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1. CONSTITUENTS OF IDN
A prerequisite for the analysis in this chapter are definitions of the key terms
digital media, interactivity, and narrative. Brenda Laurel first recognised
the expressive potential of digital computers as an interactive, representa-
tional medium (1991) on equal grounds with electronic media and print.
Janet Murray (1997) delivers the next important step by describing pro-
cedural, participatory, spatial and encyclopedic affordances—the essential
characteristics—and agency, immersion and transformation—what users
experience during the interaction. Together, the procedural (the computer’s
ability to execute a set of rules [p. 71]) and participatory (the ability to react
to user input) affordances describe the phenomenon of interactivity. The
spatial affordance denotes the ability of computers to represent space, while
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encyclopedic describes the computer’s ability to represent huge amounts of
data.
Murray then defines the phenomenological categories of agency, immersion,
and transformation. She sees agency as the experience of affecting a meaning-
ful and intelligible change in the digital artefact, while immersion describes
the ability of a digital artefact to hold our interest. The resulting experience,
Murray notes, would be transformative in the sense of a kaleidoscope, which
recombines its elements into new forms with every turn. Murray’s definitions
provide a well-defined framework for understanding digital media artefacts.
The next task is to find a suitable definition of narrative.
Gerald Prince defines narrative as the representation of events that include
both the functions of narrator and audience: “the recounting … of one or
more … events communicated by one, two or several … narrators to one,
two or several … narrates” (Prince, 2003, p. 58). Prince’s definition leaves
room for the procedural quality in the process of recounting but does not
cover the participatory element in digital media. The narrates as receivers of
the narrative cannot have agency—make meaningful changes in the course
of the narration; therefore, this stance is not compatible with IDN.
Gérard Genette’s definition also emphasises the act of narration and the
temporal location of narrative in the form of a story: “I must necessarily
tell the story in a present, past, or future tense” (Genette 1983, p. 215). This
assumption is challenged in IDN, since the narrating act (p. 215) is trans-
formed into an act of creating and designing an environment (we could call
that the designing act) that lets the user experience a narrative by partici-
pating in it (the participating act). Furthermore, the procedural quality of
digital media complicates the temporal relationship Genette refers to—it is
at least conceivable that the position in time could change during the course
of the experience.
Moving beyond these earlier perspectives, David Herman (2000, 2002)
augments narrative theory with additional aspects drawn from cognitive
science. What Herman describes is narrative as a cognitive structure that
can be evoked by different manifestations, a “forgiving, flexible cognitive
frame for constructing, communicating, and reconstructing mentally pro-
jected worlds” (Herman, 2002, p. 49). This definition decouples narrative
from established forms and therefore delivers a suitable definition of nar-
rative. IDN can now be characterised as a form of expression enabled and
defined by digital media that tightly integrates interactivity and narrative as
a flexible cognitive frame.
[T]he computer game for all practicality can not tell stories—the com-
puter game is simply not a narrative medium.
(Juul 1999, p. 1)
In Ryan’s view, the ludologists take Prince’s original (1987) (and later modi-
fied, see Prince, 2003) definition of narrative as the central tenet of narra-
tology since it can be denounced as not applicable to computer games for
seemingly excluding mimetic forms of narrative. Ryan’s solution to this pro-
claimed conflict is an extension of Roger Callois’ (1961) distinction between
two kinds of play—paidia and ludus. Ryan takes paidia to describe playing
Towards a Specific Theory of Interactive Digital Narrative 95
games of make-believe (Ryan, 2005) that require participants to play a role
and thus actively use their imagination. In contrast, ludus denotes engage-
ment with games that are played in a competitive spirit (Ryan, 2005), for
example sports games. This means that computer games that invite make-
believe activity—like The Sims (Wright, 2000)—can be described as narra-
tives regardless of strong ludic elements.
Ryan’s application of narratology results in a rich methodological tool-
kit for the analysis of IDN. Her crucial introduction of paidia as a dimen-
sion of computer games offers a perspective that reconciles narrative and
games. However, Ryan preserves a dichotomy on the core level that depicts
interactivity as a distraction to narrative (“interactivity is not a feature that
facilitates the construction of narrative meaning” [Ryan 2006, p. 117]). This
view seems premature, given the early stage of IDN as an expressive form.
Interactivity might very well be able to evoke the cognitive structures Ryan
takes to be the core meaning of narrative.
3. BEYOND ADAPTATION
Henry Jenkins (2004) insists that narrative in interactive media will not
work in the same way that narrative in other media functions, and we
should therefore expect different properties. This important insight is the
starting point from which he considers four possible modes for the inte-
gration of interactivity and narrative: evocative, enacted, embedded and
emergent. The evocative mode describes narratives that reference prior sto-
ries in other media. An example would be a Star Wars Game that refers to
the movie series. Enacted narratives allow the user to act out specific roles
within an existing narrative universe, for example the career of a Star Wars
star fleet fighter pilot. Embedded narratives convey information by means
of spatially distributed narrative-infused encounters, as exemplified in the
game Myst. Finally, emergent narratives appear in unstructured but rule-
based game worlds like The Sims that provide players with the tools to
construct stories of their own.
Jenkins’ narrative modalities supersede the adaptive strategies outlined so
far. However, his understanding of transmedia storytelling requires the tradi-
tional narrative to point back to, for example, any Star Wars game that implies
the movies as a reference. In this sense, Jenkin’s perspective stays centred on
the traditional narrative, with the new modes relegated to the periphery.
