Let
me begin by explaining my title: what is the split condition
of digital textuality? This new form of art and
entertainment reaches both ends of the cultural spectrum.
One end is the avant-garde, those regarded as the cool
intellectual elite. The other end is the masses of computer
game players. But digital texts have yet to reach the middle
of the spectrum, namely the educated public who consumes
texts for pleasure, not profit, but is also capable of
artistic discrimination. In the domain of print literature,
this audience reads authors like Günter Grass, Gabriel
García Márquez, Toni Morrison, Philip Roth,
Umberto Eco or Michel Tournier, all brilliant storytellers,
rather than feeding on a lean diet of experimental
postmodernism and l*a*n*g*u*a*g*e poetry, nor fattening
itself on bestsellers and genre fiction like thrillers,
romances and detective stories. To avoid the political
connotations of right wing and left
wing I will call the experimental end of the spectrum
the North Pole, because it is so cool, and also
because it takes hardy explorers to venture into this
territory, and the other end, the one frequented by the
tourists of mass entertainment will be the Tropics, because
it is so hot. As for the still sparsely populated area
situated halfway between the North Pole and the Tropics, I
will call it the Temperate Zone. In digital textuality, the
North Pole is represented by hypertext fiction, code poetry,
visual poetry, experiments in computerized text generation,
browser art, and theoretical fiction, while the Tropics are
invaded by the millions of people who spend a large part of
their lives playing computer games, especially first person
shooters and MMORPGs. If we look at the major artistic
media, namely print literature, drama, and movies, as well
as music and visual arts, they all cover the North Pole, the
Tropics and the Temperate Zone.[1]
To me an artistic medium only becomes
truly significant when it is able to conquer the center of
the spectrum. This does not mean that I reject
experimentalism and popular culture; on the contrary, I
believe that the three zones cross-fertilize each other: the
North pole borrows ideas from the Tropics, the Tropics
occasionally borrows from the North Pole (but this is much
less frequent), and the Temperate Zone is criss-crossed by
currents originating at both ends of the spectrum.
In literature, drama, and movies, the magic formula for
reaching the tourists of the Tropics has been traditional
narrative structures, the magic formula for reaching those
in love with the North Pole has often been the rejection, or
what Alan Liu would call the creative destruction, of these
structures, and the magic formula for reaching the
population of the Temperate Zone has been the renewal of
narrativea renewal that results from the successful
incorporation of ideas from the North into the narrative
patterns of the South. For instance, the automatic writing
of Surrealism did not produce stories, but it created
fantastic meeting of images that developed narratively into
magical realism, perhaps the most important literary
development of the second half of the twentieth century. Or
to take another example, the New Novels rejection of
most of the immersive features of narrativeinterest
for what comes next, emotional attachment to the
charactershas turned it into a dead-end branch on the
tree of literary evolution, yet its self-reflexivity and
metaleptic play with boundaries have invaded all levels of
culture, from advertisements to movies of the middle ground.
Narrative, with its universal human appeal, dominates the
Tropical and Temperate Zones of print literature, drama, and
film. The question I would like to ask here, is whether it
can cure the split condition of digital textuality and
create the audience that this new form of artistic
expression currently lacks.
The concept of narrative has been adopted in digital
textuality by two schools with radically different goals and
different interpretations of the term.
The expansionist school
Members of this school regard narrative as a mutable concept
that differs from culture to culture and evolves through
history, crucially affected by technological innovations.
This position is epitomized by the title of one of the
chapters of George Landows Hypertext
2.0,
Reconfiguring narrative. In this chapter, Landow
suggests that in the digital age narrative could become
something entirely different from what it has been in the
oral, chirographic and print ages: Hypertext, which
challenges narrative and all literary form based on
linearity, calls into question ideas of plot and story
current since Aristotle[2].
The Aristotelian ideas that hypertext challenges are:
"(1) fixed sequence, (2) definite beginning
and ending, (3) a storys certain definite
magnitude, and (4) the conception of unity and
wholeness associated with all these other concepts. In
hyperfiction, therefore, one can expect individual forms,
such as plot, characterization, and setting, to change,
as will genres or literary kinds produced by congeries of
these techniques."[3]
This
passage raises (at least) two questions, one particular and
one general. The particular question is whether one can have
a story without a fixed sequence. A story is a temporal
chain of events linked by relations of causality. From the point of view of human
experience, both time and causality are unidirectional and
irreversible.[4]
If we alter the sequence, we get a different story, but
within each story, the order of events cannot be changed. Or
alternatively, we can have a variable sequence on the level
of discourse, but as readers interpret the text narratively,
they reconstruct a largely determinate sequence. (I say
largely, because stories may include some temporally
floating events.) The general question is a semantic one:
how much change can forms such as plot,
character and setting tolerate, and still be recognized as
plot, character and setting. Judging by the use of the term
by some authors of experimental digital texts, it seems that
narrative can even do away with characters, plot and
setting. For instance, the visual artist Pamela Jennings
argues that the Aristotelian model of plot is
inadequate to the creation of computer-based
interactive art[5],
and she proposes to replace it with other types of so-called
narrative structures, such as iteration, serialism, open
structures, and fuzzy logic. She is basically right to point
out that the linearity of the Aristotelian plot model is
difficult to reconcile with interactivitythis is
indeed the number one problem of digital
narrativitybut if iteration, serialism, open
structures, and fuzzy logic are to be regarded as
narrative structures, the term narrative no
longer means anything. Other digital artists who present
their work as narrative are Mark Amerika and Talan Memmott.
