Weeks 11 and 12

Hi digital narrative producers!

As you will remember from the course guide, there are no ‘flipped’ lectures Weeks 11 and 12, but rather the expectation you will spend that time working on your proposals and EPOCs.

Thus, the tutorials for Weeks 11 and 12 are reserved for workshopping together – at a time when you can be sure your schedules align – and under the guidance of your tutor.

Tomorrow we will meet at 930 and I will take you through the peer review element of the assessment task as well as the submission process. Afterwards, I will do the rounds of the groups as well as being on hand for questions. Remember, although the deliverables for assessment are not due until 15 October, you will need to be ready to share drafts by Wednesday Week 12 (11 October) when the proposals for Strategic Media Projects are selected.

Next week, Kim and Vikrant will run that selection process – details to follow.

 

Week 7 flipped lecture: multi-platform, simulation and environmental narratives

Introduction

This week we invite you to consider how your project might position itself within digital simulation and/or environmental narratives.

It is also now time to consider the multi-platform nature of your digital narrative, and the different distribution and marketing strategies you might consider.

Your tasks:

  • Read and watch the lecture material.
  • Identify which type of ‘environmental narrative’ your project most aligns with (depending on your project, this may be a bit of an arbitrary exercise, but have a go anyway in the spirit of exploration): evocative, enacting, embedded or immersive (NB: These concepts are elaborated upon below).
  • Come to class having identified a concept from any of the flipped lectures so far that most closely applies to the digital narrative you are developing.
  • Make notes on the multi-platform marketing and/or distribution of your project.
  • Most importantly: bring to class your ideas for what you might make for your EPOC.

Pre-digital simulations

As noted earlier in the course, narrative is an ancient form of communication and has been with us for thousands of years (if not longer).

Simulation, as a form of communication, also has a long history. Here are some examples of pre-digital simulations.

doll crane planets
A doll that closes its eyes when it is
horizontal
A crane that lifts a bucket when you turn its wheel An orrery that models the relative positions
and motions of the planets and moons in the
Solar System.
diorama1 daguerre1 daguerre2
The diorama was a pre-cinematic form of entertainment invented by Louis Daguerre, the inventor of the photographic plate. It consisted of huge translucent paintings of famous places and used lighting effects to create the illusion of movement and change. Effects included changing weather conditions, atmospheric effects, shifting day to night, and making figures appear and disappear within the scene.

 

diorama diorama2

The modern-day museum diorama is a descendent of this form of simulation.

 

Videogame simulations

Gonzalo Frasca argues in Simulation VS Narrative: Introduction to Ludology (2003) that the narrative model limits our understanding of videogames. He contends that videogames are not narratives but simulations.

Frasca’s broad definition of simulation:

  1. a simulation is a model of a system
  2. a simulation reacts to certain stimuli according to a set of conditions, rules or procedures.

 A simulation is never going to be identical to the system that it is modelling – often it is a much simpler system. 

red dead redemption GTA assassins creed
Red Dead Redemption (2010) Grand Theft Auto V (2013) Assassin’s Creed Unity (2014)

For instance, the desert environment in Red Dead Redemption is far simpler than a real desert, it still retains some of its behaviours (for instance, it has a day/night cycle, and you can fall off bridges and cliffs).

 

Simulations as story machines

Frasca claims that a videogame is bigger than a single story. In fact, a videogame is a dynamic system that can produce many different stories, depending on the player’s actions.

kaleidoscope  kaleidoscope

In the same way that a kaleidoscope is not a collection of different images but a device that produces images, a videogame is a system that produces a variety of stories.

