Chapter 5: Agency Hamlet on the Holodeck: The Future of Narrative in Cyberspace Agency • The more realized the immersive environment, the more active we want to be within it Things we Do Tangible Results Sense of Agency • Agency is the satisfying power to take meaningful action and see the results of our decisions and choices Agency • Participation in narrative is circumscribed in a way that generally limit our sense of agency – The story is designed to unfold in the same way no matter what individual audience members may do to join the fun – Music and theater participatory forms are successful because they rely on careful cueing and formulaic behavior – Sing along with chorus, square dance vs ballroom dance Agency • Electronic environments have similar formulas and rules for structuring participation – Examples? • What is the crucial difference between folk art rituals and computer-based interactions? – In computer, we encounter a world that is dynamically altered by our participation – When things are going right on the computer, we can be both dancer and the caller of the dance = feeling of agency Agency beyond participation • Agency, goes beyond both participation and activity • Game-makers focus on the number of interactions per minute, is a poor indicator of the pleasure of agency – Chess vs game of chance Navigation • Moving through a geographic or abstract space can be enjoyable – This participatory pleasure in the organized sport of “orienteering” is a satisfying activity regardless of the space is real or virtual • Zork-like dungeons, informational webs – Allow us to experience pleasure specific to intentional navigation • Pleasure of orienteering in electronic environments – Solvable maze – Tangled rhizome The story in the Maze • Maze as challenge to find solution in space – Physical and/or mental challenges – Must find the exit – A classic fairly-tale narrative of danger and salvation, with maze as the road map for telling the story • What is the drawback to the maze orientation? – It moves the interactor towards a single solution – Our desire for agency in digital environment makes us impatient when options are limited Rapture of the Rhizome • Rhizome rejects a single path, single solution, or single meaning – Any point may be connected to any other point – System design can get in way of agency – If done right, the reader need not worry about the loss of the plot • “Dear Dad – this game will never end. William.” – Longing for closure and separation – Lingering forever in an unfolding process because it can never ends Between Maze and Rhizome • Both overdetermined single-path maze and underdetermined Rhizome work against pleasure of navigation – Generating anxiety • Stories should be goal driven enough to guide navigation but open-ended enough to allow free exploration with satisfying dramatic structure – No matter how the interactor chooses to traverse the space Between Maze and Rhizome • Violence hub as model – A dramatic event – Many perspectives • How different and how same from existing games and hypertexts? The Journey Story • The navigational space of the computer makes it suitable for journey stories, which are related to mazes but offer additional opportunities for exercising agency – Huckleberry Fin, The Story about a Real Man • Computer based journey stories offer this pleasure of uniting problem solving with navigation – Confined space until the solution to a puzzle is found Games into Stories • Games seems on the face of it to be very different from stories and to offer opposing satisfactions • The Myst – The game is well designed in that all the evidence on which to base a decision is, as in any good detective story, available to the player – Win/lose ending Games as Symbolic Dramas • Protagonists and plots – Enacting relationships to the world • More abstract interpretations – Social meaning in Monopoly – Drama in Tetris • We need to take advantage of the symbolic drama of contest games to create suspense and dramatic tension without focusing on the interactor on skill mastery Constructivism • The constructivists pleasure is the highest form of narrative agency the medium allows – The ability to build things that display autonomous behavior – In Fallout 4, players have the ability to construct and deconstruct buildings and items and use them to build settlements. • It is likely that more and more people will turn from win/lose game playing to the collective construction of elaborate alternate worlds – Are we there yet? Constructivism • MUDs as a model – Can play existing stories or create new ones – Can be individual or social • Live-Action Role Playing – Separation of GM and players – Works because of persistent relations between players The Interactor as Author • There is a distinction between playing a creative role within an authored environment and having authorship of the environment itself. – Interactors only act within the possibilities established by the writing and programming – Problems with shared authorship • Procedural authorship – It means writing the rules for the interactors involvement, where the conditions under which things will happen in response to the participants actions. – In electronic narrative, procedural author is like a choreographer who supplies the rhythms, context and steps that will be performed.
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