Digital Storytelling: A Creator’s Guide to Interactive Entertainment (Carolyn Handler Miller)

Screen Shot 2018-02-03 at 2.59.40 PM.pngDigital Storytelling: A Creator’s Guide to Interactive Entertainment. This book has gone through several editions, the most recent the third edition from 2014.

ETA: There is now a new 4th Edition available, which readers may find more relevant. It is not the same edition reviewed here, but it is more current.

Miller is interested in works that are digitally delivered, interactive, non-linear, narrative, with distinct characters, participatory and navigable. Each of her chapters ends with some idea-generating exercises to help you brainstorm about the topics she’s just raised.

Unlike many of the books I’ve been surveying recently, this one is not specifically focused on games or the game industry; instead, it’s looking from a storyteller’s perspective at how to deliver experiences for which the page of a book is not necessarily sufficient. That in itself gives it a rather different flavor: many games writing books are quick to identify the ways in which their game genres are constraining or limiting, or present “challenges”. By contrast, Digital Storytelling is about what interactivity can add to the writer’s toolkit. (I feel this very much myself, and feel the absence of these options when I’m working in a more linear medium.)

At the same time, the book is directed at readers who might be writers in linear media but have barely considered interactivity before, and therefore need to be taught canon and craft entirely from scratch. It also anticipates a different set of prejudices and concerns: the chapter on video games spends half a page on the concept of AI and considerably more space on issues like video game addictiveness and whether violence in games is a serious problem.

Continue reading “Digital Storytelling: A Creator’s Guide to Interactive Entertainment (Carolyn Handler Miller)”

End of March Link Assortment

April 1 is the date to submit games to Spring Thing 2018, and they’ll become available for people to play on April 5. Bonus link: here’s a history of Spring Thing, for those who are new to the competition.

April 6-8 is Now Play This in London, a curated show of experimental gameplay that coincides with the London Games Festival.

April 7 is the next meeting of the SF Bay IF Meetup.

April 7 is also the next meeting of the Baltimore/DC Meetup. The topic there will be Papers, Please.

April 18 is the next meeting of the Oxford/London IF Meetup, where inkle studios’ Joseph Humfrey will talk to us about making interactive text look good and flow well — and in my view there’s no one better to learn that from.

And further in the future but worth planning ahead for: Feral Vector is May 31-June 2 this year. This is a joyous, playful indie conference in Yorkshire and has always been delightful when I’ve been able to attend. (I can’t make it this year, alas.)

Really far in the future, IFTF has announced work on an IF/narrative games conference to take place in Boston in 2019.

*

New Releases

Nicholas Brakespeare is crowdfunding a new parsery game called The Pilgrimage, in a home-made engine.

MyLadysChoosing_WebCatalog.png

Coming out this month from Quirk Books is My Lady’s Choosing, a CYOA-style Regency romance.

Worldbuilding America: Where the Water Tastes Like Wine

Screen Shot 2018-03-10 at 1.13.52 PM.png

A country made of stories. Where the Water Tastes Like Wine is a game about the shining lie of America: about the dream of freedom and justice and opportunity, and the darker, more tarnished truth. Stories are currency and resource and the means of unlocking connections with other players. And Johnnemann Nordhagen, the creator of the project, decided to collect those stories from many writers of many backgrounds, making it genuinely multi-vocal.

It was delightful to be asked to contribute, and I knew as soon as I played the original trailer that this was something I wanted to be part of.

The request came when I was getting used to being an immigrant outside America, looking back with a mixture of homesickness and anger, sadness and relief. I live now in a country where I don’t fear being SWATted or shot, and where my health care is free. Meanwhile, UK citizens ask about the American health care system the way you might ask to be told a ghost story. Let us hear how you paid a thousand dollars for an unnecessary ambulance ride of one mile; let us shiver pleasantly and then relax knowing that we will not suffer the same fate. It gets darker when we get to “Also, I have friends who died of cancer because they couldn’t afford to see a doctor about their symptoms until it was Stage IV.” I choose how I tell the story of America on a daily basis.