In Game design as narrative architecture Henry Jenkins argues that although games and stories have profound differences, game designers and critics can learn a tremendous amount through studying older storytelling media, such as films and novels. Jenkins believes that game designers should be understood less as storytellers and more as narrative architects: “Game designers don’t simply tell stories; they design worlds and sculpt spaces” (2004: 120 – 122). According to Jenkins, narrative architecture, or environmental storytelling, in games can be achieved in four different ways:

 Evocative spaces

A certain place can evoke narrative associations by drawing on a pre-existing genre tradition (for instance the haunted house) or work (for instance Alice’s Adventures in Wonderland (1865))

alice hansel gretel haunted house
 American McGee’s Alice (2000)  Fearful Tales: Hansel And Gretel Game (2013) Silent Hill: Homecoming (2008)

 Enacting stories

A series of locations can stage narrative events (here a plot is organised spatially in the form of a world full of obstacles and aids to the progression of the story)

red dead map far cry map last of us map
 Red Dead Redemption (2010)  Far Cry 3 (2012)  Call of Duty: World at War (2008)

 

Embedded narratives

Narrative information can be embedded in the mis-en-scene of a location (as in the classic detective story model, where the player assembles a narrative history through uncovering clues)

la noire1 la noire2
L. A. Noire (2011) L. A. Noire (2011)

 

Emergent narratives

The player can use the resources provided to design their own worlds (for instance, The Sims (2000))

cakes simcity sims
 Minecraft (2009)  SimCity – Cities of Tomorrow (2013)  The Sims 2 (2004)

 

Machinima

Those filmmakers without 3D animation skills may be interested in creating environments within online virtual worlds such as Second Life and Kaneva. These environments can be used to create machinima. Machinima are digital films made using real-time computer graphics engines. machinima artists, sometimes called machinimators, use video games (such as The Sims) or simulated worlds (such as Second Life) to create their film clips. As derivative works, machinima could violate the copyright of the videogames used to create them. However, In 2003, Linden Lab changed their license terms to allow users to own their works created in Second Life. Electronic Arts, the makers of The Sims, encourage users to create and share their own Sims’ narratives using the in-game camera. Screenshots and video footage of The Sims games can be broadcast freely, as long as the machinimator does not attempt to make money from its broadcast.

The Sims 3 Machinima – Madness – Best Of

The Sims 3 Machinima – Fascination

MetaPhore

Standby

Multi-platform (and transmedia) storytelling.

It used to be that most stories were told using a single medium, such as a book or a movie. At a later date, particularly if the story was a very popular one, it might have been adapted for another medium. So comics might have been adapted for television, or novels might have been adapted into films and so on. In general, when a narrative is adapted for different media channels, its basic story elements (characters and plot) are retained in the new format.

But, as leading transmedia scholar Christy Dena was already observing back in 2009:

“A television show is no-longer always just television show, it may have specially crafted books and a feature film that are all part of the storytelling, as is the case of David Lynch and Mark Frost’s early 1990s work Twin Peaks. The website for a feature film can do more than advertise the details of its screenings, it can reveal detail about the characters’ lives after the film plot ending, as with Richard Kelly’s 2001 Donnie Darko website. The arias and childhood visions from a character’s memories can be shared with the reader of a book, with specially created illustrations and a music CD, as author Laura Esquivel orchestrated in her 1996 novel The Law of Love (Crown Publishers, Inc.). The setting and ideology of an album can burst beyond the music, across fictional websites and anarchic live events, as Nine Inch Nails’ Trent Reznor showed with his Year Zero alternate reality game (Reznor and 42 Entertainment, 2007). A computer game can bleed outside of its virtual walls, with fictional characters emailing players directly, as with Electronic Art’s 2001 alternate reality game Majestic. The canvas of a painting can stretch beyond the gallery and onto the Internet, as tonyjohanson.com (he changed his name to a URL) did with his 2005 Archibald Prize entry GoFigure.Net.au. An installation can exist in multiple locations and websites, with patrons on the Internet interacting with strangers on the street, as with Susan Collins’s In Conversation (1997-2001). And players on the Internet can be chased by people running through the streets with GPS-enabled devices, as with Blast Theory’s Can You See Me Now? (2001–2005)” (2009, p. 1- 2)

One of the first transmedia productions was The Blair Witch Project (1999) a docufiction or ‘found footage’ film. The story concerns the disappearance of three students in the Black Hills woods near Burkittsville, Maryland. The students disappear while they are making a documentary film about the legend of the Blair Witch. A year later their documentary footage is found buried under the foundations of an old house. The Blair Witch Project movie consists solely of this ‘found footage’ whilst the website presents additional material about events that happened before and after the disappearance of the filmmakers.

