rows of pesto choices) no consequences, and implying too – as the supermarket does – that choice were in itself a positive addition to my experience, in fact undermines my ability to relax into that experience. Compare that to a hidden group of puppetmasters evolving a narrative on the fly to fit around an amorphous, self-organizing group of players, going to extraordinary lengths to avoid rupturing the story’s consistency, and you can see that here are radically different kinds of ‘interactive’.
Making you work for the next chunk of story, or making you the central protagonist. If these are two narrative tools that demonstrably help make stories work in a digital space, are there more? And are they perceived as markers for quality interactive fiction? Or are game-like narratives still considered somehow a ‘lower’ art form, nerdy and plebeian, unsuitable for ‘serious’ writing or consideration as powerful narrative? I would welcome any evidence to the contrary.

creative versioning project

“I don’t have a single early draft of any novel or story. I just ‘saved’ over the originals until I reached the final version. All there is is the books themselves.” – Zadie Smith
This is a call (re-published from the Electronic Literature Organization) for writers to participate in a creative versioning project, hopefully to begin this winter:

Matthew Kirschenbaum is looking for poets and fiction writers willing to participate in a project to archive versions of texts in progress. An electronic document repository (known as a Concurrent Versions System, or CVS) will be used to track revisions and changes to original fiction and poetry contributed by participating writers who will work by checking their drafts in and out of the repository system. The goal is to provide access to a work at each and every state of its composition and conceptual evolution — thereby capturing the text as a living, dynamic object-in-the-making rather than a finished end-product. A reader will be able to watch the composition process unfold as though s/he were looking over the writer’s shoulder.

For guidelines and contact info, visit ELO.

Intertextual Community

12skin.184.jpg When I read about Shelly Jackson’s new project–to “publish” a story by tattooing each of its 2,095 words onto the body of a different person–I thought what a great idea, and I wondered if it might actually be telling us something about the direction books are going. As the digital book begins to emerge–glorious, ephemeral, and electric–are we going to feel compelled to make something even more intimate and rarified as counterpoint?
“Skin Literature”

Live from “Scholarship in the Digital Age” Conference at USC: The New Story

Scholarship in the Digital Age
This morning’s presentations got me thinking more about the narrative of the future–the multilayered, accreted story style that John Seely Brown referred to. How is that story going to be told and received? Will the novel become the dinosaur of alphabetic literacy?
Is the new book going to be a game, conversation, multi-layered, multi-authored, highly mutable and never-ending story? Assuming that the story is a conceptual device the culture uses to deconstruct reality, to make meaning, and to create, in some cases, a kind of anthem to rally around, what happens when our traditional narrative structures are replaced? If the single author, plot-driven novel is not the form of the future, then what do you get when you ask a million gamer/authors to shape an epic on the fly? What happens to our perception of reality if our stories are unstable, mutable, and open source?