Nick Montfort (2003a, 2003b) provides an important stepping stone for
a more adequate theory. In his investigation of Interactive Fiction (IF) works
such as Zork (Blank & Lebling, 1980), he emphasises the differences that
exist for artefacts in legacy media regarding the key narratological terms
of narrative and story: “A work of IF is not itself a narrative; it is an inter-
active computer program” (Montfort, 2003a, p. 25). Similarly, he rejects
Prince’s narratological definition of story: “[I]nteractive fiction is not a story
96 Hartmut Koenitz
in the sense of the things that happen in a narrative” (Montfort, 2003b).
However, Montfort still considers narratology a useful framework for the
analysis of IF works. This apparent conflict is solved by his observation that
IF contains the potential to output narratives. In this way, Montfort estab-
lishes an important distinction between the IF/IDN artefact as a computer
program and narrative as the output. The two categories are no longer
mapped onto each other but are subject to a complex relationship.
Interaction Writing
System
Process Instantiation
Product
This model takes into account the procedural nature of IDN as a reactive
and generative system. The process of interaction with one or several par-
ticipants is reflected and the output is identified as the instantiated2 product.
Roy Ascott’s theory of cybernetic art (1964, 1990, 2003) provides
inspiration for this perspective. Ascott specifically urges artists to look at
cybernetics (Wiener, 1948) and change the artistic focus from product to
process, from structure to systems. Cybernetics introduced the idea of feed-
back loops, of actions influencing and changing complex systems. Espen
Aarseth explicitly draws the connection when he describes a “cybertextual
98 Hartmut Koenitz
process” (Aarseth, 1997, p. 1). Ascott’s definition improves upon Wiener’s
mechanistic concept by merging it with artistic sensibility. Furthermore,
many similarities exist between Ascott’s definition of cybernetic art and IDN
in the focus on process, the importance of interaction, and the concept of the
recipient as a participant.
In this context, I use the term system to describe the digital artefact,
the combination of software and hardware on which the software is exe-
cuted. This includes the executable programming code and virtual assets.
Additionally, system refers to the connected hardware—keyboards, mice,
displays, and other hardware (e.g., sensors) used in a digital installation. The
sum of what the IDN system contains is “potential narratives,” following
Montfort’s (2003b) use of “potential literature.”
Once a user starts to engage with the system, a process is created that is
defined by the opportunities the system provides and shaped by the user’s
actions. The resulting product of interactive digital narrative—a single
walkthrough—represents an instantiated narrative.3 Given the participa-
tory process and the procedural nature of IDN, very different narrative
products can originate from the same system—any concrete product repre-
sents only one particular instantiation. In terms of theoretical analysis, the
product alone is therefore severely limited as a representation of an IDN
work. A full analysis needs to include process and system. Therefore, theo-
retical approaches based on theories for unchangeable, static narratives are
problematic since they foreground the analysis of the product of IDN.
A potential criticism of this view is the argument that IDN’s process
substantially overlaps the cognitive process of understanding literature and
other narratives, as described for example by reader-response theory (Iser,
1976) and more recently in perspectives related to cognitive science. The
model proposed here does indeed consider the creation of meaning in the
mind of a recipient as an active process. However, there is an additional cog-
nitive/pragmatic plane that distinguishes IDN from legacy noninteractive
forms. More concretely, the interactor’s speculation about the consequences
of his/her own actions for the narrative, together with an assessment of her/
his level of control, results in the formulation of plans and the execution of
a strategy of interaction. While this plane of speculations does also exist to
varying degrees in participatory theatre, ‘improv’ performances, nondigital
story games, and ‘choose your own adventure books, these interactive forms
differ from IDN in their respective affordances.
As a result, IDN can now be defined as an expressive narrative form in
digital media implemented as a computational system containing potential
narratives and experienced through a participatory process that results in
products representing instantiated narratives.
Protostory
Environment Assets
Definitions
Settings Narrative Design
IDN System
Figure 6.3 Protostory and Narrative Design.
Protostory
Environment Assets
Definitions Lexias
Settings Narrative Design
UI, save/
restore
IDN System Narrative vector
Mateas’ and Stern’s work Façade (see Mateas & Stern, 2005a) applies sophis-
ticated artificial intelligence algorithms to create a wide range of narrative
possibilities. The protostory in Façade contains the space of possible stories
described by the contents of the narrative units (beats), the drama manager’s
Towards a Specific Theory of Interactive Digital Narrative 101
goals and preconditions, as well as the artist’s intent to let the interactor
experience a marriage falling apart and have her/his attempt to save it. In
addition, Façade’s protostory contains the definitions of the user interface
and the virtual space, the built-in physics system, as well as the props and
the characters Grace and Trip. An interactor instantiates a particular realised
narrative by communicating with Grace and Trip, the two other characters
in Façade, by moving within the space of their apartment, and by using the
available props. These actions have consequences and can for example lead
to the couple breaking up or to the interactor being thrown out.
The intricate narrative design in Façade is in the combination of several
distinct elements. An Aristotelian story arc provides the overall structure,
and individual narrative units—beats—supply the content (Figure 6.5).
Beats come with pre and postconditions to help retain narrative consistency.
Finally, a drama manager component controls the flow of the narrative, in
accordance to previously authored goals and distinct phases in the story and
by taking the interactor’s actions into account. Narrative vectors in Façade
determine if an interactor is kicked out or if she/he reaches the therapy part
in which Grace and Trip are able to rescue their marriage.
Protostory
Environment Assets
Space, Physics Beats, Graphics
Settings Narrative Design
UI, save/
restore
NOTES
REFERENCES