Blair Witch (clips)

Blair Witch (website) 

Transmedia storytelling is a very different approach in which a narrative is designed from the ground up to exist in multiple complementary modules across multiple channels. In other words, the narrative modules are like pieces of a puzzle that fit together to create a unified whole.

“Transmedia storytelling represents a process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience. Ideally, each medium makes it own unique contribution to the unfolding of the story.” (Jenkins 2011).

Ideally, as Jenkins points out, a transmedia storyteller will exploit the strengths or affordances of each medium to their best effect. For instance, a game module of the narrative might simulate one aspect of the narrative as a dynamic system, whereas a cinematic module of the narrative might represent another segment of the narrative in a visually spectacular and highly plot driven form.

Since transmedia narratives are distributed across different media and comprise a persistent universe, they can often be misconstrued as real rather than fictional. This was the case with Orson Welles War of the Worlds (1938), and also The Truth about Marika (2007), a narrative produced for Swedish television about the disappearance of a young woman. Many people believed Marika was a real person and helped search for her. Understandably, they were not happy when they found out that the story was a fiction.

The truth about Marika (participative drama)

Notable features of transmedia narratives are:

Multiple media – the narrative exists in different modules across more than one medium (usually 3+, often combining live events with traditional media).

District 9 (2009) marketing involved billboards banning non-humans – see Henry Jenkin’s discussion of District 9.

A timeline of Dexter’s transmedia elements

Narrative expansion- the different modules expand, or add to, the core narrative and its story world, past or future, points-of-view (focalisers).

The Office webisodes: The Accountants

Doctor Who – A Finding Freeflow Case Study

Narrative continuity – the modules are closely integrated and consistent with the core narrative (the canon).

The Holocron continuity database is the database used internally by Lucas Licensing to keep track of all of the fictional elements created for the Star Warsuniverse, and contains elements from nearly every officially sanctioned Star Wars product. Some statistics from the database – the database currently contains 8,742 characters and 3,419 planets.

Transmedia: Multichannel Storytelling Transcends Platforms

Narrative participation – the narrative is at least partially participatory, so that the audience can participate in the unfolding or creation of the narrative.

The Spiral

The Spiral Facebook page

The Spiral case study

Game features – the narrative often contain some gaming elements and a playful sensibility.

Dexter Interactive Investigation: Start Here!

Rabbit holes – the narrative contains at least one public point of entry through which the audience find clues or pieces of the story (the rabbit hole).  For instance, the film A.I. (2001) had a credit for Jeanine Salla as ‘Sentient Machine Therapist’ hidden among the credits for Spielberg and the actors, along with a phone number. These were the initial clues that lead players into the world of The Beast (2001) , an Alternate Reality Game (ARG) set in the A.I. movie universe. Here is Jay Bushman’s recollection of the game.

Cheese holes – the narrative contains spaces in which the audience is encouraged to create or contribute content.

“Cheese hole design is about recognizing the opportunities within the story … Cheese holes are the places where you would like or will actively steer an audience to create content, perhaps in the form of back story, additional characters, ancillary storylines, Rashomon-style alternative perspectives or around artifacts from the storyworld. It doesn’t necessarily mean disruption to impact the storyline.” (Alison Norrington, quoted in Miller 2014, p. 168)

Cheese holes often form on social media platforms such as Facebook, YouTube and on blogs. A Yahoo! Group titled The Cloudmakers was created by players of The Beast. The Cloudmakers sorted out information from the game and created elaborate flowcharts of in-game activity.

Further exploration:

Transmedia Documentary Storytelling

Finally, this is all of consideration for your proposals and EPOCs, in preparation for an industry where “Other design ecology factors that influence the creation and design of transmedia projects include institutional ones, such as the rise of funding bodies, arts organizations, broadcasters, studios and the like mandating cross-platform, cross-media, 360, and multi- platform projects” (Dena 2009, p. 52).

