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www.dichtung-digital.org/2008/1-Schaefer.htm
Looking
Behind the Façade
Playing
and Performing an Interactive Drama
by Jörgen
Schäfer
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Lecture:
Looking Behind the Façade: Playing and
Performing an Interactive Drama
Abstract:
Following the ongoing debates between
ludologists and
narratologists, the "interactive drama"
Façade is apparently a response to
widespread unease with mainstream computer games.
By balancing between features of interactivity and
(neo-)Aristotelian theory of drama, the developers
Michael Mateas and Andrew Stern aim at enabling
hybrid aesthetic experiences that combine elements
of gameplay and performance. My paper explores how
digital media require hybridizations of literary
genres as well as reconfigurations of the complex
interplay of human and non-human actors
and it tries to point at both the
opportunities and problems of these hybrid forms
from the perspective of literary and performance
studies.
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Façade
by Michael Mateas and Andrew Stern apparently is a response
to widespread unease with mainstream computer games. It aims
at creating interactive experiences about human
relationships by providing an artificial
intelligence system that uses knowledge about how stories
are structured to construct new story-like experiences in
response to the players moment-by-moment, real-time
interaction.[1]
Thereby Mateas and Sterns project is counter to some
very fundamental objections that have been brought up
against literature in computer-aided media, which, according
to its critics, does not live up to mans deep-rooted
desire of mutually telling fictional stories or performing
dramatic plays since, of all things, interactivity has
become the biggest obstacle for successful literary
communication.[2]
With these reservations in mind, I
prefer to follow a different approach that tries to identify
both common ground and differences of genres and media
adaptations. Given that a migration of literary forms into
computer-aided media apparently is taking place, digital
literature must contain invariant structures of repetition
that only—in spite of any differences caused by
distinct media of production, transmission
and reception—enable us to talk of
literature as a single field. My main assumption
is that for reading and analyzing digital literature as
literature the
semantics of literary concepts is to be more durable than
the pragmatics of communicative acts. Even if we aim
at developing new and more adequate methods, terminologies
or categories, we should not disregard the literariness
of our subject matter. Therefore we inevitably have to start
our thinking from those concepts that have been developed in
literary studies during a long period. Among those
concepts—this is my second
proposition—literary genres still
play an important role since they reflect core aspects of
literariness.
In the following précis, I
only give a brief outline of the theoretical approach that
is to provide the basis for my close reading of
Façade in the
full conference paper.
Rethinking
Genre Theory: Games, Narrative, and Drama
Drama by definition is about a
conflict between characters that is not narrated by a
narrator but enacted as present action, which the audience
is witnessing. It carries and
conveys the plot through dialogue and—when performed—also
through gesture and facial expression; and it is not suited
primarily for silent reading but for theatrical performance
in real time. Mateas and Stern propose a theory of
interactive drama that explicitly adopts the principles of
classical theatrical drama, which yet are to be
modified to address the interactivity added by player
agency.[3]
This, however, has significant effect on the motivational
logic of a drama as it is represented in the
famous Aristotelian model. If the dramatic logic is being
changed to a game logic, the actions of characters in the
fictional world inevitably become mere options; their decisions then get independent from
motivational logics and instead are at the
player-recipients disposal.[4] Therefore the dramatic
logic, which has always been dependent on genre structures
and genre conventions, is under a sort of collaborative
agency of author(s), player(s) and media system(s). For at least limiting the
disponibility of the motivational logic and thus integrating
a sort of tension arc into interactive drama, according to
Mateas and Sterns approach, additional formal
constraints are required in order to frame the
players actions with
a dramatic logic.[5]
For securing the players
influence on the behavior of a character, however, the
system has to offer two different forms of agency: On the
one hand, the player needs to have local agency
with an impact on the emergence of the story in one
particular game level. The main problem that has to be
solved if Façade
is to provide a motivational logic of the characters, is the
question of global agency, i.e.,
the players moves have to be dramatically
motivated and his actions need to have an effect
on the overall story.
