Johntron

Your friendly automaton explores technology



The Gradient of Storytelling


A whole gradient of storytelling is under heavy development. On one end of the spectrum is the traditional form. This is the form of choice of the great orators like Homer, Shakespeare, and Garrison Keilor. On the opposite end is a completely interactive form of storytelling. Throughout this gradient we will see the lines blur between author and reader, publisher and consumer, and plot and real life.

On the newer end of the storytelling spectrum is a process still consisting of a story and one or more authors, but this is where the similarity with the traditional ends. The creative and constructive processes at this end function in a more interactive and evolutionary fashion. Instead of having one master architect who orates a single, static piece of work, stories will instead consist of one or more people operating within a storytelling framework to fashion an infinite number of stories both in the virtual world, in traditional medium, and even in the real world.

Today, we can kind of see the new end of the storytelling spectrum evolving. Massively multiplayer online role playing games (MMORPG’s) such as World of Warcraft consist of hundreds, thousands, or even millions of people playing in a virtual world. In this massively popular world, players participate in mini stories, or quests, which are stitched together into some kind of overarching story. While this approaches the newer end of the storytelling spectrum, there is still much to be done. Eventually we will see a framework where players can tell the story.

This new framework is more similar to the pen and paper game Dungeons and Dragons (D&D) than World of Warcraft. In D&D, a Dungeon Master comes up with a story, and then invites the players to interact with the characters of the story. The story that develops is a result of the Game Master’s original, and usually vague, idea and the players input. Both the Dungeon Master and the players operate within the same framework of rules. Because of the interplay between storytelling and participation, an infinite number of resultant stories emerges. Unfortunately, D&D is a very inefficient storytelling framework because of its obtrusive rules.

I foresee storytelling further evolving into a set of authors leveraging a rich storytelling toolchain to construct highly dynamic stories that are profound and personal. The tools for doing this may exist in the virtual, real, and printed worlds, and the story may even span these three realms as a result. Try to imagine a game where players unite behind common goals to craft a story of valor, humility, or compassion using tools like online gaming systems, multi-author publishing systems similar to wikis, and mobile devices that augment the real world with virtual entities.



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  • admin
    Some people are just naturally authors. I think these people will continue to exist and thrive, but they might be forced to take on more of a director-type role. George Lucas has (arguably) been able to keep his idea of his fictional world as close to how he originally imagined it by approving and denying the publishing of each piece of media. Obviously, he can't control all the media (against his best efforts), but I think most people see his universe as cohesive.
  • admin
    Interesting thought. The storytelling process has become so transparent. Often times we don't even realize we're telling a story. Services like FriendFeed and Twitter trends make this more obvious by presenting stories on a timeline, even when there are multiple authors and multiple publishers.
  • admin
    The rules are cumbersome, and the learning curve for newcomers is often too steep. Having to look up rules and items all the time distracts from the story. Video games and technology can fix this by making the rules transparent.
  • I found your last paragraph quite profound, though I wonder the possibility of such a device. The technology of it would not be too difficult I imagine, but creating a seamless story with multiple authors might be a challenging task for most people. However, an interesting way to do it might be to have an existing environment, where real people play the roles normally taken by NPCs in video games. This would open up new possibilities for storytelling, but would be very conditional in the idea that it would have to have several people working simultaneously in order to work properly. Granted, I haven't thought this idea through very much, and it's difficult to formulate it on the fly, but I thank you for making me think.
  • Mackenzie3325
    As storytelling evolves, do you think single author works will be left behind? How will the authors find each other? A collaborative story is interesting, but risks losing continuity. If is was a linear collaboration, ie different people write the beginning, middle and end, it would be very different than if one person orchestrated the plot and others added characters.

    It reminds me of little kids playing pretend and all coming up with their own characters. Interesting idea.
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