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Showing posts with label storytelling. Show all posts
Showing posts with label storytelling. Show all posts

Saturday, 8 January 2011

Tron Nose: Half Life of a Tweet

Hello T, B-T readership,


I'm working on a writing project at the moment that is taking up a lot of my time, whining and pushing my tea consumption to almost admirable heights. I took the time out however to see 'Tron' because, as I duly noted on the inevitable Twitter post:


About to see Tron at Norwich's finest Odeon. "Because it's essential to my phd." Oh yes.
less than a minute ago via Twitter for iPhone

And so it is. I spoke briefly (around 2.59) about Tron's transmedia/ARG experience entitled Flynn Lives 
which was a fun, game-based little half narrative based on the idea that a group of gamers, geeks and electronica aficionados had been monitoring programmer/gaming guru Kevin Flynn (AKA young, skeletal Jeff Bridges) since his disappearence in 1989, in the vain but persistent hope that (yes) Flynn Lives!

He lives! He loves! And you could sharpen knives on those cheekbones.

Not to spoil you, but Flynn's not only living but sittin' pretty. He's nicely sequestered inside The Grid where he's got himself a sweet pad, Olivia Wilde in a skintight catsuit, a bunch of Robert Louis Stevenson novels and an array of fancy dressing gowns. In a nice bit of what I'm going to call open-source characterisation, Flynn Sr. is basically TheDude.com which is FINE because most sci-fi movies would benefit from the adition of Dude to a greater or lesser degree, and if you're going to Tron Legacy for its rich characterisation then you deserve all the crushing disappointments that life is going to throw at you.

This is by the by, however.

Nose Meme FailureAfter the film I decided to adjourn to the lavatory where I discovered that the comically enormous 3D glasses we were all forced to wear had cut off the blood flow to the bridge of my nose.


This couple had the mental fortitude to record the spectacle

So it was that I was left with a distinguished purple V across the ridge of my sniffer and my companions sported the same look. I thought it important to mark a small physical experience in an eve that was all about abandoning the body to virtual worlds. I chose to do that with a wobbly iphone snap and a hasty Tweet designed, if nothing else, to popularise the phrase 'Tron Nose' for the ages.


Just out of the movies. It was shiny Dude-based fun. Now I have Tron nose. http://yfrog.com/h8umhkj
less than a minute ago via Twitter for iPhone

The yfrog link leads to this picture, in which the loo-light contrast is so low, you can barely see my nasal Tron tattoo:


As an enterprise then, a failure. I live in hope for a Twitter Trend explosion but the halcyon day has yet to dawn. However, as failed experiments do, it got me thinking: 

Twitter is a powerful storytelling tool.
It lets you build character in incremental and subtle strokes
It provides a really compelling real-time engagement with the storyworld.

But:
Maybe not today, maybe not tomorrow, but you will lose your story, your moment or your Tron Nose.

Twitter pretty much encapsulate the pleasures and agony associated with live performance, though the moment is delayed, extended to about 3000 Tweets' worth of storytelling, Twitter will not archive beyond a certain point. The story will disappear and exist only in the memories of those who experienced it in that undefined pocket of time.

Contrary to our (my) previously held and bone-deep belief that once information has been released on the internet, it's out there for all time, increasing amounts of our personal data is jettisoned as it increases in volume.  

Just try and find your first years' worth of Facebook posts if you don't believe me. The first conversation you had with your boyfriend, that terse argument on your sister's wall three years ago...they're probably in a Zuckerbergian server somewhere but they're lost to you now.

The apps that a lot of us use to chronicle and aggregate the very substance of our lives: the snapshot, the first jokey correspondences between new friends, the banal chit-chat, the records of our comings and goings...as we use them for longer stretches of time and more people join in, the more insupportable the idea of unlimited access to this data becomes.

Twitter, & indeed most other social media platforms, SUCK at long term preservation.
In fact, the more heavily storytellers use Twitter, the greater the certainty that the beginning of your story will be eaten by time. This obviously puts temporal limits on how your Transmedia story can be experienced in its pure form. Once you begin archiving Tweets, Facebook messages and take them out of their original context, something of the immediacy of the story dies because of the immersive nature of Transmedia storytelling - the traversal nature of the narrative, the specificity of the mode - it's these rhythms that make negotiating the storyworld feel so intimate.

People like Mudlark have tried to preserve projects like 'Such Tweet Sorrow,' a rendition of Romeo & Juliet through social media. This video captures some of the texture of the experience, but by relegating it to a single (video) platform, we've lost the story at a Transmedia level. It's a fascinating spectre, but a spectre all the same.




