1001 Electronic Story Nights
The Explorer-Guide relationship comes in a variety of flavors. In the "Wheel
of Life," we were concerned with creating a theatrical experience within
physical space. The Explorer might not even recognize that the Guide is
present and playing a role. But the principle of such a relationship can lead
us into some very rich emotional situations. Consider the story told to me by
a friend (who is also a new media critic). David had become very discouraged
about the limited emotional range provided by interactive experiences, and
frequently complained that the medium would never succeed until we can trigger
aspects of surprise and delight in a viewer. However, one day a flushed and
excited David related to me how he had reached a sort of interactive epiphany.
He had logged onto a MUD -- does everybody know what a MUD is? Okay, I don't
have to explain it? I do? In brief, a MUD (or "Multi-User Dungeon") is a
text-based, networked experience which can simultaneously accommodate any
number of participants. It is generally constructed using a spatial
mise-en-scene: visitors can create new rooms or enter existing rooms in which
other people on the network are "hanging out." Participants visit MUD's in
search of semi-anonymous social interaction, where they are completely free to
be themselves -- or to be someone else, playing a fantasy role. Interestingly,
MUDs are often peopled by programs which simulate humans, as well as by actual
humans. MUDs are slowly evolving into graphical worlds where a participant
will be represented by an avatar, a sort of audiovisual surrogate for yourself
which dwells within the synthetic space and acts under your remote control.
Perhaps you have heard of them. What is most important about a MUD is that it
provides a social venue for a community of players. Returning to the story, my
friend, David, entered a MUD on the day in question. He journeyed into a bar.
A group of other people were standing around the bar talking, and there was a
robot in the room, standing all alone. The robot seemed sad and lonely because
nobody was talking to him. David, being a sociable fellow, went over to meet
this robot. Instantly, the robot seemed to cheer up and began to share his
stories with David. In retelling this experience, David observed that at some
point he was surprised to notice that he had placed his arm around the robot's
shoulders. Shortly after this, the robot asked David to tie him up. What
would you do if a robot in a MUD asked you to tie him up? David considered the
proposition and concluded that he had established a trusting relationship with
this character and that, in order to be true to their friendship, he would
honor the robot's wishes. However, no sooner had he finished tying the robot
up, then the robot turned and furiously berated him: "How could betray our
trust, how could you capture me and tie me up!" (All of this was transpiring in
text, of course). David was stunned. He claims that he did not know what to
do next. Everyone in the bar had followed David's recent interaction with the
robot. They had all witnessed the robot's temper tantrum. They sympathized
with the robot, and unanimously turned on David. David felt at once betrayed
and emotionally lost: he claims that the feeling stayed with him for days. I
know this sounds ridiculous, but it shows that the person-to-person
connectivity over the network -- and particularly, the identification with
yourself as a first-person character or player -- introduces the potential
for a truly intensive emotional interaction.
Now, I'd like to show you a video. We will need to turn the lights down,
but first let me set the stage. What you will be looking at is the visual
portion of the Ph.D. thesis of Tinsley Galyean, one of my students at the Media
Laboratory. The story, "Dogmatic," runs on a SGI Reality Engine. It is a
one-on-one experience in a 3D virtual world. You control your point-of-view by
rotating a mouse in front of you in 3-space. Now, I need everyone in the
audience to feel that you have the mouse in your hand and you are looking
around the space. The reason that this part is so jiggly and uncinematic is
that the active user is learning that she can control where she looks within
the synthetic scene by moving the mouse. In order to have any sense of the
experience, you must pretend that you are controlling the view shown in the
videotape. You're looking around the environment. You hear a car; you try to
keep the car in sight. The dog jumps out of the car and pads toward the
cactus. If you had taken your eyes off the dog, he would have come over and
barked at you to get your attention before he takes a pee. The movie
continues: the dog brings a severed human arm over to you: clenched in its fist
is a note, "Lucky Strikes." Later, there is a fight; you hear the car
screeching out of control, coming towards you, you black out and come to. You
see the world on its side.
This film noir is experienced in a virtual environment with a virtual
character, the dog, who exhibits some high-level autonomous behaviors. In an
interactive story, the actions of the user must have consequence. In this
experience, you turn toward the sound of the car; this triggers the action
which results in your catastrophic downfall. "Dogmatic" highlights a range of
research issues for interactive narrative. The piece challenges the continuous
flow of space and time which has become the tradition of virtual reality
experiences. I think "Dogmatic" shows us that cinematic language can enhance
a virtual, first-person story. In this piece, the cuts are all executed under
programmatic control: the program detects where you are looking and determines
when to cut away, and for how long. For some short period of time after the
cut, we take away the real-time control over point of view; this allows us to
normalize your new view of the world. The effect at the end of the experience
startles the participant viewer. Almost everybody who experiences this work in
first-person mode is absolutely wiped out when they realize, after the crash,
that they no longer have physical control over the world. They cannot sit up.
