RE: Finally, we get to narrative... (revised after today's lecture!)
1. To set the record straight, I somewhat agree with Manovich's idea that anything represented in a computer CAN BE MADE interactive, but I consider Crawford's definition of interactivity more useful; a medium is interactive when it is able to evolve immediately and over time in response to the user's inputs. Hence, I would consider games interactive, but not a novel or a movie.According to Chatman, a narrative is a structure independent of the medium, hence its transposability. From what I gather, when a narrative is transposed from medium to medium, the discourse changes; but the story (what is being told) remains intact. By the same story, it doesn't refer to the exact same gestures, words, images used throughout all media; rather it refers to the events, situations and behaviours signified by them. Does that mean the characters and settings of the story (existents) be the same between different media for it to qualify as being transposed? My guess is that it need not be the case, as long as the underlying story is the same. But then again, story is made up of events and existents isn't it? *blur*
I think one interesting example of an interactive narrative (game) being transposed to a non-interactive narrative (movie, book) is Resident Evil. Disclaimer: I am no movie or gaming buff, so whatever discussion about Resident Evil that ensues is courtesy of Wikipedia. The perculiar thing about Resident Evil is that the characters are different in the movie and game. The protagonist of the movie is Alice, an Umbrella trained soldier, whereas there is no mention of her in the game. Instead, the main characters of the game are from a special police task force, mainly Chris and Jill. However, the behaviours of the characters in the movie are somewhat similar to that in the game. Matt and Lisa from the movie were mostly likely modelled after Chris and Claire Redfield. Spence Parks was most liekly modelled after the character Albert Wasker from the games. Hence, one can argue that the structure of the narrative remains the same since what is signified from these characters still evoke the same thought-process - trying to escape from the zombies for example.
The way the story is being told has also changed from the game to the movie. In the former, the game follows a causual sequence in its transformation. For instance, it gives you an introduction to the game and its objectives, then you (the player) will have to fulfil the aims in order to reach the desired outcome(s) - depending on how many people you saved. In the latter, it made use of the protagnist Alice (who lost her memory) to recount important events, leaving us (the viewers) to link these events together and make sense of them. Can I just double check that transformation of a narrative relates to the discourse? And am I right to say that a story is a collection of snapshots of say events, while discourse a selection of these snapshots ordered either sequentially or in flashback manner? Hmm... The second qn seems to be the case after today's lecture.
Given the above, I would say the structure of the narrative remains intact because the story essentially remains the same - a virus has been released, infecting many people into zombies; a group of people tries to survive this ordeal. That is, the structure is self-regulated. I would not go into a debate of whether the game, being an interactive media, diminishes the self-regulating property of a narrative structure, 'coz that's gonna be covered in Q2.
2. I think the notion that Interactive media allows for choice and control on the part of the reader/user is misleading. In the case of gaming, this choice is not without boundaries; it is in fact choice or free play, if you like, within a rigid system. For example, you can't stop yourself from getting killed by zombies, given that you've made the wrong decision. You can only restart the game when you're told to do so. Hence this idea of control on the part of the user wouldn't pose a significant problem for self-regulation since interactive systems still work as a closed system - only certain possibilities can occur.
I guess the implication of self-regulation for designing an interactive narrative is that we should make sure all possible choices that the user decides upon should have an effect to the development of the story, over time, if not immediately. But I'm wondering... a different choice leads to a different outcome... does that make the story different and hence not self-regulating?
3. I'd like to use the Lexus MAGLEV interactive ad as an example. (OMG! I can't believe this... I lost a whole chunk of a paragraph when I republished the blog!! I'm too tired to recount my exact thoughts but basically I described what made this ad so unique; it makes use of the Minority Report narrative to lead users to construct an "aesthetic" mental field that the MAGLEV is a cool and speedy car; without having the users to have "real" contact with it. *sob* I hate technology!)
So what's so "peculiar" about such interactive media? I think that being an interactive ad, the focus is definitely on the product. But is that considered "unbestimmtheiten"? It seems too intuitive to be so. In actual fact, the Lexus MAGLEV ad did not explicitly describe the features and benefits of owning a MAGLEV, so describing the product shouldn't be considered "unbestimmt" in interactive ads. However on hindsight, the "peculiar nature" of these narrative interactive ad may be that the events, existents and discourse have to be expressive enough to allow users to interpret by themselves that "hey this car is really good!" (not just "ok this car exists" but what makes it so great aesthetically). Therefore, I speculate that these narrative interactive ads specialize in using a narrator (be it real or implied) in presenting the events to users, so as to lead them to interpret the events in the right direction, as wanted by the companies selling these products. This is exemplified by the short introduction before entering 2054, where the narrator puts into context what we were supposed to do. With regards to what was mentioned in today's lecture about narrative progression as narrowing of choices, I thought that this e.g. fit well because ultimately the only way to escape is by the Lexus MAGLEV - "becomes inevitable..."
Enough said. I hope I made sense. *K.O.*
