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Story from the Inside Out

by James Tichenor

As a follow-up to Stephen L. Near's article Storytelling in Cyberspace (issue 1.3), James Tichenor of Crescent Entertainment in Vancouver, BC, offers his insights into the process of creating an interactive storytelling CD-ROM.


Interactivity? Why is this strange new word suddenly the coolest "catch phrase" of the computer set? Every way we turn, someone is touting the next "interactive" book, movie or game. What does "interactivity" really tell us about a product that wants to be considered as art? And does anyone really want it?

A possible definition for interactivity: a method whereby one has the power to change and affect what is experienced, which then incorporates and responds to choices. Could we argue that film is already interactive, that in the act of viewing we interact with the story? I don't think so. Whatever our responses to a film may be, the fact of the matter is that the film is in and of itself a completed whole. We cannot actively change the story, it is what it is. If we apply the above definition to an interactive movie, say, writers would be asking -- in fact demanding -- that readers make choices that affect story. Can we take this responsibility, humble readers that we are? And if so, how do I as an author write a story that allows for personal modification on the part of you, the reader?

"Story" in the new interactive medium is radically different from what we are traditionally used to. The new media demands that we rethink the act of story creation and possibly learn to tell the interactive yarn from the inside out. Crescent Entertainment is currently working on a project called A Ghost in the Dark. Our group is trying to incorporate this new paradigm, where a story cannot exist separately from the whole piece. As a result, many questions and issues have been raised with this project. These are some of them.

I came to interactive writing on a whim. As an experienced computer user, I started digging into the trove of computer games and found that most had typical elements: guns and ammo, swords and sorcery, girls and gore -- pretty unexciting stuff. After attending a local conference with 200 of my skeptical writing colleagues, I sought out the one game fingered as the one worth the time and money: Myst. As I started spinning the disc, I found myself almost mesmerized as I wandered trails, beheld beautiful pictures, solved intricate puzzles, and tried to piece together a story that, although thin, kept me playing until the end. Riding home on my bike one night after a few hours on this fictitious island, I looked up the road, and all I could see were hundreds of possible choices: I could turn to the right or the left, go straight, drive over the lawn, cut through the forest. Rarely had I seen the world full of so much possibility. Myst had done something to my brain, and soon I was sketching ideas and thoughts, things I might like to write, using the ideas in Myst as the starting point of possibility. What would happen if a writer were to take his knowledge of story and apply it to a brand new medium? What would happen if you tried to tell stories interactively?

From the interactive story point of view, the tale is not fully told until the final moment of the game is played. This is where the active viewer comes in. Playing is the key concept, as it implies actions and reactions on the part of the traditional viewer that were not necessary in traditional storytelling. The author must now radically rethink his or her role. How the old conventions are replaced and recreated will define how the new media can be used to tell immersive, cathartic, and emotional stories.

Our current models of storytelling could be called "Story From The Outside In," meaning that we as viewers come to a story which is already written and complete. The viewer then takes hold of the completed story and creates meaning and emotional harmony through the acts of conception and understanding. Traditionally, the story exists, for all intents and purposes, outside of us, as an objective piece of art. We indirectly place ourselves within the story in the act of identification, usually alongside a main protagonist.

"Story From The Inside Out" is the exact opposite. In this new paradigm, the story cannot be conceived without the active participation of the viewer, now the player. The player takes a proactive role in helping to shape the story. The author simply sets up a "potential for story," and it is in the act of navigating that potential that an objective story emerges in the final moment of play. This new paradigm is the underpinning of interactivity.

The idea of "inside-out storytelling" demands that the author create a world of potentials: characters with traits, motivations and goals; settings with dynamic characteristics, possibilities and potentials; objects imbued with history, aspect and character; themes to shape the manipulation of objects and affect the motivations of characters; ideas which constantly modify themselves according to the player's interactions, as well as to those of the created characters. Theoretically, a world can have a specific theme, and all the objects in that world will relate, act or counteract with or against the theme. The job of the player is to manipulate the objects, interact with the characters, explore the setting, realize the inherent goals and characteristics of each, and try to accomplish a task or series of tasks motivated by their own goals and ambitions, all within the overall theme of the story. We can consider the player to be the protagonist of this new media, with an arc, distinct characteristics, motivations and thoughts. That dynamic element, the interactive protagonist, will affect everything he/she comes into contact with. It will shape the relationships of characters and objects and finally create that which we may confidently call a story.

Moving to this new paradigm is problematic, at best, and mind numbing at worst. Interaction required for this level of an emotional, cathartic story is still some years away. Technical considerations, such as natural language understanding, real-time graphics, storage and memory limitations, all add up to a sense of paralysis in the development of what is hoped to be the true interactive experience. With these considerations come the age-old problems of communicating emotion and understanding of intent, especially in a media whose language is still in an infantile stage of development. Traditional narrative depends on concepts such as time, foreshadowing, buildup, etc. These are techniques theoretically impossible within this new, nonlinear media.

Another issue that often arises is making sure the player sees important information that may be crucial to the plot. At the same time, the author must allow the player enough interaction so that they don't feel as if they are being lead through the story by the nose, which would defeat the purpose of the new media. The author must realize that the player may not want to enter the door at the end of the room, or more realistically, will want to enter a door that may have nothing to do with the story. To try to cover all the bases is hopeless and impossible.

Interactive storytelling demands its elements to be dynamic, fluid and interchangeable. To meet the demands of the media, the player must be allowed to customize his/her playing experience. Many tactics can be employed to induce the player to enter the door; writers must return to their psychology textbooks and study human motivation to see how to entice audiences in such a way that they don't feel manipulated. When writers create a world where not only the player surprised but us as well, they will have taken a giant step toward full interactivity.

Many have wondered whether the general audience of story will want to participate as actively as writers such as our group demand. Are we eliminating something essential in story, something that has been the essence of the art since the days of campfires and oral inheritance of the tribal identity through myth? What of the act of surrendering one's soul to the guide of the informed and enlightened shaman, the storyteller? There are two possible answers. The first is that people instinctively enjoy participating, whether it is in a baseball game, a hunting expedition, a rock concert, a video game or simply in a conversation. The new media are offering the convergence of two different forms of experience: the participatory and exposition. Donald Norman breaks down these states in his book Things That Make us Smart (Addison-Wesley, 1992). In interactivity, the goal is to balance those states, to let them feed off one another.

The other answer is a simpler one. The new media will not replace the old. The traditional forms of entertainment -- film, music, literature -- will live on, and will inevitably be affected and influenced by the new media, just as the new media is influenced by the former. As the language of interactivity develops, the art will have more freedom to create experiences that provide powerful, cathartic and emotional responses.

A more exciting prospect for exploration cannot be imagined. Interaction is more than video games and Space Aliens. It may be the development of a new portal into understand who we are and what we can do in our lives. For myself, something very special happened when I first played Myst. The melding of active play and emotional journey, I realized, was something similar to a dreamstate. Is it possible that we can create dreams, not in the Hollywood sense, but in the emotional and psychological sense? Is it possible that by using interactivity we can create religious experience? And if so, is it really that different from film and literature, or just an extension of the traditional storytelling methods? These are questions unanswerable for now, in the medium's infancy. Who knows where this new storytelling paradigm can take us, what value it will have in our lives. My only response is: it's worth trying, isn't it?


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