As I mentioned in class I had the thought yesterday that perhaps stories and interactivity are incompatible. That maybe we are trying to force it, maybe stories are inherently un-interactive. Now that of course would be blasphemous and make this course awkward, but let's look at it. In a sense what makes stories such a powerful and enduring medium is that the user/listener is passive to the active storyteller (be it a person, book, movie etc...) An incredible story completely enraptures you.
A quick example: I finally saw Toy Story three last night; the movie took me in and created a an experience. I laughed, I cried, and I marveled at Pixar's ability to reveal elegant truths through the use of story. All of this emotion and realization came from a masterfully constructed combination of storytelling, sound, and visuals.
So this leads me to the topic; is it actually possible to create a story as compelling as the one i just experienced if I was forced to make decisions? But free will and choice are always good things right? I'm not so sure when it comes to stories. When you must interact, that is make a decision on the conscious level you are immediately ripped from the visceral flow of the story. When you read an enthralling novel you first lose conscious awareness of the page turning, than the pages themselves seem to disappear. However in the format of a modern interactive sory such as a video game, the constant high level decision making ultimately pulls you out of the narrative and lessens it's effect on you. That is why I have seen plenty of people cry over movies, books, or theater, but not over videos games (well not for the same reasons).
However, I did re-read some of Jesse Schell's game design book and he did bring up some interesting emotions in chapter 2 that games can engender that maybe other formats can not, such as feelings of accomplishment, or of responsibility.
So computer or video games are not at a complete loss as a format for an interactive story. They can create some experiences and emotions in the user. However, the challenge than is, how do we make the action or decision making process in interactive stories become so non-demanding that it can become as unconscious as turning a page. Sorry the post got so long :) (bonus question: can we keep users from making bad stories and still call it interactive?)
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