And I listen to the stories of the UK with the same doubts. You say you had a great Empire and relinquished it, and now you look on American imperialism with the smug compassion of a sober alcoholic. You say you’re not so racist and your police aren’t so brutal. You say you have a safety net for your citizens, and that you’d never let your streets be full of homeless people the way they are in San Francisco. There’s some truth in all that, but also a good measure of lie. I can see the rough sleepers in London; I can see them in Oxford. They’re not invisible.

Stories lost. Johnnemann gave me a character prompt: Bertha, a Dust Bowl survivor who leaves Oklahoma for California.

As it happens, I had a grandfather who was born in Oklahoma and moved to California — and I know very little about the circumstances, except that his personal trajectory was inflected more by the war than by weather or crop failures. I never had a single conversation with him about it.

When I was old enough, my mother passed a few things on to me that he’d told her while she was growing up. They were mostly explanatory notes. Your grandfather is like this because. His friends died and he survived and he didn’t understand why either of those things happened. He went into Germany in 1945 and he saw very bad things. Don’t ask him about it. There was a child he met that he tried to save and he couldn’t. Don’t ask about that either. He came back from the war and his sisters were surprised he had lived through it. They weren’t expecting him back and they’d spent the savings he left with them. Definitely do not mention this. Keep it out of your mind when you see or hear about your great-aunts.

The past was a wound fifty years old, still too raw to touch. The stories could not safely be passed on. I only write this now because my grandfather and his sisters and my grandmother are all gone.

Other stories in my family’s history were lost in other ways. I have Native American blood from several parts of the family tree, but I don’t know the languages, the cultures, the religions or histories of any of my Native ancestors. Something of value was stolen from me — by a different set of great-grandparents. What reparation can I, a woman of European appearance and culture, offer myself, a descendant of displaced Native people? There’s no resolving that.

Stories borrowed. For Bertha, I had dots on a map of Oklahoma where my grandfather’s parents and grandparents had lived. I had some vague outlines of how they got there — including the Cherokee ancestors who had walked to that location, in the worst of circumstances. But I needed more specifics, and I also needed to get a sense of the flavor of period speech: this time, place, and character are well outside my personal idiom.

So to find Bertha’s experiences and her voice, I immersed myself in period sources. Reread Grapes of Wrath, of course, but also Whose Names are Unknown, a rather less-read work by Sanora Babb that provided more specific details, and which felt like an especially good inspiration for writing about marginalized and unheard voices:

Sanora Babb’s long-hidden novel Whose Names Are Unknown tells of the High Plains farmers who fled drought and dust storms during the Great Depression. Written with empathy for the farmers’ plight, this powerful narrative is based upon the author’s firsthand experience.

Babb submitted the manuscript for this book to Random House for consideration in 1939. Editor Bennett Cerf planned to publish this “exceptionally fine” novel but when John Steinbeck’s The Grapes of Wrath swept the nation, Cerf explained that the market could not support two books on the subject. — Sanora Babb website

I also read interviews with Oklahomans and song lyrics by Woody Guthrie and a few repositories of stories about the inhabitants of my great-grandparents’ town. It didn’t make it into the final game, I believe, but we were asked to provide a bit of local folklore. The one I wrote up was a story recounted about an ancestor of mine who supposedly fell into what he thought was an open grave during a black-out dust storm.

Continue reading “Worldbuilding America: Where the Water Tastes Like Wine”

Worldbuilding in Immersive Theatre, and the Punchdrunk style

Earlier this month I took a one-day design masterclass with Punchdrunk, the immersive theatre company. I’ve previously written about seeing their work Sleep No More and Against Captain’s Orders. Their work has been a design inspiration especially for thinking about narratives where the characters are all in motion and the player is choosing which to track.