Intertextuality and Genre
Evolution: Marital Drama from Stage to Interactive Media
It is against this theoretical and
historical background that I am interested in why
Mateas and Stern do classify Façade
as drama and how
they justify this classification. Therefore it is necessary
to introduce a model that enables us to elaborate both the
structural differences and the common subject matter of Façade
and
traditional drama. According to Aristotle, a
dramatic action implies personal agents who must
necessarily have their distinctive qualities both of
character and thought; since it is from these that we
ascribe certain qualities to their actions, and in virtue of these that they all succeed or
fail.[6]
Jürgen Link thus argues that
each individual drama is characterized by a unique
character constellation within the fictional world, which
is yet always formed within particular historical genre (or
sub-genre) conventions.[7]
It is essential, however, for this approach that not the
characters as such but the characters smallest semantic
qualities are the elements within a dramas configuration. In the case of Edward Albees Whos
Afraid of Virginia Woolf?,
from which Mateas and Stern admit to have gotten the
idea for a drama about a marriage in crisis,
e.g., this could include
natural attributes such as age/generation,
temper, gender, physical appearance, or rather
social attributes such as education, rank,
professional success, ambition, alcoholism, etc.[8]
According to Link, any drama can be understood as a particular
selection taken from a set of combinatorially possible
intersections of qualities that can be arranged in linear succession
according to explicit rules.[9] Of course, in each drama
only a marginal number of possible combinations are actually selected. This is because there
usually are one or two protagonists designated as the
leader(s) of the action whose qualities determine the main
conflict and thus establish a specific dramatic logic.
Consequently only those other
combinations are selected that support this dominant
conflict.
In
principle, the configuration of marital drama
provides the opportunity for a multitude of conflicts. But
in stage drama only those conflicts are conducted that have
been determined from the set of possible conflicts. In
interactive drama, in contrast, player interactions make it
at least difficult, if not ultimately impossible, for game
designers to determine a preference for a particular
conflict and thus trigger the plot into one predetermined
direction. From the
players viewpoint, this is undesirable insofar as a
strictly determined plot would constrain his agency.
Therefore the dramatic oppositions from the configuration,
at least potentially, are to be playable options
in interactive drama. In Façade, authorial control
has deliberately been reduced in order not to over-constrain
the players first-person engagement within
the dramatic world.
Yet, at the same time, for supporting the concomitant player/spectators third-person
reflection across multiple experiences in the world,
the plot needs to be structured such that each
run-through of the story has a clean, unitary plot
structure, but multiple run-throughs have different, unitary
plot structures.[10]
Experiencing
Façade: Player Agency and Drama Experience
In a game, there always is a
conditional boundary between the factual and the fictional
world solely defined by game-rules. In narrative and
dramatic contexts, however, there is an unconditional
boundary, which needs to
be strictly accepted in order not to destroy the
willing suspension of disbelief
(Coleridge).[11]
Computer-aided interactive media, in principle, make it
impossible to frame the fictional world by setting such an
unconditional boundary. Therefore the design
goals of an interactive drama are conflicting: On the one
hand, the recipient/player ought to have an aesthetic
experience comparable to that of the audience of a classical
drama, namely enactment, intensity, catharsis,
unity and closure[12],
which requires the boundary between the factual and the
fictional to be strictly observed. On the other hand, unlike
Aristotelian drama, the interactive drama also has to
provide the player with a strong sense of first-person
agency as character within the story, which
cannot be brought into compliance with the first
premise.[13]
For that
reason, the development and implementation of an efficient
drama manager, i.e. an artificial
intelligence plot system that contains a library of
basic plot elements and uses knowledge
about the structure of well-formed plot arcs
to construct new experiences, is of
key importance. This drama manager has to organize the
interaction of the player-recipient with the AI system in a
way that prevents the crossing of the unconditional
boundary to disturb or even undermine the
aesthetic experience. As regards the double role of
player and recipient, this requires the first-person agency as character within the story to be semantically determined in accordance with a dramatic
logic. Only if this is the case, the third-person reflection about the dramatic story becomes possible
at all.[14]
To sum up, I hope to have made clear
that we still depend on literary genre theory—in this
case, on drama theory—if we want literary studies
to contribute to the
discussion about emerging aesthetic forms in computer-aided media systems. However, one
essential media-induced difference of interactive drama and
traditional stage drama needs to be stressed:
The conflicting qualities in a dramas configuration
and therefore the motivational logics of characters are not
only at the producers but, to a high degree, also at
the computer systems as well as at the players
disposal.