Amerika describes the World Wide Web as a
public-domain narrative environment. By
narrative environment, Amerika does not mean the
countless stories posted on the Internet, but rather, the
stream of information that flows through cyberspace, waiting
to be harnessed into a nomadic narrative that
reinvents what it means to be an artist in a experientially
designed cybernetic environment [6].
As for Talan Memmott, he sprinkles his theoretical
fiction Lexia to Perplexia with the term
bi-narrative, a phrase that he uses to represent a
degree of reciprocity in the conductivity between
agents[7],
but these agents seem to be packets of information, rather
than individuated members of a fictional world that exists
in time and space. Nothing really happens in the a-temporal
webs of symbols, metaphors and theoretical statements of
Lexia to Perplexia, and readers would be hard put to
summarize the plot, describe the setting, and name the
characters. For Jennings, Amerika and Memmott,
narrative has become synonymous with avant-garde
writing practice.
The traditionalist school
This school conceives narrative as an invariant core
of meaning, a core that distinguishes narrative from other
types of discourse, and gives it a transcultural,
transhistorical, and transmedial identity. Viewing
interactivity as the most important of the properties of
digital media,[8]
representatives of this approach conceive their goal as the
creation of narratives in which the user interacts
intensively with a fictional world, often by controlling a
character. But most of these scholars and developers are
deeply conscious of the difficulty of this project and of
the modesty of the results obtained so far. Lev Manovich
speaks of interactive narrative as a holy grail for
new media[9],
Brenda Laurel regards the interactive story as
a hypothetical beast in the mythology of computing, an
elusive unicorn we can imagine but have yet to
capture[10],
and Chris Crawford laments: To date, not a single
interactive storyworld that commands wide respect has been
created[11].
Many representatives of the traditionalist approach (for
instance Crawford and Laurel) are game designers who became
tired of the stereotyped plots and violent themes that
dominate the videogame industry. Their dream is to develop
games that people will play for the same reasons they read
novels or attend movies: games which will create a genuine
interest in the story, rather than treating plot as a mere
pretext for the exercise of physical skills and for the
adrenaline rush of competitive action. The traditionalist
approach is also represented by the OZ projects in
Interactive Drama directed by Joe Bates at Carnegie Mellon
University in the nineties; by Bates’s more recent
Zoesis project, and by the Narrative Intelligence
group led by Michel Mateas and Phoebe
Sengers.[12]
My preference goes to the traditionalist approach because I
regard narrative as a cognitive construct with an invariant
nucleus of meaning. Here is my definition:
A narrative is the use of signs, or of a medium, that evokes
in the mind of the recipient the image of a concrete world
that evolves in time, partly because of random happenings,
and partly because of the intentional actions of
individuated intelligent agents.
The mental construct
constitutive of narrativelets call it a story,
while the material signs are the discoursecan take a
variety of shapes, and it can manifest itself in a variety
of ways. I call these different ways the modes of
narrativity. Here are some examples of modes, some an
established part of literary theory and others relatively
new to narratologists because they depend on media other
than written language:
Diegetic
mode: telling somebody that
something happened, usually in the past. Novels, oral
storytelling.
Mimetic
mode: enacting a story in the
present by impersonating a character and mimicking action.
Drama, movies.
Participatory
mode: creating a story in real
time by playing a role in the storyworld and selecting
ones behavior. Childrens games of make-believe,
theater with audience participation.
Simulative
mode: creating a story in real
time by designing (or using) an engine that will implement a
sequence of events on the basis of its internal rules and
the input to the system. Story-generating systems (i.e.
Brutus by Selmer Bringsjord and David Ferucci).
Some of the modes listed above are mutually exclusive (i.e.
diegetic and mimetic), while others can be combined: for
instance, a computer game is both simulative and
participatory, while childrens games of make-believe
and improv theater are participatory and mimetic.
Narrative at the North Pole
The aesthetics of the North Pole can be summarized
by inverting the traditional slogan of Graphic User
Interface: WYSIWYG, What You See is What You Get. The only
truly distinctive property of the digital medium is the
meta-property of algorithmic operation, and for the
explorers of the North Pole, a digital literature that truly
understands its medium is consequently one that foregrounds
the normally hidden layer of the code. This means that
literary, or artistic value does not reside in what appears
on the screen, but in the virtuoso programming performance
that underlies the text.
Let me
illustrate the anti-WYSIWYG aesthetics with an example from
the visual arts. The artist Warren Neidich has produced a
number of abstract pictures which look like tangled lines of
various colors. If the paintings had been
produced by normal means, namely by brush applying color on
canvas, they could have been done by a child of three, and
nobody would regard them as significant artworks. But the
pictures acquire an entirely new significance when we learn
how they were created: lights were attached to the fingers
and arms of people conversing in sign language, and the
images, titled conversation maps, are the visual
trace of their gestures[13].
The same
aesthetic principle applies to computer-generated poetry:
the art resides in the productive formula, and in the
sophistication of the programming, rather than in the output
itself. As Jean-Pierre Balpe says of his computer-generated
novel Trajectoires, the code is part of the
work. But since code is invisible, the appreciation of
the work requires imagining what lies behind the screen.
While the reader responses prompted by standard narrative
texts range from how moving, how
dramatic, to I cant wait to see how it
ends, or what a surprise ending, the
ambition of authors of the North Pole is to elicit reactions
such as are how cleverly designed or what
a cool idea. These are the reactions typical of
conceptual art.