SuchTweet Sorrow - *+ lovers on twitter for five weeks from Mudlark on Vimeo.


Of course, all the Shakespearean characters' Tweets are still there because this was a discrete narrative with a five-week rollout time and nothing more will ever be added to these feeds. They'll live for as long as Twitter sees fit. But what about a Transmedia story that doesn't have a projected end or you want to get your Tolstoy on, and write a storyworld with an epic narrative that aims to last five years? More? It's also worth noting that as of right now, the Such Tweet Sorrow website is down.

Tears of a phd student
I must also look at this from an academic standpoint - they like you to do that at universities - and I'm seeing the same kind of problems that drama historians must face - how do you study experiential-based storytelling once all the actors or users have gone home. Dramatists leave a playtext behind, and, if we're lucky and dealing with anything post 1950, film/video footage of performances.

But when your story isn't held in a single physical location and when preservation of said story is dependent on a number of different service providers (Blogger, Twitter, Youtube) all of whom could fall over, withdraw or self-destruct, what is a creator to do?

Flynn Lives, Story Dies
Wigmore B seems to have stopped using Twitter. I can only hope that she starts again because it's very difficult to know what to cook her for tea. However, I know that if she does, the time draws nearer when the moment of her birth and her first faltering cyber words will be erased forever. My banal Tron observations will be cast into the ether. Not such an amazing loss to humanity perhaps but if we're going to spend so much time in virtual worlds, the physical realm matters more and more. Transmedia stories at their best let us live in both worlds, gloriously. Flynn Lives, while not exactly Tolstoyian in depth, was an ARG narrative that let fans/readers/players/whatever have a multitude of physical and virtual experiences within its story. You solved puzzles, met up for a bit of live theatre and code cracking in San Diego you traversed media, played games and by God, you got shiny badges in the post.



Ghost Ships AKA The Bugs Bunny Curse
You can see artifacts of the story on the Facebook Flynn Lives fan page, and you can trace the outlines of the original experience on the website....but only from 24th February 2010, and a quick look at ARG.Net tells us the game was afoot from 21st July 2009. How long will the website remain then? Will it be gone in a year, or a terrible, compelling frame-based ghost like the fabulous Space Jam promotional website, living abandoned in cyberspace since 1996?

So it seems that like anything on the web, the life of a Transmedia narrative depends on the level of engagement you achieve with your audience. If you produce a strange ARG masterpiece like The Beast, someone like Adrian Hon will document the narrative.  But you can only hope to attract such dedicated chroniclers if the storyworld is immersive and compelling enough for the player/reader to want to document their experience. These documents might not all survive and they sure as hell aren't the original story, but they come closer to the texture of a Transmedia experience then a press reel. No good for people looking to relive a story the way they could with a novel, but more useful for academics with their best narrativity archaeologist hats on.

Fighting Nazis, quoting Derrida, this is how I roll.

This is hugely depressing. I need a cup of tea. But it's been a decade since The Beast came into being. Is it dead? Can an ARG/Transmedia narrative survive the corrosive effects of time? Or can it be embalmed somehow?

I want to know. I have to believe that Transmedia can live beyond a very small sell-by date. And I think I've got a project for Wigmore B. She's going to try and resurrect The Beast, to play the game and document it whilst I try and write our new story. And try and get the toast mush out of the carpet. I remain hopeful. And grubby.

RW


Wednesday, 22 December 2010

Strange Rain: a review

Hello T, B-T readership,

Operation Transmedia ReachOUT, well, it's in progress. 

And by progress I mean failing. I know now that 20% of the readership wants 'more consistent fucking updates.' Knife me in the gut why don't you? Maybe I should and stream my deaththroes on ustream while I'm at it, desperately jabbing the final Tweets into my phone, mother sobbing via Skype whilst viscera clogs the Macbook. Does that sound the kind of thing you want, 20%? Oh, do comment. Do. That said, I'd do all that and more for a guaranteed bump in the analytics. 

The rest of my small band of followers are much easier to please: they want royalty, ambition and a multimodal experience I cannot hope to deliver if this pregnancy nausea holds firm. With this and the knowledge that the only person to communicate directly in the comments was my flatmate, the future looks grim and no amount of ginger nuts are changing the fact.



I'm trying my best. Why do you have to be so judgmental?
  
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Wigmore B stalks the flat in varying stages of undress in protest because I put her disgusting blue cardigan on to wash. Now the flat only smells of failure and whatever it is that Marion's cooking.

To distract, cover her shame with the Mac, and to implement the strategy that was the cause of her birth, I have dispatched Wigmore B to review an app she's been cooing over on the iphone. She can write sure, but make eye contact? Forget it. She joins the long line of people judging me.





