1. In the Introduction to Story and Discourse, Chatman quotes Claude Bremond, who says: “Any sort of narrative message… may be transposed from one to another medium without losing its essential properties: the subject of a story may serve as argument for a ballet, that of a novel, can be transposed to stage or screen, one can recount in words a film to someone who has not seen it.” Chatman goes on to suggest that “transposability of the story is the strongest reason for arguing that narratives are indeed structures independent of any medium”. Choose a narrative that has been expressed in both an interactive and a non-interactive medium, for example the game Tomb Raider and the movie Lara Croft: Tomb Raider. Discuss how the transposition to/from interactive media has changed the narrative. Has the structure of the narrative remained intact?
The example I thought about was X-Men. When I was young, I used to read X-Men comics, but I can't really remember the details, so I'll compare the latest X-Men movies to the Marvel vs Capcom arcade games instead.
The game, of course, is hardly like the movies at all. In the games, there isn't a set outcome. Cyclops doesn't have to die. Wolverine doesn't necessarily kill Jean Grey. The bad guys can win. The movies, on the other hand, have a set ending... In the third movie, Jean Grey kills Cyclops and Professor X., and Wolverine ends up killing jean Grey(Yeah, they really shouldn't have ended things that way).
2. Chatman observes that “whether… the author elects to order the reporting of events according to their causal sequence or to reverse them in a flashback effect – only certain possibilities can occur… Of course certain events or existents that are not immediately relevant maybe brought in. But at some point their relevance must emerge, otherwise we object that the narrative is ‘ill-formed.’” This is the notion of self-regulation.Interactive media allows for choice and control on the part of the reader/user. What problem does this raise for self-regulation? What, if anything, does this suggest about designing interactive narrative?
I don't really know how to answer this, but I guess since interactive media requires the user to make choices as to how things are going to end, self-regulation doesn't play a part anymore. Unlike non-interactive narratives where some events are set to happen, interactive media is more flexible. I guess this means that people who design interactive media cannot follow narratives as they are exactly. There will have to be some adjustments involved.
3. Discussing the concept of interpretation, or "filling in the gaps", in narrative, Chatman states that “there is… a class of indeterminacies… that arise from the peculiar nature of the medium. The medium may specialize in certain narrative effects and not others. For instance, the cinema may easily – and does routinely – present characters without expressing the contents of their minds… verbal narrative, on the other hand, finds such restrictions difficult… Conversely, verbal narrative may elect not to present some visual aspect… The cinema, however, cannot avoid a rather precise representation of visual detail.”
Think of an example of the use of narrative in interactive media. With reference to your example, suggest what the “peculiar nature” of interactive media may be, and which narrative effects it may specialize in.
I guess the only one I can think of, after discussion in class, is that interactive media allows you to change the outcome of things(though that can be questionable). Right? =)
Monday, August 28, 2006
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Something like that, yeah... there's the element of "choice" that's introduced in interactive media, whether its choice as to what happens next, what you see next, or how you see it. This seems to be one of the key features of interactive media - that the reader, rather than the author, makes some of the choices.
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