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May 18, 2009
Authoring and Exploring Vast Narratives: An Interview with Pat Harrigan and Noah Wardrip-Fruin (Part One)One of the first classes I will teach through my new position at USC will be Transmedia Storytelling and Entertainment. I've already started lining up an amazing slate of guest speakers and have put together a tentative syllabus in the class. The primary textbook will be Third Person: Authoring and Exploring Vast Narratives, which was edited by Pat Harrigan and Noah Wardrip-Fruin. Many of you who have been working with games studies classes may already know the first two volumes in the MIT Press series which Harrigan and Wardrip-Fruin have edited. I've been lucky enough to be included in two of the three books in the series: my essay "Game Design as Narrative Architecture" was included in First Person and my student, Sam Ford, interviewed me about continuity and multiplicity in contemporary superhero comics for Third Person. So, I am certainly biased, but I have found this series to be consistently outstanding. A real strength is its inclusiveness. By that I mean, both that the editors reach out far and wide to bring together an eclectic mix of contributors, including journalists, academics, and creative artists working across a range of media, and I also mean that they have a much broader span of topics and perspectives represented than in any other games studies collection I know. They clearly understand contemporary games as contributing something important to a much broader set of changes in the ways our culture creates entertainment and tells stories. For my money, Third Person is the richest of the three books to date and a very valuable contribution to the growing body of critical perspectives we have on what I call "Transmedia Entertainment", Christy Dena calls "Cross-Platform Entertainment", Frank Rose calls "Deep Media," and they call "vast narratives." Each of us is referring to a different part of the elephant but we are all pointing to an inter-related set of trends which are profoundly impacting how stories get told and circulated in the contemporary media landscape. I found myself reading through this collection in huge gulps, scarcely coming up for air, excited to be able to incorporate some of these materials into my class, and certain they will be informing my own future writing in this space. And I immediately reached out to Pat and Noah about being interviewed for this blog. In the exchange that follows, the two editors speak in a single voice, much as they do in the introduction to the books, but they also signal some of their own differing backgrounds and interests around this topic. The interview is intended to place the new book in the context of the series as a whole, as well as to foreground some of the key discoveries that emerge through their creative and imaginative juxtapositions of different examples of "vast narratives." Can you explain the relationship between the three books in the series? How has your conception of digital storytelling shifted over the series? First Person was originally conceived as an attempt to reflect and influence the direction of the field, at a particular moment, while also trying to do some work toward broadening interdisciplinary conversation (in the vein of Noah and Nick Montfort's historically-focused New Media Reader). As such, most of the essays grew out of papers and panel discussions from conferences, especially Digital Arts and Culture and SIGGRAPH. This is also why we used the multi-threaded structure--in order to preserve some of the back-and-forth of ideas characteristic of any emerging field. Unfortunately the book didn't come out as quickly as we hoped, and we were a little worried that it would become more of a history. But it turned out that many of the issues the field was concerned with at the time (e.g., the ludology/narratology stuff) remained, and still remain, things that people entering the field have to think through--so readers still find the book useful today. One striking feature of this series has been the intermingling of perspectives from creative artists and scholars. What do you think each brings to our understanding of these topics? Why do you think it is important to create a dialogue between theory and practice? Broadly speaking, our scholarly essays often provide a big-picture view of a subject, providing context and analysis, and our artists' essays provide a more detail-oriented, granular view, usually of just a single work or small number of works. Inevitably these distinctions become pretty blurry; for example, we intended John Tynes's 2P essay to be strictly about the Delta Green design process, but he wound up providing a wide-ranging, highly analytical piece about game design philosophy--which is wonderful! Later, in 3P, we gave Delta Green co-creator Adam Scott Glancy the same mandate, and got something of the same result, with a history of the Delta Green property mixed in with wider ideas of narrative strategy. While a central focus of the books has been on digital media, especially games, you have always sought to define the topics broadly enough to be able to include work on other kinds of media. In the case of Third Person, these include science fiction novels, comic books, and television series. What do we learn by reading the digital in relation to these other storytelling tradition? When we talk about "digital media" or "computational media," we're talking about something that is both media and part of a computational system (usually software). As we see it, the lessons digital projects can learn from non-digital