Partly
because of aesthetic choice, but also partly because of the
aptitudes of the computer, the texts of the North Pole are
much more adept at taking narrative apart than at telling
coherent stories. Computers are still machines of limited
intelligence, and the principal mechanism of automated text
production is random combination. The shuffling and free
recombining of fragments may work in poetrythink of
Raymond Queneaus Cent Mille Milliards
Poèmes, because the meaning of poetry is
more spatial than linear, more symbolic than literal, more
suggestive than explicit, and overwhelmingly metaphorical.
The reader can always imagine semantic connections. But
aleatory processes cannot produce narrative meaning, except
by letting the legendary ten thousand monkeys hammer long enough on keyboards, because
narrative is the exact opposite of chance: the subject
matter of stories is human experience, and human experience
is a neverending attempt to neutralize the randomness of
life through meaningful actions.
The mildest form of narrative deconstruction in digital
literature is found in classical hypertext. We cannot really
speak here of computerized, nor of randomized creation,
because the author writes all the lexia and places all the
links, and the linking of lexia should constitute a
deliberate process of meaning creation. The ideal hypertext
reader is one who constantly asks: why was this lexia linked
to this other one? But when the textual network is densely
connected, the designer loses control over the order of
reading. Since narrativity is based on the fundamentally
linear chains of temporal sequence and causal relations, the
kaleidoscopic chunking of the text into recombinant
fragments constitutes a major obstacle to the construction
of narrative meaning. This chunking and shuffling prevents
the author from controlling what information the reader
possesses when he encounters a given fragment. Even if the
reader is capable of mentally rearranging lexia into
coherent narrative sequences, the very concept of hypertext
prevents the powerful narrative effects of suspense,
surprise and sudden turn, because these effects rely on a
careful management of the disclosure of information over
time. I am not saying that it is impossible to tell stories
in hypertext format, but the construction of a stable
narrative meaning out of elements presented in a variable
order require a major cognitive investment, and this is the
reason why hypertext fiction has not become mainstream.
A much
more radical subversion of narrative coherence takes place
when foreign elements are randomly inserted in a story. An
example of this process is The Newsreader by Noah
Wardrip-Fruin with David Durand, Brion Moss, and Elaine
Froehlich. The Newsreader is a very clever and often
funny program that takes the news stories posted daily on
Yahoo!, and blends them together, in a process reminiscent
of the cut-up technique of William
Burroughs.[14]
When the reader clicks on a
highlighted word, the program generates another text, by
replacing part of the text with words randomly borrowed from
another story. It does so by preserving the grammaticality
of the text, but without concern for semantic coherence.
Does this result in meaning? To some extent yes: the
absurdity of the resulting texts provides an ironic comment
on current politics, the state of the world, and the
incessant churning out of news by the media machine. By
highlighting the juxtaposition of the trivial and the tragic
in the stories posted daily on Yahoo!, The Newsreader
also forces reflection on what is considered newsworthy in
contemporary culture. But if the algorithm produces funny
textsits is an electronic version of the mad-lib party
gamethese texts appeal through their non-sense, and
the meaning of the output resides on the metatextual much
more than on the textual level.
The
creative destruction of narrative does not necessarily rely
on aleatory mechanisms, as my last example, The
Jews Daughter, by Judd Morrissey demonstrates. The
text presents itself at first sight as a standard hypertext
fiction, but there is only one link per screen. This means
that the author retains strict control over the reading
sequence. When the user mouses over a link, part of the
screen replaces itself, but the new text is inserted without
visible mark somewhere in the middle of the screen, leaving
the rest of the page unchanged.[15]
Only those gifted with perfect recall will be able to tell
what is new and what is old. The only clue to the location
of the new text is a nervous twitching of the affected area
when the substitution takes place. Since it is impossible to
return to the previous screen, the reader cannot compare the
two fragments. This formula is designed to frustrate memory,
and without memory, of course, the reader cannot construct a
stable narrative world nor a consistent narrative action. To
salvage some intelligibility, readers will interpret the
replacement mechanism as an allegorical gesture. For
instance, the text could signify the radical instability of
meaning, the absence of a definitive story to tell, or it
could be interpreted as a simulation of the dynamics of the
writing process: the replacement could stand for false
starts and for the technique of cut-and-paste.
As was the case with The News Reader, but
for different reasons, the text is only readable on
the meta level.
