9-2-12
RTF 344M Blog Prompt #1
I came into this interactive narrative
class with the mindset that I would witness more of what I'm used to
seeing. That is, I was expecting something like a video game; a clear
goal in mind for the player, and a means of conveying a malleable
story. I'm reminded of video games like Phoenix Wright: Ace
Attorney on the Nintendo DS, which are reminiscent of the old
Encyclopedia Brown novels where a mystery is presented and the
interacting party is encouraged to solve that mystery using clues. Or
The Walking Dead, an
interactive story based on a comic book series revolving around the
protagonist's hard moral decisions during a zombie apocalypse. These
games tend to be on a more of a linear track, always reaching the
same destination regardless of the path taken to get there. Through a
series of puzzles, critical moments, and button pressing, a story is
wrapped up neatly and sometimes takes on a new shape according to
user input. This is the non-linear storytelling of video games;
stretching it's content as far as it can while minimizing the chances
of the player to go off on a tangent unrelated to the overall setting
of the game.
The Korsakow projects definitely
changed my perspective on the methods of delivering an interactive
narrative to a participant. It's format begs for more non-linearity,
almost completely doing away with structure in favor of abstraction.
In the process, the project gains an almost dream-like quality,
presenting no consequences for a 'wrong' choice yet still raising the
stakes with the eventual exclusion of content. This type of project
has no overt reaction or judgment based on a user selection, except
the fact that 'the road not taken' is now barred from the user unless
it happens to pop up again or the narrative is replayed. This is
radically different from the video game method of delivery, which
always remembers a critical decision point and will not hesitate to
lock out content permanently during the course of a play-through. For
example, the project “The Way I Saw It” gave a great
impression of the powerful influence of big corporations without
being too direct, almost passing it off as an objective view while
being in a biased perspective. The user, after choosing keywords of
interest, is presented with related voice-over and video that builds
a perception of the corporate anatomy otherwise obscured by the
customer/service employee relationship.
In this way, Korsakow projects feel
even less linear than the most non-linear video games, casually
mixing and weaving scenes together in seemingly unrelated sequence
yet building on a common idea. Almost every game I have played had a
clear beginning, middle, and end, regardless of the amount of fluff
in between phases. “The Way I Saw It” has a similar
structure, however, the boundaries between the phases are more
obscured. There is a clear beginning and end (accounting for the
retro 'intro' hook and the 'quit' monologues), but where the
beginning becomes the middle and the middle becomes the end is up to
the user. But the parallels between “The Way I Saw It” and
gaming are clearer with the 'quit' sequence in two ways: One is with
the way the selection is handled; 'quit' being an almost obvious
signifier of the closing of the story in title alone, and two is with
the delivery of the ending, simultaneously presenting the tail of the
narrative, crediting the labor, and inviting further investigation
with more keywords to move forward with. In non-linear games, there
is often some sort of warning or sign of a point of closure, where
the player will no longer be able to explore in the context of
freedom, but instead will be locked onto a course with an immediate
destination. This is also the case with the 'quit' sequence, which
brings closure to the narrator's nagging animosity toward the
corporations with which he was employed. The second similarity is at
the crux of gaming: wrapping up the story while at the same time
contradicting itself by encouraging further engagement. In a video
game, the story will come to a close but beg a replay with various
end-of-game unlocks that change game-play or branching narratives
promising more content. In the same way, Korsakow closes a narrative
while presenting possibly undiscovered keywords and previews that
might further shade the story, if the participant is willing to
engage. Because of this similarity, I think that the element of
re-playability is a key feature of non-linear storytelling.
No comments:
Post a Comment