Showing posts with label interactive fiction. Show all posts
Showing posts with label interactive fiction. Show all posts

Monday, January 13, 2014

Hypergrid Stories Project: The Future of Storytelling is Here


I always talk about one day being able to step inside the pages of a book and become a part of the story. Today I did it.


This is a preview of the Hypergrid Stories project I am working on with some of the authors here at Tea and Strumpets and members of the Greyville Writer's Colony. Consider this a rough but exciting draft.

Exploring the Story World


Hamlet on the Holodeck by Janet Murray was published way back in 1998. She must have been looking into a crystal ball when she wrote this passage:

The format that most fully exploits the properties of digital environments is not the hyper-text or the fighting game but the simulation: the virtual world full of interrelated entities, a world we can enter, manipulate, and observe in process. We might therefore expect the virtuosos of cyberdrama to create simulated environments that capture behavioral patterns and patterns of interrelationships with a new clarity. ~Janet Murray, Hamlet on the Holodeck.

We've built the simulations and now we're planting bits of story for readers to discover as they explore the world.



As you move about, touch, examine the elements in a scene, as the story tells itself to you, you become a part of the story, it begins to feel real.




You'll be transported to a new location and into a new segment after you've discovered all the segments in the current scene. This is as much a journey of discovery for me creating the story as I believe it will be for the readers exploring them. Every day I discover a new layer to this platform.

That's all I can say for now. Well that and that I think you'll love what will be coming your way on Valentine's Day. Keep your eye on this blog for more news.

~Nara Malone

To learn more about Nara Malone and her novels visit NaraMalone.com

To stay up to date on the Hypergrid Stories Project follow Nara Malone on G+ or Facebook.

Monday, October 28, 2013

Is this the future of the book?


We all have those moments of collision with a new idea that can transform our futures if we let them. For me, I think it happened when I discovered Plundered Hearts by Amy Briggs. It was a very old interactive fiction game, a romance. Briggs mastered the art of the tease. Sexy hero would arrive, save the heroine from disaster and disappear. Heroine would outsmart pirates, save ship from blowing up, and all manner of things in her effort to get back to the hero. After averting disasters and overcoming obstacles there'd be a brief reward, a moonlight dance, a steamy kiss, and then he'd have to dash off. She'd have to find her way back to him again and again.

The thing that was new and different about Plundered Hearts was that I was not reading about what someone else would do to get the hero. I didn't have to suffer through reading about silliness like pinching my cheeks to make them rosy or visits to the dressmaker. I was solving problems, saving lives along the way. She may have done some dressing up--I believe I drowned once right after dressing up. But it was still a rip-roaring adventure and the whole thing was text--what we now call "old-school" text adventure games.


Shortly after I discovered Plundered Hearts (which was after that style of game was obsolete) I read Hamlet on the Holodeck: The future of Narrative in Cyberspace. The author, Janet Murray, pointed to three essential elements of pleasure that computers can bring to stories: immersion, agency, and transformation. I'd agree that this is exactly what I found satisfying--despite the frustration of repeatedly dying--when I first played Plundered Hearts.

When a reader begins to interact with a story, when they touch a door knob and the door opens, when they smile at a hero and he winks, the world around them disappears and they are part of that story world to an even deeper degree than happens in reading a novel. The continual response of story world to reader makes it real--which leads to the sense of agency, which gives the reader the power to make change in a situation, which leads to a transformation in who that reader is by the end of the story. Yes, I am happy at the end of a traditional novel when I see a character transformed in a satisfying way. But when it is me who won the hero's heart, me who saved the ship, the village, the world... Well that's a sense of power and accomplishment that carries over into real life on a subconscious level. You can read more about that sort of impact in this article.

I've been waiting for an evolved version of Plundered Hearts since the late eighties. I haven't found it. I may have to write one.

This week I downloaded two "games" that won awards and attention for their narrative. The first one I'm playing/reading, Dear Esther, created a lengthy discussion about whether it was really a game. There is no true game play. It's a story you discover. You're an an island where the main character washed ashore after a shipwreck. As you traverse the landscape you discover letters he wrote to the woman he loves. This is delivered as text and narration. The narration is excellent.


The prose in Dear Esther, is as beautiful and  compelling as the landscape. As you walk along the coast the constant sound of surf goes with you. Particles of sand are tossed in the air on occasional bursts of wind. You may need to click these images to see the larger version and read the text.


The segments are written so that they can be delivered randomly as you cross certain trigger points in the landscape. I haven't played to the end, but I know how it ends and even knowing that, I will take this full journey. Experiencing that ending will make all the work of discovering this story worth it. 