<![if
!supportEndnotes]>
[1] Michael Mateas/Andrew Stern:
Façade: An Experiment in Building a
Fully-Realized Interactive Drama, 2003, 31 Aug. 2007
<http://www.lcc.gatech.edu/~mateas/publications/MateasSternGDC03.pdf>,
p. 2.
[2] Cf. Michel Chaouli: How
Interactive Can Fiction Be?, in: Critical
Inquiry 31.3 (2005), pp. 599-617.
[3] Michael Mateas: A Preliminary
Poetics for Interactive Drama and Games, in: Noah
Wardrip-Fruin/Pat Harrigan (eds.): First Person: New
Media as Story, Performance, and Game. Cambridge, MA: MIT Press, 2004, p.
19.
[4] Rainer Leschke: Narrative
Portale: Die Wechselfälle der Verzweigung und die
Spiele des Erzählens, in: ders./Jochen Venus
(eds.): Spielformen im Spielfilm: Zur Medienmorphologie
des Kinos nach der Postmoderne. Bielefeld:
Transcript, 2007, p. 200.
[5] At first view, however, it seems
paradoxical that the designers of Façade,
on the one hand, attempt to utilize the latest media
technologies for creating dramatic experiences, but, on the
other hand, explicitly refer to the oldest and most
traditional theoretical drama model. Thereby they also ignore exactly those participatory genres in
20th century theater that aimed at dissolving the
boundaries between stage and audience. What
takes place on stage then no longer only is a representation
of a dramatic text but it is the product of the real-time
interaction of actors and audience. Cf. Erika Fischer-Lichte:
Ästhetik
des Performativen. Frankfurt am Main: Suhrkamp, 2004.
[6] Aristotle: The Complete Works of
Aristotle: The Revised Oxford Edition, vol.
2. Ed.
By Jonathan Barnes. Princeton, NJ: Princeton UP, 1984, p.
2320 (my italics).
[7] Cf. Jürgen Link: Zur
Theorie der Matrizierbarkeit dramatischer
Konfigurationen, in: Aloysius van Kesteren/Herta
Schmid (eds.): Moderne Dramentheorie. Kronberg: Scriptor, 1975, pp. 193-219.
[8] Cf. Edward Albee: The Collected
Plays, vol. 1: 1958-65. Woodstock; New York: Overlook
Duckworth, 2004, pp. 149-311.
[9] My translation from Link: Zur
Theorie der Matrizierbarkeit dramatischer
Konfigurationen, loc. cit., p. 197 (my italics).
[10] Mateas: A Preliminary
Poetics, loc. cit., p. 27.
[11] Cf. Jochen Venus: Teamspirit:
Zur Morphologie der Gruppenfigur, in: Leschke/Venus
(eds.): Spielformen im Spielfilm, loc. cit., pp. 305ff.
[12] Mateas: A Preliminary
Poetics, loc. cit., p. 28.
[13] In a strict sense, the differences
between game, play and drama are even more complex. In
modern drama, there has always been an inherent aesthetic
interdependency of play/playfulness and seriousness, of the
fictitious actions within the fictional world and its
real-world counterparts. This aesthetic requirement is
certainly more difficult to meet for an interactive
drama like Façade, as it has to make the player reflect on the difference between the
domestic argument in Façade and
domestic arguments in general or even his/her own marital
problems.
[14] It should, however, not be
forgotten that this has been regularly brought up in drama
history: In the tradition of the
play-within-play—from Shakespeares
Hamlet to Ludwig Tiecks Puss in
Boots or Pirandellos Six
Characters in Search of an Author—the
fictitious/imaginery spectator had already been
integrated into the dramatic action.
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