Narrative in the Tropics
The association of stories with computer games is a
common practice among computer game designersfor
instance Will Wright of The Sims, the Miller brothers
of Myst, or Chris Crawford, but it is a rather
controversial position in the game-studies community. For
the Scandinavian school of ludology (Espen Aarseth, Markku
Eskelinen, Jesper Juul and Gonzalo Frasca), games are games
and stories are stories and these two types of cultural
artifacts cannot hybridize, because they present radically
distinct essences. For me it is like saying that stories are
stories and operas are music and therefore an opera cannot
have a narrative libretto. I believe it is possible to speak
of the narrativity of computer games without reducing them
to a form of novel or movie, because novels, movies and
games exemplify different narrative modes: the diegetic mode
for novels, the mimetic mode for movies, and a combination
of the simulative and participatory mode for games. But I am
not saying that all games, or all computer games, have a
narrative basis. There are purely abstract games, such as
chess, football, Go, and Tetris that do not fill the basic
conditions of narrativity, namely offering an image of life
by creating a concrete world populated by intelligent agents
whose actions make this world evolve. But this condition is
obviously fulfilled by computer games such as Doom,
Myst, The Sims, Morrowind, Max
Payne and EverQuest. I would term
narrative any game that invites the player to
engage in role-playing and make-believe, and to perform, as
part of this game of make-believe, actions that lead to
practical and inherently desirable goals, like rescuing
princesses and saving the earth from evil aliens, as opposed
to goals made desirable by conventions, such as kicking a
ball in a net or aligning three tokens in a row. The player
of a narrative game engages in an act of imagination, while
the player of an abstract game like football, Tetris or
tic-tac-toe just follows the rules. For a long time,
narrativity was restricted to childrens games of
make-believe, such as playing house, cops and robbers or
who is afraid of the big bad wolf,games
that were usually not played for the sake of winning. Plato
calls these games paidia, as opposed to competitive
games regulated by strict rules, which he called
ludus. In contrast to games of make-believe, games that
were played in a competitive spirit, such as board games and
sports games, required some strategic thinking, but no
imaginative activity. But the computer changed all that. If
there is one significant contribution of digital technology
to gaming, it is to have reconciled competition and
make-believe, in short, to have introduced a narrative
dimension that speaks to the imagination into games of
physical skills and strategic thinking.
But the
narrative potential of computer games is generally
underdeveloped. As Chris Crawford observes[16],
narrative is generally treated by game designers as
just another tacked-on feature, like animation,
sound effects and music, instead of forming the defining
aspect of games. This is particularly true of first person
shooters. Games like Quake or Doom are
generally not played for the sake of the story, and the
function of the narrative theme is to lure the player into
the game, rather than to support gameplay in a strategic
way. When hard-core players are engaged in the heat of the
action, it does not really matter to them whether they play
good guys or bad guys, humans protecting the earth or
destroying angels trying to turn the world into apocalyptic
chaos. Game designerswith of course some notable
exceptionshave had so far little incentive to vary the
narrative design of games, because sufficient novelty could
be achieved in the domain of technology to sell their new
products: better graphics, larger worlds, faster action,
more realistic game physics, and the development of built-in
cameras that make it possible to record the players
actions. As Andrew Darley has observed, narrative usually
takes second seat to the spectacle of technology. But
hardware improvement will eventually reach a ceiling, and
the game industry will have to pay more attention to what
Henry Jenkins calls narrative architecture
because it allows far greater variety than strategic
gameplay and the spectacle of technology. Narrative
architecture is the design of a fictional world with a
diversified geography composed of various locations. Each of
these locations offers its own opportunities for
experiences, adventures, discoveries, and meaningful action.
As the player explores this geography, she meets different
characters, receives different missions, forms different
goals, and faces different dangers. If by narrative
experience one means the pleasure of immersing oneself in a
virtual world, of writing through ones actions the
lifestory of fictional characters, and of participating in
the collective history of the virtual world, then this
experience is fully compatible with the ambition of game
designers, which is to create rich worlds that offer players
extensive opportunies to exercise their agency. We may see
in the future complex characters that arouse emotions,
clever dialogue that brings out laughter, situations that
create ethical dilemmas, surprising turns in the plot, and
we already have games with stunning visual settings that
create artistic pleasure. When this happens, narrative will
no longer be subordinated to gameplay,the game will be
played for the sake of experiencing its narrative
design.
Narrative in the Temperate Zone
If we want to extend digital textuality to a new
audience, it is imperative to have a clear idea of the likes
and dislikes of our targeted users. At the risk of creating
these users in my own image, here is how I envision their
preferences.
The
users of the Temperate Zone do not endorse a philosophy that
seems to reign at both the North Pole and the Tropics:
No pain, no gain. For the players of the
tropics, this philosophy means having to solve difficult
problems, while for the explorers of the North Pole, this
means having to struggle with texts that require tremendous
mental effort, because they reject the traditional ways of
making meaning. At the risk of being called intellectually
lazy, the users of the Temperate Zone do not believe that
processing difficulty is a guarantee of artistic value, and
that what Barthes called jouissancethe
intellectual thrill provided by avant-garde textsis
inherently superior to the pleasure of narrative. Yet the
users of the Temperate Zone do share preferences with the
lovers of the North Pole and the Tropics. Like the player of
games, they love being immersed in a virtual world, enjoy
exploring its geography and inventory, want to play an
active role in this world, and appreciates the graphic
appeal of the display. They do not like to read on the
screen, except for short passages of text on the objects
that furnish the virtual world, and they prefer mimetically
enacted to diegetically narrated stories. But unlike the
player of games, they do not want to spend over 60 hours
with the text, nor to have to solve difficult problems to
progress in the story, problems that may require doing
research on the Internet. Above all, they prefer
paidiafree play with the objects of the virtual
worldto competitive ludus. The story, for them,
is a focus of attention and not a mere wireframe support for
another type of gratification. They care for the characters
as human beings, enjoy conversing with them, experience
emotions through them, and unlike the game player who
regards characters as either helpers or enemies, they
appreciates complex personalities. Like the amateur of
experimental texts, they are sensitive to the mechanisms
that produce the text, and they are able to appreciate what
lies below the surface, but they do not endorse a radical
anti-WYSIWYG aesthetics. The justification for the code lies
in the product on the screen, just like the justification
for the complex metric and sound patterns of poetry lies in
the musical quality they impart to language, and not merely
in the challenge they pose to the poet. In other words,
readers of the Temperate Zone do not regard programming
virtuosity as a self-fulfilling activity and as a guarantee
of aesthetic merit. They value artistic innovation, but they
do not think that innovation requires the dismantling of
narrative meaning, because developing stories that take
advantage of the properties of the medium, especially of the
property of interactivity, is in itself a major artistic
innovation over print literature, drama and movies.
