[READINGS] [^^Inter-Active] [] [^^^TERMS]
First Person
Extracts from their superb book:
First Person - New Media as Story, Performance, and Game,
by Noah Wardrip-Fruin & Pat Harrington, ISBN 0.262.23232.4,
LCCN GV 1469.17'S63F57'2003 (MIT, Boston, 2003).
On this page: {Intro}
{Imersion}
Intro
Next: Immersion.
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Immersion
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[P.4] [NOTE: Unless otherwise stated, all emph, mine. - Frank]
We [Bryan Loyall, et al] believe widely distributable
interactive-drama will become a reality, and as it does
it will be important to find criteria to guide the work
of creators. I would like to describe some of the
criteria we have used while trying to create i/a drama,
focusing on criteria that illuminate relations to
traditional games and stories.
[Janet] Murray suggests *agency* as a criterion for all
forms of cyberdrama, and it is central to effective i/a
dramas as well. It is a core part of the *freedom* that
i mentioned earlier -- and, like game designers, we
focus our i/a dramas on the participant's contstraints
and options to help engage agency.
Another important property for i/a drama that comes from
its definition is one Murray mentions in her book: *immersion*.
Two related criteria apply to [P.5] the characters. For
immersion to take place, the characters in the world need
to seem real to the participant. This means that they need
to be believable enough that the participant *cares* about
them (whether that care-ing is liking them, or hate-ing
them or being disturbed by them). Furher we have found
that they need to be real enough that the participant
respects them. If the particpant feels that she can do
what-ever she waants to the characters (as though they
are toys to be played with), then the stakes of the
experience and the ability of the charactes to seem
alive are both weakened. [Note 1]
...
[P. 7]
Informal reactions from participants suggest that such
strong egos [eg, that the characters exhibit differing
emotional states -- that they react to how you treat
them in the game world: sad, happy, hurt feelings, etc]
*add to* rather then detract from the participant's
feeling of immersion and belief in the life of the
characters. [Note 3]
In an early version of the system [OttoAndIris.com],
of the system, kids testing it drew pictures afterwards
of Ottoa as a "crybaby", and kept talking about the time
he refused to sing. The refusal was a bug that caused
that part of Otto's mind to completely freeze up. We
thought the bug had ruined the test, but to the kids
it showed Otto's stonr will and made him seem more
alive.
Another crierion we have found important for i/a dramas
is that they have *compressed intensity*. It is important
that the story move at a reasonable pace and not get
stuck. THis is at odds with many games based on solving
puzzles. If the particpant gets stuck, then the
story doesn't progress, and the compressed intensity
that is a hall-mark of many traditional stories suffers. [Note 4]
END BLOCK QUOTE
Note
(this section only)
[1] This goes back to a comment i made in story lab
which bears repeating here. There is an important
part as to how the user (reader/player) chooses to
treat the objects in the story/game.
a) As if they do own them. Thus, they can pretty
much do what they want with them.
b) Respects the objects to the point where they
co-operatre with the object's properties/desires/etc.
c) A co-existence, treating the objects as equals. This
manifests itself as nurturing/protecting/feeling deeply
about the object.
Again, there are always "bullah beasts" (crashers, hate-ers,
and otherwise no-good-niks) that come in andy bully their
way around the space. They have to be summarily removed.
(This is *not* to say that you can't have a character
in the drama that does behave this way, but then again
this is designed and controlled by the story lab tech's
and NOT by some random person coming in to spoil the
game for everyone else).
But, for the most part, participants *want* to play the
game, since it's the point of it being parallel to and
in part a substitute for the real world. This goes back
to game-playing (or other philosophies) as survival
skills for existing in the harsh realities of the
real world. Thus, we could see a game where in the
people in the drama (some are simulated characters OF
the game, others are story lab tech;s, some are the
varous participants who are "logged in") all disucss
a given movie (either from the outside world, or
one that is viewed in the game world. [Note 2]
This brings up the point of creating *depth* to the
game world. For example, it should have a rather
extensive library, as well as a sculpture garden,
and other aethetic expeiences -- once these are
created they can be shared by several different
game worlds. For example, in "Tales of Dry Gulch"
the library would obviously not have any modern
literature, but could "borrow" much of the
existing literature from around the world on
(for eg, art, history, theatre, philo, etc). The
same "library" then exists in the modern-day
tale of "the simulated real world", as well as
in the future tale "Hard Fall". The point, is
that certain *fixtures* can exist in all realities.