projects are both in their aspects that are akin to traditional media (for example, how they handle stories and universes constructed by multiple authors) and in their systems (how they function--and how these operations shape audience experience). The articulation between the two, of course, is key. You write, "Today we are in the process of discovering what narrative potentials are opened by computation's vastness." Is that what gives urgency to this focus on "authoring and exploring vast narratives"? Personally, that's an important part of our interest. But it's certainly not the only source of urgency. As the variety of chapters in the book chronicles, in part, we're currently seeing exciting creativity in many forms of vast narrative. One might argue that something enabled by computers--digital distribution--is part of the reason for this (e.g., television audiences and producers are perhaps more willing to invest in vast narrative projects when "missing an episode" is less of a concern). But we think of this as distinct from things enabled by computation (permutation, interaction, etc.), especially because some systems (such as tabletop games) carry out their computation through human effort, rather than electronically.How are you defining "vast narratives"? What relationship do you see between this concept and what others are calling "transmedia storytelling," "deep media," or "crossplatform entertainment"? Definition isn't a major focus of our project, but there are certain elements of vast narrative that especially attract our attention. Patrick Harrigan is a Minneapolis-based writer and editor. He has worked on new media projects with Improv Technologies, Weatherwood Company, and Wrecking Ball Productions, and as Marketing Director and Creative Developer for Fantasy Flight Games. He is the co-editor of The Art of H. P. Lovecraft's Cthulhu Mythos (2006, with Brian Wood), and the MIT Press volumes Third Person: Authoring and Exploring Vast Narratives (2009), Second Person: Role-Playing and Story in Games and Playable Media (2007), and First Person: New Media as Story, Performance and Game (2004), all with Noah Wardrip-Fruin. He has also written a novel, Lost Clusters (2005). Noah Wardrip-Fruin works as a digital media creator, critic, and technology researcher with a particular interest in fiction and playability. His projects have been presented by conferences, galleries, arts festivals, and the Whitney and Guggenheim museums. He is author of the forthcoming Expressive Processing: Digital Fictions, Computer Games, and Software Studies(2009) and has edited four books, including Second Person: Role-Playing and Story in Games and Playable Media (2007), with Pat Harrigan, and The New Media Reader (2003), with Nick Montfort. He is currently an Assistant Professor with the Expressive Intelligence Studio in the Department of Computer Science at the University of California, Santa Cruz. 2 CommentsHenry Jenkins is the Provost's Professor of Communications, Journalism, and Cinematic Art at the University of Southern California. Until recently, he served as the co-founder of the Comparative Media Studies Program at the Massachusetts Institute of Technology. More about Henry Jenkins is available here. |
Thanks so much for this post! I'm a recent graduate from Quinnipiac University's Interactive Communications grad program where I studied with Alex Halavais and Ewa Callahan. The games aspect was not current curriculum during my stay, but plot and narrative development is a foundational interest of mine. With the convergence of a recent sound byte on NPR about the "recap" tool used in TV serials, followed by the season finale of Lost and the way that the interactive fandom continues to supplement the viewing experience...
...well, let's just say it pressed all the right Geek buttons and got me thinking about whether or not there really was a measurable relationship between the unfolding of the internet and modern usage of fan communities and the ability of television to host more complicated plot arcs in serialized television stories, knowing that the net is a resource for information and people are more likely to turn to it when they have questions that a single episode doesn't answer.
Anyway, I was just beginning the barest of working lunchtime searches via Technorati to start the "literature review" and see just what was out there close to the subject when this post came up. It's nice to know that this is an area which is receiving attention, even if it turns out there hasn't been anything specifically done for the subject matter I mentioned yet, it's nice knowing that theoretical frameworks and vocabularies are under development within Academia. Often times the hardest part of any kind of scholarship is knowing where to look and the language for the search terms.
I'd be interested in following that syllabus from MIT's open courseware, if you wouldn't mind sharing the course number when it goes live. And for now, you've provided me with plenty of links and names and books to get started.
Thanks again. I hope to be back when I'm read up enough to respond to your content.
-Adam
This is fascinating. I haven't had a chance to read all of the essays in Third Person, but what I've read so far is very interesting. This interview adds depth to my experience of the book, and I'm excited to acquire the other two in this series.
I am encouraged to know that academia is paying attention to what is happening to narrative, and as both a writer and reader I turn to people like you, Harrigan, Wardrip-Fruin, and the authors in this series to inspire me and broaden my sense of possibilities.
Thank you!
Jane