How can
the user of the Temperate Zone be wooed? We can approach the
issue from two sides: ask how texts of the North Pole can be
made more user-friendly, and ask how games of the Tropics
can be made more interesting from a narrative point of view.
Here I will focus on the second possibility, by looking at
some games that have been able to reach
beyond
the traditional audience of their
genre.
The embedded story
My first case is a game structure that Henry Jenkins
calls the embedded narrative. This structure covers any
attempt by the player to reconstitute events that took place
in the past. It connects two narrative levels: the story to
be discovered, and the story of their discovery. The prime
example of this design is the detective story. The story of
the murder follows a fixed internal sequence, while the
story of the investigation is written by the
actions of the detective, who may discover the facts in a
wide variety of different orders, as he wanders across the
virtual world in search for clues.
The best
known example of this structure is Myst, one of the
greatest hits in the history of video games. In Myst
there is a hidden story to discover, the saga of the
wizard Atrus and his evil sons Sirrus and Achenar, and this
story reveals itself progressively, as the player visits the
various regions of a richly diversified geography.
But the
structure is not free of problems. In a traditional mystery
story, the detective performs difficult tasks of
problem-solving, but the reader does not have to put
the story of the murder back together, though he can of
course try to guess the solution. Since the actions of the
detective are scripted by the author, this makes it possible
for the author to control the process of discovery, and to
manage effects of suspense, of which the reader is the
beneficiary. But in an interactive environment, the user
becomes the detective, and it falls to him to reconstruct
the embedded story. If the user is granted too much freedom
of movement, there is the danger that he may discover clues
in a less than optimal order, and suspense will be lost. For
instance, he could stumble right away on a tell-tale clue
that gives away the solution. Or he may discover bits and
pieces of the embedded story in a hopelessly scrambled
order, a problem typical of hypertext fiction. To avoid
these pitfalls, games can control the order in which the
player discovers the embedded story, by imposing a more or
less rigid linear progression through the space of the game
world: you must visit area a, where you will find a certain
clue; then you must visit area b, where you will find
another clue. In Myst, for instance, the gameworld
consists of a series of subworlds, and the user must solve
often very difficult problems to pass from one subworld to
the next and discover more of the story. This design is good
for the dedicated game-player who plays for the satisfaction
of problem-solving, but it is rather exasperating for our
hypothetical user from the Temperate Zone, who plays for the
story. The player of Myst spends hours in front of
closed doors, turning dials, pulling levers, and looking for
hidden buttons in the hope of being admitted into the next
space. For the player of the Temperate Zone, who would
rather read a novel than solve a cross-word puzzle, this is
highly aggravating. The game critic Steven Poole eloquently
captures this frustration:
It is as if you were reading a novel and being forced
by some jocund imp at the end of each chapter to go and win
a game of table tennis before being allowed to get back to
the story.[17]
Chris
Crawford has an even better description for this
interleaving of puzzle-solving and narrative: he calls it a
constipated story[18]
because it consists of a series of bottlenecks. How can we
give a laxative to the constipated story? I suggest creating
a design that invests in the players interest in the
embedded story, but does not throw unnecessary
obstacles in the way of its discovery. Movement in the
virtual world should be relatively free, discovery fairly
easy, and the non-playing characters should spontaneously
provide useful information or tell parts of the story. Most
importantly, the fictional world should be adaptable, so
that when the player returns to a site he has already
visited, something will have changed, and different
narrative possibilities will open themselves. In other
words, he will not encounter the same character who says the
same things every time he visits the same spot, as is too
often the case in computer games. If progression in the
fictional world requires the solving of puzzles, the system
should take pity on the player after a number of
unsuccessful attempts, and send a helper character who gives
hints or takes the player through the roadblock.
This
design would no longer be a game in the ludus sense
of the term, because, if we accept the definition of Bernard
Suits, unnecessary obstacles are a constitutive features of
games, and it would therefore lose all the hard-core
players, but it could offer a rewarding interactive
experience that taps into two time-tested sources of
narrative pleasure: spatial immersion in a fictional world,
and curiosity for its past history.
The emergent story
In contrast to the embedded story, the emergent
story is not preplanned by the designer, but takes shape
dynamically as a result of the interaction between the user
and the system. The best-known example of an emergent system
is The Sims, a game which has achieved reasonable
success with users of the Temperate Zone because it relies
on the quintessentially narrative theme of human relations.
In an emergent system such as The Sims, the designer
populates a world with agents and objects capable of diverse
behaviors, also known as affordances, and the user creates
stories by activating these behaviors, which affect other
agents, alter the total state of the system, and through a
feed-back loop, open new possibilities of action and
reaction. The Sims is played by creating a family (or
alternatively, by adopting a family with a past history) and
by controlling its members. Every significant object and
every character in the virtual world is a source of
affordances; for instance, with a TV you can watch soaps or
work out; with a computer you can play games or look for a
job, and with another character you can flirt, argue, or try
to have a baby. The possibilities of action evolve during
the run of the program, as the members of the family acquire
more commodities, as new characters enter the stagefor
instance, visiting neighborsand as affective relations
change over time, both in the short run, as a result of the
immediate effect of individual actions, and in the long run,
as the result of the cumulative effect of behavioral
patterns.