Going into this session, I was curious whether I’d learn methods of environmental storytelling that would cross over into game applications. I was also curious how they approach developing a physical space around a story concept, and what questions they ask in order to develop the character.

If you’re considering signing up for a class — I think they’re on hiatus now, but the opportunity might reopen in the future — I’ll cut to the chase and say that it was a fascinating, fun day and totally worth doing; that I enjoyed the activities and instruction and had a great time meeting the mix of other practitioners in the same space, who included museum curators, drama instructors and students, other game designers, and a few “I just love Punchdrunk and was curious” types.

Punchdrunk2
Our group decorated a space (with only paper and string) to evoke a character from a short story (being intentionally a little vague here to avoid spoilers)

At the same time, I should acknowledge the news about the harassment of actors at Sleep No More productions. This didn’t come up in the course of the workshop, and I had scheduled mine before that news item broke, but I mention it in case that information affects your desire to engage with the company’s work.

The rest of this article will be talking specifically about what we learned in the context of video game design and story-telling — some items that I found expectedly or unexpectedly useful, and also some places where I’m not sure the inspiration would successfully cross over.

Continue reading “Worldbuilding in Immersive Theatre, and the Punchdrunk style”

Mid-March Link Assortment

March 17, Queer Code London holds a workshop on graphical uses of Twine (co-sponsored by the Oxford/London IF Meetup).

I will be at GDC March 19-23, speaking at the AI Summit and present at the Spirit AI expo floor booth.

March 20, Sunderland Creative Writing Festival offers a workshop on writing choose your own ending stories (looks like it’s focused on craft and choice design, and might be non-digital).

Through March 21, the MIT Rotch Library (77 Mass Ave, 2nd Floor) is running an exhibit about computer-generated books called Author Function.

March 26, the Dublin Interactive Fiction Meetup gets together to look at point and click adventure design and tooling.

April 1 is the date to submit games to Spring Thing 2018, and they’ll become available for people to play on April 5.

April 6-8 is Now Play This in London, a curated show of experimental gameplay that coincides with the London Games Festival.

April 7 is the next meeting of the SF Bay IF Meetup.

April 7 is also the next meeting of the Baltimore/DC Meetup. The topic there will be Papers, Please.

April 18 is the next meeting of the Oxford/London IF Meetup, where inkle studios’ Joseph Humfrey will talk to us about making interactive text look good and flow well — and in my view there’s no one better to learn that from.

And further in the future but worth planning ahead for: Feral Vector is May 31-June 2 this year. This is a joyous, playful indie conference in Yorkshire and has always been delightful when I’ve been able to attend. (I can’t make it this year, alas.)

Continue reading “Mid-March Link Assortment”

Not Exactly Mailbag: Worldbuilding from a Mechanic

Monkey graphicsTwice this year I’ve spoken about matching story and mechanics — once for the Oxford/London IF Meetup, and once as a keynote talk at the Malta Global Game Jam. Both times, I mentioned the idea of using mechanics as the basis of world-building. I’ve done this both with the letter-changing powers of Counterfeit Monkey and the Lavori d’Aracne sympathetic magic of Savoir-Faire and Damnatio Memoriae. (I’ll talk a bit about all of those games below, so beware moderate spoilers, if you care.)

In Malta, one of the questions I got after my talk was “how do I know what questions to ask when world-building?” and I suggested having a look at conventional fiction guides for world-building. It seemed like a fair response at a time, but as I’ve had a look at some of the world-building guides out there, I felt that most of them didn’t necessarily translate directly to the types of strategies I use for this cause. So I’ll belatedly go into a little more depth about that now, in the hope it’s useful to someone (whether or not ever seen by the original questioner).

If you’ve got mechanics, that typically means you’ve got

  • an action/set of actions for the player to perform
  • some kind of world state that is affected by those actions in some way

And that’s all we need to ask world-building questions.

Continue reading “Not Exactly Mailbag: Worldbuilding from a Mechanic”