The emotional response to this ending is similar in effect to David's rejection
in the MUD, which I mentioned earlier. Both scenarios reveal the real
consequences of your actions, which in turn generate emotional investment and
reaction.
The irony of the ending is nicely revealed. The fact that the viewer can
look around the world gives the participant viewer the false impression that
she can control the world. In reality, the viewer has very little control.
The program has a fixed content which may be triggered by the viewer's actions;
however, the viewer is not aware of the exact relationship between their act of
looking around and story. Most viewers do not realize that they cannot walk
down the street or enter one of the venues of the desert town. From the
author's viewpoint, constraining the viewer's movement placed realistic
constraints on the author. We did not have to juggle the implications of
multiple noir endings: you can only die once.
"Dogmatic" required a musical accompaniment which could adapt to the pacing
of the participant viewer's interaction. The music is written in a somewhat
ditsy, plinky voice because it must be terminated or extended depending on
viewer action. Dialog is totaling missing from the piece. If we are going to
invite dialog, then the storytelling system needs to have some understanding of
what the viewer might say and respond appropriately. This is a big research
area, and a comprehensive solution is unlikely to appear in the immediate
future. By pointing out certain limitations, I would like to argue that the
storyteller system is not a magic box which already exists; rather, it is a
system which is designed for (and around) particular interactive stories. In
order to make such a magic box, there needs to be a plan, a taxonomy, a
knowledge of relevant issues and past solutions.
This brings me to another point related to the language of interactivity.
Can we define types of interactive engagement? If so, how might we embed these
activities into a narrative experience? In short, how can we invite the viewer
to participate? Jean Piaget, a Swiss researcher, studied children's game play
in the 1960's and was able to identify four discrete types of activity:
practice, pretend, playing by the rules, and construction. These activities
are often combined. For instance, hopscotch combines practice with a rule
base, Doom combines practice with a goal-driven pretend experience.
Today, the designation of the "twitch" or "reaction-timer" type of computer
game perjuritively refers to a particular class of practice games. These games
require manual dexterity and concentration at a task level; success is
unambiguous. The shoot-em-up actions which dominate practice-based computer
games today can not easily be replaced by complex-force models; to the extent
that there are rules, they only weakly associated with a modeled world. The
main impediment to transitioning to a richer content-base is the public itself.
Publishers depend on sales; shoot-em-up games are startlingly popular,
particularly for males in the 12- to 18-year-old range.
Pretend scenarios allow us to develop effective interpersonal skills.
Stories teach us about temporal structures, moral frameworks, language, and
communication. Children often create imaginary worlds to play in. In a "good"
movie, the creators sculpt an experience which invites empathetic transference
by the audience. A critical attribute of computer-based virtual reality
environments is the immersive nature of the experience. Actions are executed
by the viewer as a first-person character. This brings us to the subject of
voice and interaction; interaction is intrinsically a first-person act. Last
year, we created an interactive story, "Lurker." The story is played out over
the network to and by an audience of six people. Prior to the start of each
story, six people sign up as Lurkers.
In the act of subscribing, our
society of audience accepts a pretend role of being a Lurker. Lurkers assist
the hackers. The hackers fall into tense times when one of their group
disappears. The Lurkers are called in to assist. As part of your assistance
mission, you must practice some difficult computer skills.
Games with rules constitute a particularly rich class. Many of us grew up
playing action games, such as hopscotch and hide-and-seek, as well as board
games such as Monopoly and Scrabble. Sports are also rule-based games which
incorporate the practice of forming and executing strategies. In sports, the
goal and the basic skills are known quantities; the challenge lies in how you
accomplish this goal. Certain computer activities -- most notably MUDs --
combine rule-based game play with an important element of pretend or
role-playing. In a MUD, you play at being a character; the pretend element is
minimized when you play yourself, but posturing and selective self-revelation
are commonplace pretend elements even then. As with practice games, rule-based
games are often designed around winning and losing. MUDs suggest a new
direction in that they focus on socializing.
Finally, interactivity is built into construction-based activities. For
example, the activity of movie editing is constructionist by nature. For many
years, Seymour Papert, who worked in the 1950's with Jean Piaget, has been
actively engaged in embedding the activity of construction as a mode of
learning in schools around the world. He champions what he calls "hands on and
heads in" learning, which includes the social aspects of learning. This
combination of active doing and social interaction effectively defines the
potential of new media.