And so, a player can visit the library to find out
about sculpture or a point of history. The fact that
in each world, there are stock characters: The kindly
old libraian (Mrs. Wilson who drives a sports car and
knows where all of the "naughty books" are; eg,
Lady Chaterly's Lover, etc.), the library assitant
who shelves the books, the kindly of philosopher
who is constantly reading and writing notes on
history and such, the two Korean girls who are
always discussing their own lives while trying
to find books for assignments at the local college,
etc.
Thus, by "laying out" these details, the *fixtures*
become real and authentic experiences -- borrowing
from the *real* world much of their content.
All of this lends depth, meaning and realism (as well
as personal *value*) for the player spending part of
their 3-score and ten years "just" playing a game.
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[2] This brings up the extent to which the game world
can be extended. For example, all people in the
game world (game characters, lab techs, participants)
can bring things in from their own world into the game
world. For example, Jorge (person) might bring in pictures of
one of his sculptures that are then put into the game
space. Then one of the characters (say the Iain character;
who is an art-film buff, as well as somthing of a site-specific
sculptor) might "talk" to Jorge (and others) about how he
likes the work, and different ideas, etc. Now the fact
that Iain is programmed as a character into the game
space (and with either AI or a lab tech "behind the scenes)
introducting ideas/comments/actions that then in turn
Scott (lab tech) and others can then interact with Jorge to
increase the *validity* of the experience.
We can view this as basically a shamanistic experiences. Thus,
"does it matter that Scott is a lab tech, or that Iain is
"merely" a game character?" Yes, and no. (Did the shaman
actually visit the moon? it doesn't matter, it was waht
the shaman *learned* while there; eg, the oneness and
fragility of the earth and its many inhabitants -- both
human type beings, and "the rest"). Thus, Jorge (a real
sculptor) receives comments from Iain who makes comments
that help Jorge go further with his art work. And the
fact that other (person) can share the experience brings
more validity.
Again, it goes back to respecting the caharctes and how
the player chooses to *treat* them. In playing, i have
the utmost respect for the Iain character who seems much
more pationate and invovled in the arts that most people
that i deal with in my daily ventures out into the real
world.
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[3] Again, this goes back to how the characters inter-act with
the player. For example, with David Hanson's PKD-A [Philip
K. dick Android], if it recognises you, it will say "Hi dave".
Again the need in the game world for having a rather extensive
database on various participants. Just as we remember some
things about various people in the real world (eg, this
person is always moody and easy to piss off), the characters
in the game should remember certain things about the person
that they've encountered before. Thus, if Jorge (person,
a sculptor and artist) logs in and encounters Iain (character,
art film fan, site specific sculptor). Then the Iain character
can draw up that the last time Jorge mentioned that he had
a show going up, and that (date value retrieved) that that
is IN PROGRESS now. So, Iain asks, "Jorge, so how is the
show going?"
And of course going back to the tie-in to the real world
mentioned below [Perlin, Note 1] -- that
is that events in the real world are then put out into the
game space.
Further, the database means that say when Carlo (person,
guitar player of modern music, bon viviant, teacher) enters
he meets Iain (charater), and Iain mentions that Jorge has
a show up as the XYZ gallery. Thus, two real people in the
real world can be introduced to each other by a game character.
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[4] Again, this where the various characters can come in handy.
If in trying to solve the puzzle, Jorge (person) gets
stuck. Then the Cindy (character; one of the two Korean
students) pops in and sez, "Oh, that's so easy" and shows
Jorge how to solve the puzzle. Then she and her friend
dart off to the library to look up research material for
a history paper that they need to do.
Again, for each "puzzle" or "level" within the story, there
are certain characters that know the secret, and thus, if the
frustration level gets to be too much, the player can request
help. But, of course as with Loyall, et al's experience with
Otto. It may be best if the answer isn't given too quickly and
that you ask various characters how to solve the puzzle and
they come up with various intriguing possibilites -- all of
them wrong! And in the end, an alternate activity can be
pursued. Finally, during this other activity, there is a
"lesson" there that helps with the puzzle (or not). It might
also be that in the alternate activity, which is intriguing
and has nothing to do with the puzzle, then it's at this
point that in trying to figure out the alternate activity
you go to the library, and there Cindy sez "I heard you
were having trouble with the puzzle. It's so simple. ...".