 

References:

District 9 (2009)

The Blair Witch Project (1999)

The Spiral (2012)

The Truth about Marika (2007)

War of the Worlds (1938)

Dena, C 2009, Transmedia Practice: Theorising the Practice of Expressing a Fictional World across Distinct Media and Environments, PhD Thesis, University of Sydney

Frasca, G 2001, Simulation vs Representation, Ludology.org.

Frasca, G 2003, ‘Simulation vs. Narrative: Introduction to Ludology’, Wolf MJP & Perron B (eds) Video/Game/Theory. Routledge

Jenkins H. 2011, Confessions of an Aca-Fan (blog), available at http://henryjenkins.org/

Jenkins, H 2004, ‘Game Design as Narrative Architecture’, in Wardrip-Fruin, N. and Harrington, P. eds. First Person: New Media as Story, Performance, and Game, The MIT Press, Cambridge, 2004, 118-130

Miller C. H. 2014, Digital Storytelling: A Creator’s Guide to Interactive Entertainment, Focal Press, Mass. Available RMIT Library http://search.ebscohost.com.ezproxy.lib.rmit.edu.au/login.aspx?direct=true&db=nlebk&AN=806308&site=ehost-live&scope=site

EPOCs

Hi everyone,

The EPOC (Electronic Proof of Concept) you make to support your proposal is somewhat dependent on your project, your skill set, the skill sets of those in your ‘production company’ (or wider community) and, frankly, how driven you are to see your project selected for production in Strategic Media Project.

The EPOC requirement for this course is born directly from contemporary ‘real world’ and ‘industry’ situations, whereby very few funding agencies or production bodies will accept a proposal without one.

To be clear, it is not the whole project, fully realised. It is a taste of what the full project, if made, would look, sound and feel like. How it will be experienced. An audiovisual example of the world, tone and (where applicable) genre of your premise.

Just for example, here are the Screen Australia guidelines for what they simply call a POC (same thing):

As part of your application, you will need to submit:

  • a Proof of Concept (POC) relevant to the type of project proposed, for example, linear fiction would require a sizzle reel, filmed sample scenes or a pilot, while a project that relied heavily on user/social interaction may require a prototype or video ‘walk-through’

Screen Australia, 2017, Program Guidelines: Online Production, p. 4 (full doc in resources tab).

I encourage you to think about what you might want to make over the break. Bring these ideas to the Week 7 tutorial and you can discuss with me, and your team, the possibilities for your EPOC idea. That is, how feasible it is to achieve and how effective it would be in selling your digital narrative. Only by sharing your ideas can we decide whether you’re taking on too much work or not enough.

Let you imaginations run free, and I look forward to hearing your ideas!

Have a great break,

Stayci

Public lecture – on themes very relevant to this course :)

Public Lecture

You are warmly invited to attend a public lecture by internationally renowned television scholar, Professor Amanda Lotz, titled  Evolution or Revolution? Television in Transformation

Abstract: Is television in the midst of typical change—evolution— or is something more profound occurring? This talk explores the change and continuity characteristic of contemporary television based on the disruptions introduced by digital distribution.

Amanda D. Lotz is Professor at the University of Michigan and Fellow at the Media Center at Peabody. She is the author of five books including Portals: A Treatise on Internet-Distributed Television and The Television Will Be Revolutionized, and co-author of Understanding Media Industries and Television Studies. Her new book, We Now Disrupt This Broadcast: How Cable Transformed Television and the Internet Revolutionized It All, will be released in March 2018.