Strange Rain Preview from Erik Loyer on Vimeo.



STORYTIME WITH WIGMORE B


 REVIEW: STRANGE RAIN by Opertoon (Erik Loyer)

Scroll right with a swiping finger. Again. Again. Tap the icon to open and the production card appears: -Opertoon - 'Stories You Can Play.' It feels right that stories can be told with a fingertap - this little movement controls most of my personal narratives anyway. 'Convertible' is the name of this story, and it is housed within 'Strange Rain' as a narrative to be read to the beat of falling rain and a creepy music-box waltz, all of which is controlled by the familiar tap of a finger.  In 'Convertible,' (written by Loyer, also the developer of the app), the reader is placed inside the mind of a man named Alphonse as he stands outside in the rain, contemplating his sister's car accident, the fate of her kids and the stuttering nature of his faith. As you tap to obtain each of Alphonse's intimate and transient thoughts, the screen fragments into layers, airplanes fly overhead and colours and sounds mutate and change. It is hypnotic, the sound of the rain, the shifting of the colour plates - after about 15 minutes of play, I felt overtaken by vertigo, as though I could vomit or fall into my iphone for good. Either would destroy the warranty.

I suppose it's a little like conducting a Raymond Carver story.  Except that you gain points by accessing new points in the narrative and delving deeper into this character's inner life. This feels sorta anethema. The gameification of life is getting pervasive and while there's nothing innately bad about a story which rewards participation with points or badges or whatever, this gameplay element has to make sense within the context of its narrative.  I don't feel at all victorious at 'winning' the narrative point that this character is experiencing an difficulty in praying, or has a morbid fear of Tupperware. The system isn't organic to the story and so while moments are lovely, this is overshadowed by the need to 'win' what should be a small, human story.

That said, there appears to be a bug in the first release of the app which makes the whole experience a lot more existential. With this bug in place, tapping through Alphonse's thoughts suddenly becomes both infinitely more boring and so infinitely more interesting. The app promises a star icon in the menu that lets you find out your story 'achievements' which then confirms how far you've progressed through the narrative. However, this starry elements is absent on the iPhone 3GS, making it impossible to find out your narrative 'score.'  This means the reader/players spends what feels like hours, tapping through the same interior thoughts on a loop, trying to find the magic waltz-y rhythm that will reveal a conclusion. The same narrative loop materialises again. And then again. And so on.  Soon, the same claustrophobia and frustration Alphonse is supposed to be feeling infect the reader/player. This is a game you can never win, or never know if have won. Isn't this conceptually way more interesting than an achievement ranking?

With the achievement gameplay element muted, the full burden of success of the project falls on the writing. I'm not sure the writing is a success. Maybe I haven't tapped it right, maybe there's much more to uncover, but aside from the occasional potent phrase: 'The sky isn't asking me for a decision yet.' the thoughts occasionally strain for poetry......

'Auntie knows what her cooking does for us. <tap>
We need it. <tap>
Spine of love and comfort'

....and don't quite make it.

But here's the thing, the medium makes participation into collaboration, with the burden of success placed on the reader/player. The line of though perists: maybe, maybe this story will fulfill everything I want, if I just tap it right--two--three--- all will be revealed. The app's infancy as a storytelling device mean the poetics are shrouded in mystery and the reader/player is never sure how much agency they have, or much real influence they have over the narrative. If the r/p taps wildly on the screen, the skies break and Alphonse is given the choice as to whether or not he wants to return to the house. The app touts this multiple ending feature as another way the r/p influences the action but it feels hollow. I successfully made Alphonse retreat homewards once only, and I didn't feel the warm glow of resolution. He never wants to leave the rain. We sit out there for hours, never getting to the bottom of things. Maybe I do deserve a medal.

For all of this, I am excited. 'Convertible' is only one story and though it might fail as a single narrative, it is the start of what could be a bold and thrilling experiment. The beauty of an app is that it can be updated and new stories can grow out of the ether. Imagine: a genre made of music-boxes and rain.  This genre would be small but it has the potential to be beautiful and utterly singular. And that's what storytellers and app-makers should shoot for: the moon, the rain, everything. Imagine the secrets to be tapped.

*ENDS*

Well that wasn't so bad. A bit overwrought perhaps but she'll learn to tone it down. This is her first time. I got to read St Augustine, Henry Jenkins and embarrass myself in front of a Transmedia Frenchman on Twitter. Wigmore B and I. We organised. We collaborated. I feel...better.







Maybe this will work after all
  
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