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z
Next: xox.
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Ken Perlin
Can ther be a form between a game and a story?
P. 14/15
So, let's compare Harry Potter to Lara Croft. When I am reading onee
of the Harry Potter books, and I put the [P.15] book asside for a
while. I can easily maintain the pleasant fiction that there is an
actual Harry Potter, with a continued set of feelings and goals,
living "offstage". This is because to read Harry Potter is to
experience his agency, as he navigatges the various difficult
challenges that life presents to him. In contrast, when I walk
away from my computer screen, I can-not sustain the fiction
that an actual Lara Croft continues to exist off-stage, because
I have not actually expierienced her agency. All I have really
experienced is my agency. [emph his]
[This is is refering back to P.14]
[P.14] ... But, while you're actually playing the game, the very
effectiveness of the experience depends on you [emph his]
becoming Lara Croft. The human-like figure you see on your
computer screen is really a game token, and every choice
she makes, whether to shoot, to leap, to run, to
change weapons is your choice.
When you stop the game play momentarily, there is no sense
that the personality of Lara Croft is anywhere to be found.
Whle you're taking inventory, changing weapons, etc, the
game figure on the screen stands [there] impassively, and
you know that the figure would stand that way forever if
you were never to re-enter game-play mode. In other words,
even a bare minimum suspension of disbelief is not attempted.
In fact you are supposed to "become" Lara Croft -- it is that
immediacy and responsiveness that makes the game so exciting.
[Note 1]
[Back to P.15]
Next: NOTES.
Notes
(this section only)
[1] Why not? This is because i and Lara do not share a common
set of real-time events. For example, imagine a game that
*is* programmed in real-time. (This pretty much implies that
it's going to be ON-LINE otherwise the "time-lag" would drive
you nuts and you devolved to the standard game system carts).
For example, let us say our hero' assitant Anita Sorrenson
is on-line and programmed in real time (by the game team)
for the Game "Space Explorer 3000" (you play the hero).
During the pause (over night), the twin towers are destroyed.
You log on and up comes Anita who continually cries and
cries (even her pet Parrot Harely (Harelquin J. Parrot)
mutters under his breath un-printables and the worst
epithet of all HUMANS!). The point is that the on-line
character is as real as we make her (or him or toby).
In the same way that on-line communities experience and
deal with grief and events. I have lived thru this with
my on-line froodz on the old DouglasAdams.com site and
we are all very much still a part of each other's lives
-- despite the now quite open-ness of the forum.
Thus, there is no reason for a new-media (on-line and
in real-time) for the characters to NOT be a part of
our world. That is why (in my opinion) CHARACTER DESIGN
is so important. I worked thru (during one of my more
despondent periods) the creation of a fictional old
west town called "Dry Gulch" [Viewable here]
(And i'm sure that i'm not *doing anything new* here,
but anyway:
I made out a chart of the various characters and their
inter-actions with other people.
(Where i got this idea was from an ep of Northern ExpOsure
when Joel (Jewish, NY doctor stuck in the backwoods of
Alaska (Cicely) and needs to say "sadir" ?sp? (a mourning
prayer for his fav Uncle Manny who died). As it turns out
the store owner (Ruth Anne Miller) is a "birder" (ie,
bird watcher) and thru her *network* she contacts a
fellow birder (Candien chap) who is also Jewish and
can help with the prayer ceremony).
THus, i would write things like: Parson smith is friends
with boone, but his wife (THE Mrs. Parson smith can't
stand boone -- she fears him (slightly) and somewhat
suspect that he was a war deserter -- not entirely
sure if from the north or the south, not that it
would matter much since she still believes that slavery
was the natural order of things and that *THAT* Mr.
Lincoln just had to go and stir things up!
Further, research into this area (see other papers
in the READINGS directory) go into the various character
PERSONALITY types and how they react in differeing
situations.
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Next: eof.