As is
the case with any narrative, the motor that moves the
lifestory of the Sims forward is the satisfaction of
personal desires. The original version of The Sims
offered two types of goals to the characters, and
consequently to the player who controls them: the implicit
long term or life goal of climbing the social ladder and of
acquiring more and more commodities, and the short-term,
day-to-day goals of satisfying social and emotional needs,
as well as physical needs such as hunger, hygiene, bladder,
sleep and comfort. While the long-term goal is an implicit
motivation for the player, the short-term goals are
explicitely represented on the menu of the characters
desires by a bar showing their degree of satisfaction. This
bar oscillates with time, since the short term goals must be
fulfilled on a daily basis. The newest version of the game,
The Sims 2, adds medium term goals of a more
individual and discrete nature, such as writing a novel,
seducing a neighbor, or getting a certain job. These goals
give the game greater narrative texture than the permanent
life goal of acquiring more wealth and the repetitive daily
goals, because they are fully and definitely satisfiable.
They consequently divide the ongoing lifestory of the
characters into distinct episodes. When a medium-range goal
is achieved, the system replaces it with another, and since
every Sim character has many goals, the player can choose
which one to pursue actively. Narrative interest is further
enhanced in The Sims 2 through a more complex inner
world than in the original version: characters now have
memories, fears, and personalized life goals
(aspirations), but except for the aspirations,
which are selected by the player at character-creation time
out of a fixed menu, these aspects of mental life are all
determined by the system. The only thing that the player can
do to affect the content of the characters minds is to
take physical actions that lead to certain mental and
emotional states. For instance, kissing or arguing have
obvious effects on the degree of love of the patient for the
agent. The players control over the evolution of the
fictional world is further limited by events randomly thrown
in by the system, such as the house catching fire, Death
taking a character away, or neighbors dropping by
unexpectedly, and the player must learn how to respond to
these events. This combination of goal-fulfilling actions
and random events makes The Sims into a believable
simulation of life and a powerful story-generating system.
The
macro-level goal of climbing the social ladder makes the
players score relatively computable, as it must be in
classic ludus games: for instance, it is always
possible to compare the relative wealth of different Sims
families. But this goal can be easily subverted into play
for its own sake. The Sims is indeed the best example of
paidia in the video game industry. While the
ludus player will accept the macro-goal implicit to
the game, and choose the most efficient solutions to
progress toward this goal, the paidia player will set
her own goals, and will often select impractical behaviors
for their potential to lead to more interesting dramatic
situations.[19]
Most people play The Sims out of genuine narrative
interest, whether they are trying to create specific
scenarios, or are simply curious to find out how things will
turn out for their characters. The game design exploits this
narrative interest by offering the option of a story
mode, through which players create comic strips by
taking snapshot of the screen and adding their own text. The
stories created in this way are not the same as the stories
created during the game, but players have been known to
manipulate the game, in order to get the snapshots that will
fit into the plot they have in mind.
All in
all, The Sims may be the closest we have to a remedy
for the split condition. But it is far from providing a
general and definitive cure. There is a prejudice against
computer games in the educated public that will prevent many
people from using the system. But even if this prejudice did
not exist, there are also internal reasons why texts
patterned after The Sims will not instantly conquer
the Temperate Zone. Here are some of the problems with the
current design.
First of
all, The Sims and its putative successors are very
good at producing comedy, and this is no small achievement,
but I dont see how such a system could be used to
produce serious drama, because drama require a control of
emotions which can only be achieved through a top-down
design. The Sims 2 repertory of neighborhoods
includes one town, Veronaville, that is divided by the same
type of family feuds that underlies the tragic love story of
Romeo and Juliet, but the effect is one of parody and comic
detachment, not of empathy for the characters. To put it
bluntly: most players find it fun to make their Sims suffer
and they dont feel empathy for them. We will need
other algorithms to cover the full range of human
experience.
Second,
a large portion of the time spent with The Sims
consists of performing the chores of daily life, such as
taking a shower, eating snacks out of the fridge, or going
to the bathroom. This may be fun for a while, but the
novelty quickly wears out. Narrative is about the
extraordinary, not about routine events. Many novels
describe repetitive or trivial gestures, but they only do so
to fix the setting and create an atmosphere. When the story
starts developing, there is no need to describe these
gestures over and over again. In The Sims, by
contrast, you cannot escape the routine. Imagine that one of
your Sims falls in love with the neighbor and invite her to
a party the next day. Rather than fast forwarding to the
party, as a novel would do, the player will have to make the
character live his life minute by tedious minute, eating
snacks, taking showers and going to bed. There is admittedly
a fast mode, but even this fast mode is
painfully slow for the player eager to find out how
things turned out in the courting of the neighbor. To
increase narrative interest, the game should enable the
player to manipulate the clock, in order to jump to the more
dramatic moments.
More generally, I think that the user does
not have enough control over the plot. She cannot, for
instance, put new desires into her Sims: she must wait until
the system does it for her. Nor can she construct elaborate
plans to fulfill these desiresfor instance plans
involving lie and deceit, which are one of the main
ingredients of well-plotted stories. The reasoning power of
the fox of the fable, who satisfies his hunger by flattering
a crow and getting her to sing and drop a cheese, is
presently far beyond the intelligence of any Sim character.
