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I WANT
MY
HOLODECK: THE FUTURE OF NARRATIVE IN CYBERSPACE. By Chris Carney |
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| Introduction
It can be argued that one of the things that define humans as sentient is the ability to tell and create stories. We have done it since before recorded history to relate history, tell moral truths, create and sustain religious beliefs and to entertain. In a very real sense stories are what defines us as human. As technology has increased the types of stories and the way they are told have changed. Their complexity has increased and in many ways so has their worth.
With the coming of the Internet and computers, stories are once again on
the brink of a major change. Specifically they will incorporate the power
and versatility that the computer has granted to construct interactive
stories that will allow the viewer to become a participant. Everyone will
become an actor or a character or a narrator. The first several generations
of these stories are likely to be clumsy and derivative of previous artforms,
especially television, film and computer games. Every new artform has gone
through this phase of incubation and Cyberspace narrative in all of its
forms is likely to as well. What will emerge will be the most powerful
and most dominant form of expression, entertainment and communication yet
devised by humanity.
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| Playing
in the Digital Playground
The computer and the ‘world’ within it, what is called Cyberspace, is just that, another universe. It is a space where objects and people exist. As Janet H. Murray states in her book Hamlet on the Holodeck, "When we stop thinking of the computer as a multimedia telephone link, we can begin to identify its four principal properties, which separately and collectively make it a powerful vehicle for literary creation." Digital environments are procedural. An early example of this was the text-based computer game Zork. It was a fantasy adventure in which the player proceeded through the world by making choices and performing actions. The world moved because of their actions. Digital environments are participatory. They allow the user to take part in an adventure or a world. All fantasy role-playing games are participatory. Characters talk and interact with the player and the player’s actions affect the world of the computer game. Digital environments are spatial. They give the sense that one inhabits a space, a location. This is primarily a product of video and computer animation. There is a world to see and to move around within. Digital environments are Encyclopedic. The Internet is what has granted this property to digital environments more effectively than any other has. Essentially it is the ability to store and find information that truly characterizes any digital environment. As a space the Internet appears vast, beyond human conception. It is a world within a world. With such tools available as these there is little doubt that the way stories are told will change dramatically in the next century. |
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| Say
Hello To Cybernarrative
The Internet and the WWW have only recently emerged from their cocoon of infancy. They are far from the perfection that they someday promise. They are in the thralls of adolescence, seeking to grow and mature. Therefore the forms which currently exist may seem infantile and unimportant. This is far from the truth. With the coming of sound to movies, artistic visual direction was paralyzed. Set back nearly thirty years to the earliest days of film, but this was overcome and films are far superior today, because of the addition of sound, than they were before the coming of sound. Basic Online Fiction
Multi-Author Narratives
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| Adventures
in the Cyberfuture
Someone once said that every ten years humanity acquires scientific knowledge
equivalent to all of the knowledge gained in human history till that point.
From a technophile’s point of view that is good news. The continued evolution
of humankind towards technological, and it is assumed spiritual, perfection.
Of course there is no guarantee that technological advancements will be
a positive boost to human status. Even great science philosophers like
Aldous Huxley and Ray Bradbury, who can hardly be classified as neo-luddite
technophobes, have cast warnings on the mindless acquisition of new technology.
Specifically the technologies of storytelling. As Marshall McLuhan said,
"The medium is the message." Or perhaps beware of the unknown darkness,
none knows what lies therein.
The Multiform Story
The advent of the Internet will soon bring a new form of storytelling along
with it. The multiform story is essentially a story with many possible
avenues and endings. It is essentially a technological and often visual
version of the "Choose Your Own Adventure" books popular with teenagers
in the 1980’s. They are interactive stories where the reader makes a choice.
‘Do you wish to open the door? If yes go to page 124. If no go to page
34.’ These types of tales were often badly written fantasy adventures,
but their appeal was enormous. The reader got to choose what to do. The
strength that the Internet and new computer technology can bring to this
medium is greater visualization, more complexity and a built-in safeguard
against cheating, or going back if a choice leads to an unwanted result.