Lecture to be chaired by Associate Professor Belinda Smaill from Monash University

Date: Thursday, 24th August 2017

Time: 5:45pm (for 6pm start)

Place: Treasury Theatre, Lower Plaza, 1 McArthur St, East Melbourne

Sponsored by the Film and Screen Studies Program, the School of Media, Film and Journalism, and the Film, Media and Communications Graduate Research Program at Monash University

Production companies

As announced in today’s (Week 4) class:

Company 1: Jie, Andrew, KC, Federica, Hannah and Hardy

Company 2: Nhung, Annette, Stella, Rik and Nick

Company 3: Margot, Makara, Emily, Nan, Shena, and Zhexiong

Company 4: Wing, Ella, Rachel, Miro, Lisa and Jacinta

As well as being your proposal collaborators for the rest of semester, these are the peers for whom you will provide feedback on the Week 5 pitches – don’t forget the 8.30am start time.

Flipped Lecture: Week 4

DATABASE NARRATIVES

As you’ll remember from the Rose reading last week, under the influence of the internet “a new type of narrative is emerging – one that’s told through many media at once in a way that’s nonlinear, that’s participatory and often gamelike, and that’s designed above all to be immersive” (2011, p. 3).

As you work towards pitching your own ‘new direction in narrative’, we offer another nonlinear narrative theory, that of the database narrative.

In his discussion of the principle of variability, Lev Manovich suggests a form of nonlinear narrative, which he calls a database narrative. In this model a narrative is fragmented into self-contained records and stored in a database. These self-contained records are called chunks, narremes or modules and could be text passages, individual images, or video clips. In theory, the database contains a collection of items or story fragments that the user can put back together in different orders and combinations to generate a wide variety of narratives.

According to Manovich’s theory, the variability of a database narrative is only possible because of its modularity. In other words, because the narrative modules are not hard-wired together they can be arranged into many different sequences. It is the user, in collaboration with the automated software, who performs this arrangement of narrative modules into a variety of sequences. To describe how the variability of a database narrative works, Manovich offers the following analogy of a film editor who creates a narrative from a database of film footage. Usually the editor is working under the instruction of the film’s director, so both are responsible for the narrative of the film. Manovich writes, “During editing the editor constructs a film narrative out of this database, creating a unique trajectory through the conceptual space of all possible films which could have been constructed” (2001, p. 208). Similarly, the user of a database narrative constructs a sequence from its database of narrative modules. In doing so, the user performs one of the tasks traditionally performed by the storyteller, namely, re-ordering narrative elements into a sequence.

Whilst Manovich calls some films ‘database cinema’  – most notably Vertov’s Man With a Movie Camera (1929) –  he defines the database narrative as a purely digital phenomenon. For other theorists, however, database narrative can also be found in literature and cinema (Kinder 2002; Kinder 2003; Bizzocchi 2005). The new media theorist, Marsha Kinder, defines database narrative as “narratives whose structure exposes or thematizes the dual processes of selection and combination that lie at the heart of all stories” (2003, p. 6). She sees such narratives “throughout the entire history of cinema, from the early cinema of attractions to the present” (2003, p. 4). Some of the films she terms database narratives are Groundhog Day (1993), Pulp Fiction (1994), Memento (2000), and Run Lola Run (1998). To this list the media theorist Jim Bizzocchi adds Rashomon (1950), Timecode (2000), and the BBC adaptation of The Norman Conquests (1977).

The defining feature of these narratives is that they challenge the traditional mode of chronological ordering. Each of these narratives is ordered, to some extent, by point-of-view, spatial location, reverse chronology, or chronological looping.

  

For Manovich, the principle of variability is strongly related to the concept of customisation. He writes that the logic of new media corresponds to the logic of post-industrial society where “every citizen can construct her own custom lifestyle and “select” her ideology from a large (but not infinite) number of choices” (2001, p. 60). For instance, Manovich writes that the user of a hypertext can produce her own version of the work “by selecting a particular path through it” (2001, p. 61). For Manovich the variable work is an improvement on the one-size fits all model of traditional media. He writes, “new media technology acts as the most perfect realisation of the utopia of an ideal society composed from unique individuals” (2001, p. 61). The user doesn’t receive a ‘one-size fits all’ narrative. Instead, she is able to construct her own unique narrative and thus, she is re-assured that she, too, is unique.

