Survey of 21st Century Storytelling - scottgarner/workshops GitHub Wiki

My Background

  • BFA in Motion Design
    • Animation and Time-based media.
  • MPS in Interactive Telecommunications
    • Creative technology and Interactive media.

Workshop Introduction


Goals

  • Understanding of agency in storytelling.
  • Seeds of inquiry for further exploration.
  • Exposure to the state of the medium.

Problems

  • Short window of time.
  • Often for long-form experiences.
  • Main issue: Agency is the whole point!

20th Century Media

  • I still consider film and television to be 20th century media.
  • By extension, I consider them antiquated.

Defining Traits

  • Primarily passive.
  • By appointment.
  • Often limited options.

Film

  • Evolution of existing performing arts.
  • Primarily out of the home.
  • Inversion: Primarily not live.

Radio/Television

  • Evolution of serialized/journalistic media.
  • Primarily consumed in the home.
  • Inversion: Often live performances.

21st Century Media


Defining Traits

  • Origins in late 20th century.
  • More opportunities for non-passive experiences.
  • Broad range of on-demand content.
  • Democratized through online platforms.
  • More of a focus on wider representation.

Overview of Interactive Media


Narrative Content

  • Early disconnect between story/gameplay.
  • First story: Donkey Kong (1981)
  • Realtime gameplay with rendered cutscenes.
  • Ludonarrative Dissonance remains an issue.

Ludonarrative Dissonance


Barriers to Consuming

  • Mechanical barriers and required skills.
  • Social stigma.
  • Time commitment.
  • Specialized hardware.

Agency

  • Narrative moments are more impactful when driven by the actions of the player.
  • Narrative agency is still often relatively limited with one critical path.
  • Tentative categories follow below.

Branching Agency


Moral Agency


Open World Agency


Mechanical Agency


Meta Agency

  • When aspects of the game usually considered peripheral become part of the game or narrative, or when aspects of the game display a kind of self-awareness.
  • NieR: Automata (2017)

Existential Agency


Discovery or Exploration-Based Agency

  • This covers narratives that unfold through player exploration, potentially in a non-linear way.
  • Can feel disconnected when simply dropped into a wider game.
  • What Remains of Edith Finch (2017)

Sandboxed/Emergent Agency


Social/Interpersonal Agency


Getting Started

Visual Novel Tools can make it easy to prototype a branching, non-linear narrative with simple art assets.