Title: LCC 63174720 Interactive Narrative Lecture 4
1LCC 6317/4720 Interactive NarrativeLecture 4
2The pleasures
- Immersion the pleasurable experience of being
transported to a represented space - Agency the pleasurable experience of taking
meaningful action in the world - Transformation the pleasurable experience of
being transformed into someone else - Affordances of the medium vs. player experience
3Immersion maintaining the liminal trance
representation
reality
- Must keep virtual space real by keeping it not
there - Narrative art forms maintain liminal trance
by prohibiting participation
4Structuring participation as a visit
- Control participation by limiting it via the
visit metaphor - E.g. amusement park ride
In short, there is almost nothing to distract
you in Myst from the densely textured visual and
aural environment, but this intense immersion in
visiting the place comes at the cost of
diminished immersion in the unfolding story.
- Participatory immersion makes us want to do more
than travel through a world
5Active creation of belief
- Borrow the reality of cognitive, social, and
cultural templates - In interactive worlds, provide manipulable
objects - They become real through use
- This is a moving target magical objects become
naturalized over time
6Structuring participation with a mask or role
- The expressive resources of an avatar provide
affordances for action - The avatar (mask) may explicitly code a social
role - I see role as a kind of mask with an emphasis on
mutual belief creation
7Presentation mechanics regulating arousal
- Arousal must not become excessive, or we collapse
into the real - Presentation mechanics creates a necessary
distance - Examples LARP mechanics, actions in MUDs
8Agency
- Agency is not mere interactivity
- Murray
- Actions are autonomous
- Selected from a wide range of options
- Wholly determine course
- Interpretive intentional affordance
- Agency most commonly experienced in games
9The pleasure of navigation
- Navigating in space is intrinsically pleasurable
- The maze story adventure games
- The rhizome hypertext
- The labyrinth halfway house
10The maze story
- Zork-like adventure games
- Physical navigation
However, there is a drawback to the maze
orientation it moves the interactor towards a
single solution, towards a single way out
11Rhizome
- The hypertext novel
- Navigation through text (lexia)
In trying to create texts that do not
privilege any one order of reading or
interpretive framework, the postmodernists are
privileging confusion itself.
12Labyrinth
- Also adventure games (IF) and hypertext?
- Halfway house between the maze and the rhizome
13The journey story
- Whats the difference between this and the maze
story? - Is the maze story a special case of the journey
story? - Possible distinction Journey stories emphasize
problem solving - But most maze stories have puzzles?
14Games into stories
- Some properties of games
- Mastery of skill
- Goal-based
- Distinct winning/losing configurations
- Games are the canonical representational form
offering agency - What could story-games look like? How can we
resolve the tensions?
15Games as symbolic dramas
- Some plots of games
- I encounter a confusing world and figure it out
- I encounter a challenging skill or strategy and
succeed at it - I encounter a difficult antagonist and triumph
over him - The contest story e.g. Pacman, Pong, Doom
- Does this expand narrative to the point of
vacuity
16The infamous Tetris example
The game is a perfect enactment of the
overtasked lives of Americans in the 1990s of
the constant bombardment of tasks that demand our
attention and that we must somehow fit into our
overcrowded schedules and clear off our desks in
order to make room for the next onslaught.
17Constructivism
- Increase agency by building objects
- MUDs point to a richer repertoire
representation of action
18The interactor as author - NOT
- Agency is not authorship
- The author still has a privileged role
- The ultimate participatory new-media work
19Transformation
- The pleasure of becoming someone else
- Transformation as masquerade player transforms
herself into someone else - Transformation as variety a multitude of
variations on a theme - Personal transformation the experience takes
the player on a journey of personal transformation
20Kaleidoscopic narratives
- Multiple intersecting plot lines
- What does this have to do with transformation?
21Transformation through variety
- The morphing story environment
- Constructivist framework providing story pieces
- The Bronte siblings
- Television serials
- Exhaust the formulaic possibilities, and thus
move beyond them
22Personal transformation through enactment
- Digital environments provide a space in which to
safely enact roles - Virtual reality therapy but is this narrative?
- Not effective when not real enough or too real
- Hypothesis constructivist environments offer
more possibilities for moving beyond destructive
patterns but narrative?
23Refused closure
- Digital story environments often lack a clear,
definitive closure - Electronic closure involves understanding
structure rather than plot - Suicide examples of electronic closure
- What does this have to do with transformation?
24Simulation narratives
- Procedural medium is fundamentally about process
Whereas novels allow us to explore character and
drama allows us to explore action, simulation
narrative can allow us to explore process.