« UnderAsh/Undersiege | Main | The difference between virtual worlds and mythic worlds »

Nonlinear Narrative

I thought his analysis of the lack of narrativity in games was interesting. He seems to want to develop a dramatic AI. A program for making a theatre inside a computer, but a theatre that is not linear. Traditional theatre goes from beginning to ending, it is completely linear

This guy wants a "narrative" that plays out like a bunch of atoms/bugs bouncing on each other. Would that mean that in the end even with all the different actors bouncing the result would be the same? Or would there be several possible results. What he really is talking about is a non-deterministic narrative. A narrative system.

For instance this linear structure helps plays be dramatic. Part of the experience of watching a tragedy is that we know that the hero will die, the immutability of destiny makes the tragedy all the more tragic.

There is another tension if we do not know the outcome. One wishes to see the end of a game or a book because one wishes to discover the outcome. One is not an omnipotent watcher surveying the past, but a person in real time, every moment is new. Yet unlike some portions of real life we are moving towards something: IE the end of the book.

In this program even the creator would not know the outcome(s) until the program was run.

But if one set up the program so that 99.9% of the time there was a Shakespearean pile of bodies on the stage at the end, then you might have something approaching the deterministic drama of a play.

Of course this is completely antithetical to his aims.

Also, what do the characters do after the pile of bodies? That would be an interesting piece, to set up a "hamlet" program and see what the survivors talked about afterwards.

TrackBack

TrackBack URL for this entry:
http://www.twcdc.com/cgi-bin/mt/mt-tb.cgi/124

Comments (1)

Andy:

Some good insights. If I play the game and make a lot of choices but still end up at the same point, then the interactivity is a bit of a sham - just window dressing. (I'm have a lurking suspicion about Indigo Prophecy in this regard). If I make choices that actually effect the game then I might end up in a dead end uninteresting narrative. Like in IP if you don't make the subway in time you're arrested. End of story. There are a lot of good books around with very interesting narrative structures, why do we need games to tell stories? And isn't there good nonlinear work in the cinema, Memento for example? Why do we even need "non-linear" narrative or "interactive" storytelling. If I read a book arent' interacting with it? Especially in the sense that my (inter)reaction to it is unique. Just a few of the many possible questions.......

Post a comment

About

This page contains a single entry from the blog posted on October 16, 2006 11:28 AM.

The previous post in this blog was UnderAsh/Undersiege.

The next post in this blog is The difference between virtual worlds and mythic worlds.

Many more can be found on the main index page or by looking through the archives.

Powered by
Movable Type 3.31