The
Hyperserial
Movies
by Choice
Virtual
Places and Neighborhoods
Holodeck
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| Don't
Say Bye To Guttenberg Yet
Humans are by nature a stubborn and irrational species that is not always welcome of changes. The love for the book is a prime example. It has been an incredibly important invention for the development. Time magazine even named Guttenberg, inventor of the printing press, as the most important individual of the last millennium. Not only is it efficient it has become much beloved. The computer revolution has made available technology that could surpass the book, but do not nail the coffin shut yet. Until technology can create something with the function and romance of the standard book people will not willingly give them up, at least not for several generations. To that end scientists are developing technology which is likely to make the transition easier. Examples include ultralight and ultrahigh resolution screens and digital paper that can be erased and printed on by simply changing the papers programming. An unintended side effect of this slow transition away from books may be a longer gestation period for the various new media forms which are merging as a result of new technology. Until a popular medium is created which can utilize the power of the computer in a portable and appealing form the art is likely to remain constrained by the limitations of the book. Likewise television and movies will remain but their forms will likely be altered and merged with the emerging forms and technology. The most complete convergence is likely to be attained by TV and the Web. In many ways it is already happening. WEBTV and the recent emergence of cable modems prove this, as well as the presence of channels on the newest generation of web browsers. The terminology and technology are merging, it only a matter of time before the medium does as well.
The film world will see much greater use of computers in the future, but
the Cineplex will likely remain. Humans are social creatures and one of
the most popular modern pastimes is ‘going to the movies.’ It will remain
so in the next century. The concept of movies by choice will certainty
impact the way films are written and made.
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| Hanging
with Homer and Mr. Gibson
Where Homer is generally considered the beginning of Western storytelling, William Gibson’s concept of Cyberspace is the starting point of this newest manner of storytelling. The emergence of the Internet and the WWW is not simply a revolution of technology, but one of social impact as well. It has made the world seem smaller as people from around the globe meet, exchange ideas and even fall in love online. It will change the way stories are told and understood. Some may be frightened by some of the new forms such as the multiform story because it seems to take the power of storytelling away from the author by giving it to the audience. In the short term this may prove true, but like the infancy period of film and television, the early artistic forms of Cyberspace will likely be derivative of the forms which came before, and will soon come into their own. The future of storytelling may well become more like the past. Oral epics such as the Iliad and the various epics of the Vikings were not written by one author. They were passed down over hundreds of years changing slightly with every retelling until someone decided to write them down.
The author will remain. There will never be a time when machines take over
the role of storytelling. As Janet H Murray says, "A story is an act of
interpretation of the world, rooted in the particular perceptions and feelings
of the writer. There is no mechanical way to substitute for this and no
reason to want to do so." It is precisely because the world is ‘getting
smaller’ through Cyberspace that stories will evolve. Writers and artists
from the United States and other countries are having unparalleled levels
of contact with their fellows throughout the world. Who can say what kinds
of stories these merging of cultures and individuals will have?
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| Works
Cited
Becker, Howard S. A New Artform: Hypertext Fiction http://weber.u.washington.edu/~hbecker/lisbon.html 03/24/99, 11:50 AM. Moulthrop, Stuart. Pushing Back: Living and Writing in Broken Space.
Authors Unknown. Paul Is Dead. http://paulisdead.com 03/24/99, 2:05PM. Authors Unknown. Whirligirl. http://www.showtimeonline.com/whirlgirl/ad.tin
Eastgate Systems. http://www.eastgate.com/ 03/25/99, 2:58 PM. Updike, John & Others. The Greatest Story Ever Told.
Murray, Janet H. Hamlet on the Holodeck. Cambridge, MA :MIT Press, 1997. Cook, David A. A History of Narrative Film. New York, W.W. Norton &
Company,
Wieners, Brad & Pescovitz, David. "The Book Goes Digital." Reality
Check. Pgs 84-85
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| Theoretical |