|

Interaction modes
The author can offer several different ways or modes for the for the
user to interact with the material. These modes affect the feel and character
of the interaction, and provide the
author with different stylistic choices.
- Changing locations or times. An environment where
the user explores around and discovers different parts of the story
in each
location or time. The user is not necessarily restricted to moving
linearly through these locations or times. Once in a location, the
user may perform different actions (click on an object, manipulate
the
imagery
or sound,
solve a puzzle, get
a clue about where to go next, etc.) to have the story revealed to
them.
The
classic
CD-ROM
game MYST is
a (now traditional) example of this approach (images, new
game).
- Changing perspectives. The author/designer creates several
different versions of a story (varying perspective, mood, theme, characters,
plot, location, etc.)
, and lets the user "read" them in any order. For example,
the user can experience the story of a chemical spill
from the different perspectives of:
- a child in the neighborhood
- a representative from the responsible chemical company
- the mayor of the town
- a member of the hazardous materials team
Different
kinds of perspectives:
- literally
from
different
physical locations
- through the eyes of different characters
- the
same character but with different
attitudes or moods
- from different conceptual perspectives
(republican, democrat, green, etc)
- changing from third person
to first person
- zooming in or out on the story material
- see the forest or the trees
Several films that explore this idea:
- Mystery
Train - Jim Jaramush
- Timecode -
Mike Figgis
- Run
Lola Run - Tom Tykwer
- Rashomon -
Akira Kurosawa
- Changing perceptual modes. One could read text, see pictures,
hear sounds, etc., all "looking" at the same material.
- Altering the story itself. The
user modifies the story material directly creating their own "mix".
There are several approaches to this:
- Distorting or otherwise manipluating the material. This is like
using EQ to change the sound of music, imagery, sound, text, video,
etc.
- Contributing their own material. Examples of this include making
new game worlds, making (and sharing) new paths through the material,
adding new content through chat, blogs, etc.
- The "classic" (and
often unsuccessful) concept of interactive story,
where the user make selects different story directions. For
example, the user chooses the ending. An example of this genre
is the
movie "I'm
Your Man", which was originally shown in a movie theater
equiped with switches in the chairs. At various plot points,
the audience would make a decision about which way the story
should
go--apparently in this group setting, the typical response was
to go for the most
outrageous or sensational outcomes.
- Varying the level of interaction and choice. The
author has control over how much interaction the user is allowed and
what choices they can make. This can even vary over the period of the
interaction. For example, the
order sequencing can be strictly determined by the author, completely
up to the participant, or somewhere in between (e.g. a limited set
of choices at each navigation point). In addition, the author can design
the presentation so that at times the system improvises choices without
user intervention--e.g. changing perspectives if the user does nothing
for a period. I call this live (and possibly random) programmed changes
in the story, "passive interaction".
|
|
One of the most important choices for an interactive author is defining
how the participant moves through the story. That is, how does the participant
control the sequence of the presentation. In a traditional linear story,
the participant has no control over the sequencing--they simply move
from one scene to the next as defined by the author. In the opposite
case, the participant can move directly from any part of the story to
any other part of the story at any time.
When defining the sequencing approach, it can be useful to think in
terms of architectural spaces. Think of the story as a building where
the participant's choices about which rooms to enter are defined by the
layout of the building.
The following are some simplified architectural forms that can be applied
to interactive story design.
|
|
Break into pairs, and spend 15 minutes coming up with answers and
discussion points related to these questions. I will assign one question
to each team.
- By allowing the viewer to interact with the presentation, the author
loses some control of the story. How much control do they lose? How
does the interactive author maintain the integrity of of their work
and still express something meaningful when they give up control to
the participant? What kind of meaning is created in an interactive
work - the author's, the user's??? Is a game meaningful?
- How can the emotional impact of a story be sustained in an interactive
work when user interactions would seem to break the flow of the story
arc? What are some new ways emotional impact can be created in interactive
media. Are games emotional? Can web sites be emotional? How does sound
play a role?
- As a distinct medium with its own character, what is different and
unique about interactive media? What is interactive
media good at, what is it bad at? What kinds of artistic expressions
are better
presented
in interactive
form compared to traditional media (books, movies, music,
paintings, etc.)? Some ideas:
- pop music is good at expressions focused on emotion and simple
stories
- interactive media is good at presenting short pieces of information,
but is it good at presenting novel length works?
- what about
humor, politics, news, narrative stories, soap operas, etc.?
Do these work well in interative media? Why?
|
|