The most
important problem to resolve for emergent systems of the
future is to find the right balance between
computer-generated and user-controlled events. With too many
computer-generated events interactivity is reduced to
trivial detail, such as sending your Sims to the bathroom
before an accident happens; but with too much user control
over the plot, users will be deprived of some of the main
sources of narrative pleasure, namely suspense, curiosity
and surprise. Some users want to be authors, others prefer
to be readers, and the best solution may be to make the
balance of control adjustable. The users who want lots of
control over the plot would be able to hold the strings of
several characters, and to program both their actions and
states of mind, for instance by freely selecting their fears
and desires, while the users who prefer to watch the plot
unfold would manipulate only one character, and this
manipulation would be restricted to physical actions,
leaving it to the system to compute the physical and mental
effects of these actions.
The
pre-scripted, but variable story: interactive drama
What would it take for an
interactive narrative to produce drama rather than comedy,
this is to say, to create an emotional involvement of the
user in the fate of the characters, rather than curiosity
and ironic detachment? Aristotle associated tragedy with a
fixed plot pattern made of an exposition, complication,
crisis and denouement, and all the texts that reach a truly
dramatic intensity follow this pattern to some extent,
because it allows a strict control of the spectators
emotions. Aristotelian dramaturgy has indeed become
something of a Bible among Hollywood scriptwriters. This
means that digital texts aiming at a dramatic effect will
have to rely on a pre-scripted, top-down design. But in
order to take advantage of the interactive nature of the
medium, they should allow the bottom-up input of the user to
introduce variations in the script. This combination of top
down design and bottom-up emergence is the most difficult
problem to solve for interactive narrative.
In
interactive drama, the user impersonates a member of the
fictional world, and she interacts with system-controlled
characters through an AI-based dialogue system. To allow the
plot to develop according to a relatively pre-defined
script, the user should play the role of an active observer,
rather than being cast as the main protagonist. Since a
top-down design allows only a limited number of variations,
interactive drama will be exhausted after a small number of
visits. This limited replayability places the genre halfway
between the two types of design discussed above. A text
relying on an embedded story is not replayable, because the
users motivation is the discovery of a fixed scenario,
while an emergent systems should be almost infinitely
replayable, because stories are created in real time, by
activating a rich repertory of possible behaviors that allow
numerous, but not random combinations.

Figure 1: Screenshots from
Façade
I will conclude this paper with a discussion of what could
very well be the only working example of Interactive Drama
in existence today, Façade by Michael Mateas
and Andrew Stern. Façade was explicitly
designed by its authors to close the digital gap. As the
authors write, We are interested in interactive
experiences that appeal to the adult, non-computer-geek,
movie-and-theater-going public[20].Here
is how Mateas and Stern described the text:
"In Façade, you, the player, play the
character of a long-time friend of Grace and Trip, an
attractive and materially successful couple in their early
thirties. During an evening get-together at their apartment
that quickly turns ugly, you become entangled in the
high-conflict dissolution of Grace and Trips marriage.
No one is safe as the accusations fly, sides are taken and
irreversible decisions are forced to be made. By the end of
this intense one-act play you will have changed the course
of Grace and Trips livesmotivating you to replay
the drama to find out how your interaction could make things
turn out differently the next time."[21]
Combining
serious subject matter and cartoon-style images (see screen
shots in figure1),
Façade brings Grace and Trip to life through
spoken dialogue, facial expressions, and body language. The
principal mode of interaction is typing text, but the player
can also use the arrow keys and the mouse to perform actions
such as moving around the apartment, inspecting the scene
from various angles and from various distances, picking up
or dropping objects, and even kissing Grace or Trip on the
lips.
While
the text permits many variations, it is not a plot with
clearly distinct and predefined endings, but rather a
compromise between a fixed story and an emergent system.
Different runs enact different conversational events in
combinations far too numerous to be foreseen by the authors,
but all of the runs follow the same basic pattern:
Exposition:
Grace and Trip welcome the visitor to their apartment, and
engage in small talk with their guest.
Crisis: The
small talk degenerates into an argument between Grace and
Trip that exposes the disastrous state of their
marriage.
Denouement:
The visitor is asked to leave.
Variation takes place less on the level of external events
than on the level of the interactors assessment of the
situation: who, between Grace and Trip, is the most
responsible for the deterioration of their marriage, and
what will happen after the visitor leaves? In some runs
Grace and Trip tell the visitor that everything will
be all right as they ask her to leave, while in other
runs the visitor leaves under the impression that the
marriage has been irremediably broken. Each run actualizes
30% of the total material available, and each selection
proposes a slightly different portrait of Grace and Trip,
depending on what is revealed of their past life, and on who
tells the story. For instance, in some runs Grace presents
herself as a frustrated artist who was forced by Trip to
give up painting for a lucrative career as a magazine
designer; in other runs, Trip describes her as a careerist
who poses as an artist but possessed neither the necessary
talent nor the dedication to become a painter.
The
system uses pre-written dialogue modules which vary
depending on the users input. For each situation, the
system maintains a list of discourse acts that
constitute appropriate conversational responses: acts such
as agree, disagree, thank, criticize, hug, comfort, or
judge. The input of the user is parsed by the system and
mapped onto one of the currently available discourse acts.
For instance if Grace asks the user How are you,
and the user replies I feel terrible the system
understand that the user expressed unhappiness, and it will
make Grace respond with commiserating words and a sad
expression. When the system cannot parse the text, it
ignores the input and selects one of the discourse acts
appropriate to the current situation. The user cannot derail
the smooth run of the system, but because the AI module that
drives the text is rather limited, the system will often
respond incoherently to her input.
