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Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Chapter 5: Agency Hamlet on the Holodeck: The Future of Narrative in Cyberspace
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Agency The more realized the immersive environment, the more active we want to be within it Things we Do Sense of Agency Tangible Results Agency is the satisfying power to take meaningful action and see the results of our decisions and choices Double click and open a file………….change numbers on spreadsheet and click on sum and get total…….
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Agency Participation in narrative is circumscribed in a way that generally limit our sense of agency The story is designed to unfold in the same way no matter what individual audience members may do to join the fun Music and theater participatory forms are successful because they rely on careful cueing and formulaic behavior Sing along with chorus, square dance vs ballroom dance
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Agency Electronic environments have similar formulas and rules for structuring participation Examples? What is the crucial difference between folk art rituals and computer-based interactions? In computer, we encounter a world that is dynamically altered by our participation When things are going right on the computer, we can be both dancer and the caller of the dance = feeling of agency Click on a menu, word processor
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Agency beyond participation
Agency, goes beyond both participation and activity Game-makers focus on the number of interactions per minute, is a poor indicator of the pleasure of agency Chess vs game of chance
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Navigation Moving through a geographic or abstract space can be enjoyable This participatory pleasure in the organized sport of “orienteering” is a satisfying activity regardless of the space is real or virtual Zork-like dungeons, informational webs Allow us to experience pleasure specific to intentional navigation Pleasure of orienteering in electronic environments Solvable maze Tangled rhizome
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The story in the Maze Maze as challenge to find solution in space
Physical and/or mental challenges Must find the exit A classic fairly-tale narrative of danger and salvation, with maze as the road map for telling the story What is the drawback to the maze orientation? It moves the interactor towards a single solution Our desire for agency in digital environment makes us impatient when options are limited
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Rapture of the Rhizome Rhizome rejects a single path, single solution, or single meaning Any point may be connected to any other point System design can get in way of agency If done right, the reader need not worry about the loss of the plot “Dear Dad – this game will never end. William.” Longing for closure and separation Lingering forever in an unfolding process because it can never ends
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Between Maze and Rhizome
Both overdetermined single-path maze and underdetermined Rhizome work against pleasure of navigation Generating anxiety Stories should be goal driven enough to guide navigation but open-ended enough to allow free exploration with satisfying dramatic structure No matter how the interactor chooses to traverse the space
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Between Maze and Rhizome
Violence hub as model A dramatic event Many perspectives How different and how same from existing games and hypertexts?
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The Journey Story The navigational space of the computer makes it suitable for journey stories, which are related to mazes but offer additional opportunities for exercising agency Huckleberry Fin, The Story about a Real Man Computer based journey stories offer this pleasure of uniting problem solving with navigation Confined space until the solution to a puzzle is found
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Games into Stories Games seems on the face of it to be very different from stories and to offer opposing satisfactions The Myst The game is well designed in that all the evidence on which to base a decision is, as in any good detective story, available to the player Win/lose ending
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Games as Symbolic Dramas
Protagonists and plots Enacting relationships to the world More abstract interpretations Social meaning in Monopoly Drama in Tetris We need to take advantage of the symbolic drama of contest games to create suspense and dramatic tension without focusing on the interactor on skill mastery Lottery buying
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Constructivism The constructivists pleasure is the highest form of narrative agency the medium allows The ability to build things that display autonomous behavior In Fallout 4, players have the ability to construct and deconstruct buildings and items and use them to build settlements. It is likely that more and more people will turn from win/lose game playing to the collective construction of elaborate alternate worlds Are we there yet?
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Constructivism MUDs as a model Live-Action Role Playing
Can play existing stories or create new ones Can be individual or social Live-Action Role Playing Separation of GM and players Works because of persistent relations between players
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The Interactor as Author
There is a distinction between playing a creative role within an authored environment and having authorship of the environment itself. Interactors only act within the possibilities established by the writing and programming Problems with shared authorship Procedural authorship It means writing the rules for the interactors involvement, where the conditions under which things will happen in response to the participants actions. In electronic narrative, procedural author is like a choreographer who supplies the rhythms, context and steps that will be performed.
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