Can a narrative that has been customised on the fly ever really be a genuine improvement over a narrative that has been skilfully crafted over months or years? Perhaps the real strength of a database narrative is that it allows the user can generate many unique sequences, which combine to form a very different experience of a narrative.

Rhizome narratives

In botany, a rhizome is a root or underground stem that sends out shoots from its nodes. No two rhizomes are ever identical. The philosophers Deleuze and Guattari use the term rhizome to describe a web-like, non-linear, decentralised structure that can be entered or exited at multiple points. A narrative with a rhizome structure may have a defined beginning and ending, as in this diagram, but in its centre each node may be linked to any other node.

 

Here are some examples of rhizome narratives.

Waterlife

Universe Within

The Whale Hunt

Content: The story of the great lakes in Canada. Text info, voice over, haunting music. Buttons animate. Links to external websites. Content: stories about individuals living in highrises all over the world Content: documents an Inupiat whale hunt in Barrow, Alaska.
Interface: Choose one of the 24 topics on the left side of the screen. Clicking one of the tiny images will also take you to one of these 24 topics. Interface: click on different ‘rooms’ via world map or via face menu. Once in a room, scroll around and click different graphics to view movies. Interface: interactive timeline, mosaic or pinwheel interface.

The challenge of this structure is to create a narrative interface that allows the user to access the rhizome structure in a systematic manner. As Marie-Laure Ryan, a digital media theorist, explains, an author can reconcile database and narrative by creating “a database design and a linking philosophy sufficiently transparent to enable the readers to aim with precision at the elements of the story that they want to expand” (2006). For Ryan, if the content of a database narrative and its interface are constructed appropriately, “the unpredictable probes and always incomplete exploration of the reader will not prevent the emergence of narrative meaning” (2006, p.149).

In The Whale Hunt users can isolate different thematic or spatial groups of images using the metadata that Harris has assigned to each image. According to Manovich, “Metadata is what allows computers to ‘see’ and retrieve data, move it from place to place, compress it and expand it, connect data with other data, and so on” (2002, p. 1). The user utilises the metadata of the work by clicking on the ‘change constraints’ button and opening the constraints panel (figure 8). This panel allows the user to find particular image groupings within the thousands of images contained in the work. The constraints are organised into four categories: ‘cast’, ‘concept’, ‘context’ and ‘cadence’. Clicking on these constraints will progressively narrow the number of images available on the main screen.

The constraints work by filtering photos according to their metadata. For instance, if the user chooses ‘Joe’ from the ‘Cast’ constraints, only the images with the metadata tag ‘Joe’ will be available on the main screen. If, in addition, the user chooses the concept ‘food’, only the images with the metadata tags ‘Joe’ and ‘food’ will be available. As the user selects each constraint, the photos without that tag disappear from the main screen. The constraints can be progressively chosen until the number of available photos decreases to zero.

YOUR TASKS

Flipped lecture: come to the tutorial with an example of a narrative that ‘challenge the traditional mode of chronological ordering’. If you can show us something on screen, even better!

Pitch preparation: come to the tutorial with a draft of your ‘logline’, or short 1-3 sentence summary of your digital narrative, for me and your peers to workshop with you.

If you haven’t already emailed through your BLOG URL, it’s very important you do so ASAP.

References:

Bizzocchi, J. (2005) “Run, Lola, Run: film as narrative database” (university paper, draft available here).

Kinder, M. (2003) “Designing a Database Cinema,” in J. Shaw & P. Weibels (eds.) Future Cinema: The Cinematic Imaginary After Film (pp. 346-353) Cambridge, MA: MIT Press, pp. 348-49.

Manovich, L. (2001) The Language of New Media, Cambridge, MA: MIT Press

Rose, F. (2011) The Art of Immersion: how the digital generation is remaking Hollywood, Madison Avenue, and the way we tell stories, W. W. Norton and Company, New York and London

Ryan, M-L. (2006) Avatars of Story, Minneapolis and London, University of Minnesota Press