A major
problem for the user is placing a word in the conversation.
At the beginning Grace and Trip try to be polite, and ask
many questions that give the visitor a chance to express
herself. The system pauses until the player responds. But as
the story develops, Trip and Grace become more and more
focused on each other, and less and less on the visitor.
They exchange their barbs in such rapid fire that by the
time the visitor has finished typing a line and hit the
return key (at which point the input can be processed by the
system), Grace and Trip have produced three or four lines of
dialogue, and the users line is no longer relevant.
But this incoherence does not lead to a serious loss of
credibility, because the problem is minimized by the
narrative theme and by the personalities of Grace and Trip.
Thematically, Façade is about a conversation
that degenerates into an argument. In a fight, you feel free
to interrupt your opponent, ignore his arguments, make false
accusations, or leave questions unanswered. If Grace and
Trip fail to respond adequately to the users input, it
is because they are so blinded by their own anger at each
other that they become unable to carry a normal
conversation. Here we can say that the narrative theme has
been masterfully selected to cover up the limitations of the
system. This is known among computer programmers as
graceful degradation.
One way
of giving the visitor more initiative without overburdening
the parser would be to extend the possibilities of physical
actions, and make the system more responsive to them.
Physical actions are much less ambiguous than verbal input
because the user can perform them with a mouse click, rather
than using a phrase that the parser can understand. For
instance, if you want to leave, it is much more efficient to
do so by walking to the door and clicking on the handle
(provided a behavior is associated with it) than by saying
Good bye, I want to go, or
Ive had enough, all phrases that may not
be in the parsers repertory. In the current version of
Façade, the possibilities of physical action
are still underdeveloped. For instance, kissing Grace or
Trip on the lips elicits no more than a pleasantly surprised
or offended look, and the ejection of the visitor if the
action is repeated. Here the program is missing some
interesting opportunities for narrative development: the
kiss could for instance introduce a whispering between the
user and the other character, the hinting of an affair; or
the system could respond differently, depending on whether
the kiss involves same-sex or different sex partners.
It would
be wrong to say: But a system like Façade could
not be used to produce the story of Oedipus Rex or
Hamlet or Little Red Riding Hood. The
art of interactive narrative consists of thinking with the
medium, which means adapting the plot to the features of the
system. Mateas and Stern have hit the right plot with their
story of a domestic fight that tolerates incoherence and
often ignores the players contributions. But some
features are more restrictive than others, and the viability
of a system of interactive narrative will consequently
depend on the variety of plots that it can accommodate. What
remains to be seen is how much diversity the idea of
interactive drama tolerates.
***
I have
presented three tentative, and partial ways to refocus
interest on the story in an interactive environment. Can
these three designs be combined for a fuller narrative
experience? In a sense no, because each of them presupposes
a different type of user involvement. In the embedded story,
the user is cast as a member of the virtual world, but he
has no impact on the story. I call this involvement
internal-exploratory[22].
In the emergent system, the user is not a member of the
virtual world, but by manipulating the characters she has an
enormous influence on the story. Her participation is
external-ontological. In the dialogue system of interactive
drama, finally, the user plays a role within the fictional
world, and she has limited influence on the story. Her
involvement is internal and mildly ontological. It would be
a very poor design strategy for a digital text to switch
midway from one of these mode of participation to another.
Still, some combination of the features of the three types
of design is not entirely impossible. For instance, a game
could combine the emergent character of The Sims with
an internal participation. In this type of game, the user
would identify with a single character, rather than holding
the strings of an entire family. The idea of the embedded
story could be reconciled with a more flexible script. Take
the case of Façade: there is a fixed embedded
story to discover, namely the private life of Grace and Trip
before the arrival of the visitor; but this story, rather
than being investigated for its own sake, spills into the
present and determines the current behavior of the couple.
Or take the idea of a dialogue system controlled by an AI
module. It would not be feasible in a God game like The
Sims, because the player is not a member of the
fictional world, but it is very compatible with a design
based on an embedded story if the conversation is limited to
the characters of the embedding story. And finally, as
Façade demonstrate, interactive drama can
easily integrate the kind of interaction that we find in
The Sims: clicking on an object to activate its
behaviors. The full potential of interactive drama will only
be reached when it combines dialogue with simulated physical
actions.
There is no simple cure for the split condition. I can write
a prescription, but like most doctors I dont know how
to manufacture the medicine, and therefore I cannot
guarantee that the Temperate Zone will some day be
conquered. Heres my prescription:
1. The user should participate and interact
out of interest for the story, not for the sake of solving
problems or beating opponents. In contrast to the standard
game player, she will prefer a less efficient action over a
more practical way to achieve a goal, when this action leads
to more interesting narrative possibilites.
2. Narrative development should not be
entirely dependent on non-interactive cut scenes. The
users activities should be part of the story, and move
the plot forward, rather than being nothing more than means
to get more of the story.
3. The actions available to the user should
be more diverse than the standard repertory of computer
games: moving through the fictional world, solving problems
to get past roadblocks, and fighting enemies.
4. At least some actions should be dependent
on the users construction of the mind of other
characters. Decisions should be based in part on such
factors as who knows what and who wants what, who likes whom
and who does not. Stories are about people, people are
scheming social animals, and to attract the population of
the Temperate Zone into an interactive digital environment
it will take a mode of participation that involves a network
of human relations.