Dear Esther is the price of a regular book.Some might say it should have been a book, but there are elements to this story that can't be communicated without this platform. Others might argue that it should have included puzzles like a true game. I think the beauty and power of this story is that while my journey happens inside boundaries set by the game designer,  it is my path taking me through the story. The landscape is etched with symbols and debris that contribute meaning. Narrative can change somewhat each time I revisit it. The plot won't change, but how I experience the plot can. I am not distracted by frustrating puzzles. Elements like that would pull me out of the emotional flow of this narrative.

So I recommend Dear Esther as a look at what the future of fiction may be. It costs no more than an ebook and will run on  Windows or Mac computer. The graphics are impressive but not a resource hog so you don't need a gaming machine to run it. 

Those of you who have found their way to the Greyville Writer's Colony will recognize how easy it would be for you to create a story like this. You'll probably already be saying to yourself, but we can add characters and this and that. Yes, the tools we have will let us take transmedia narrative to a new level. If what I have seen authors like Siobhan Muir, Shara Lanel, and Tina Glasneck doing in Greyville these past few weeks is any indication, the future of fiction will be amazing.The experiments of authors like these will ultimately shape the future of fiction.

I'm participating in the Future of Storytelling MOOC at iVersity. In our first week we discussed what makes a story. One professor pointed out that a transmedia mix -- poetry, images, and music could be elements of a good story. A reviewer from The Telegraph had this to say about Dear Esther , "It is oil painting, poetry, eulogy and video game all at once. And it's never less than fascinating." 

That's what I think the future of fiction will be. All of that and little more...

~Nara Malone

You can find out more about Nara Malone and her books at her author blog.

You can find out more about the Greyville Writer's Colony, including how to get to our corner of cyberspace, at NarasNook.




Monday, July 9, 2012

Ebook Evolution

Horse Power!

There's been a dramatic rise in e-reading and e-reader ownership over the last two years. But while the e-reader in your hand is vastly different from the book you used to hold, the content between the covers is, essentially, still the same. Publishers are still serving up black and white text, stories delivered by flipping a sequence of pages on tablets and e-readers.

 That's like purchasing an automobile to replace your horse and buggy, but then hitching the car to the horse and having him do the pulling.

To some degree it's understandable. It's going to take some time for the creators and publishers to discover the power of the platform. Weren't the first television shows just a visual version of a radio show?

In my monthly column here at W3, I want to review the tools and technologies that will make future books more than text on a page. I'm out stalking books that experiment with delivering stories through those technologies. While many books are labeled as enhanced or new media fiction, few deliver a new and exciting experience. I hope to point you toward the ones that do. Today I want to show you Machinima--an evolving technology discovered by the poor starving writers and artists that will be the innovators driving the course books take in their evolution.

Think of Machinima as a host of actors in your pocket, as a poor-man's animation or rendering engine. I know you're all shuddering, wincing at the thought of animating anything. Don't cover your eyes yet. Machinima animation is as simple as turning on a video recorder. Enterprising gamers discovered if they could use screen capture to record what happens on the set of a video game, they could use the game engine to record little scripted movies that had nothing to do with the game.

 What has that got to do with books?

Well if you couple that tool with virtual worlds like Second Life (the SL TOS allows making derivative works like this), you come up with the ability to create a character as avatar and then record their actions. The header for W3 is comprised of pictures I made of avatars created to match the personalities of our authors and was all done in Second Life.

My first attempt at using Second Life and machinima to spice up the delivery of text on a page was in a character interview I did for author Siobhan Muir. She wanted to do an author interview that was more than static text on a blog. Siobhan provided the voice via microphone and I recorded the interview taking advantage of lip-syncing and body language animations built into the game. Below is a sample of the interview with Julianna Morris, werewolf from Siobhan Muir's new novel, Queen Bitch of Callowwood Pack.



Keep in mind, this was a first experiment done by two writers who barely know how to sit in a chair in a virtual world. Now imagine how dangerous we could be if we ever figure out what we're doing.

My next shot at using machinima, came with a request from Marilyn Campbell. She wanted a book trailer for her new novella, Serving Nicole, that was more than the traditional Power Point presentation converted for YouTube. Could I do that with Machinima? I didn't have a clue, but I was eager to try. I used her book blurb, some still images, and machinima to come up with the trailer you see below.




Because I was able to produce practical, useable results to spice up mainstays in an author's promotional tool kit, I expect to see machinima  turning up in promotions authors use to attract and entertain their readers. But I don't think machinima will stop there. It's cheap and easy to do. Think graphic novels. Think interactive novels. Innovations like this will drive the future of books.

I'm going to add one last machinima created by Pia Klaar in Second Life. It's a nice look at what can be done by a skilled machinima artist. If you want to be totally blown away check out her other work on YouTube. One of her videos is a lovely retelling of the fairytale The Red Shoes.
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If you're here to see who won yesterday's hunt for Hella, the winner is Mary M. Mary, Master Bond, will be sending you an email to find out which book on my backlist you'd like to choose as your prize. 


Happy creating. Happy reading.
~Nara
www.naramalone.com
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