06 Apr

Wisconsin Film Festival 2009

ballot
If there were ever a big street brawl between artists and critics, I’d much prefer to be on the side of the artists. But critics are mean, you say; they live to kick artists’ asses. True. But artists — good ones — know how to use pain. And when the going got tough in this street brawl, the artists would fashion new weapons out of the debris, and the critics’ trash-talking would melt into whining.

Don’t get me wrong. Critics are certainly important; their presence can spur artists to create better work. But the vastly oversimplified explanation that I might someday tell my children goes like this: artists do what they love and critics point out what’s wrong. Now, kids, do you want to be artists or critics?

That said, I’m going to engage in a little bit of criticism, which you should take with a grain of salt. This past weekend, I got to see several movies at the Wisconsin Film Festival. Here are my quick impressions (I don’t spoil plot unless the movie sucks).

500 days of summer
My first movie was 500 Days of Summer, directed by Madison native Marc Webb. It was a romantic comedy, actually. But in contrast to most romantic comedies, it was good. It didn’t get its laughs from slapstick humor and references to pot. Instead, it interjected clever nods to other film genres, including, for instance, a choreographed dance number in the street the day after the protagonist, Tom, sleeps with his love interest, Summer. The plot swivels around the fulcrum of Day two hundred and something in the relationship of Tom and Summer. On that particular day, they broke up. So the film has us jumping back and forth between the happier, more hopeful parts of the relationship and the ugly aftermath, which sees Tom having a hard time accepting that it’s over. The non-linearity is great but a little jarring since it’s sometimes confusing when we are in the story. All in all, though, the movie succeeds because it’s a pretty honest portrayal of longed-for relationships and the ways in which we glorify them in our memories.

32a
32A is an Irish film about a 14 year old Maeve, who is navigating her entrance into adolescence. At heart, it’s another story about failed relationships. Maeve, a pretty, innnocent, and unassuming girl, somehow gets the attention of 16 year old heartthrob Brian Powers. It’s a relationship doomed to fail, given the huge age difference between them, and most of the film’s tension comes from that inevitability. Maeve gets in arguments with her girlfriends, skips out of school once, smokes pot, and throws up in the bathroom of a teen dance club (where you have to be at least 16 to enter). But she does all of it while maintaining her innocence, really. As such, she comes off as a very authentic character. A lot of coming-of-age movies have the central protagonist shedding childhood too quickly. Maeve doesn’t. And that’s why I liked the film. But it was a little slow-moving at times, and there’s a subplot involving Maeve’s friend Ruth, whose estranged father just showed up and wants to meet her. Unfortunately, the Ruth plot really has nothing to do with Maeve’s.

afterschool
Afterschool is the story of Rob somebody-or-other, who’s a sophomore at a boarding school called Bryton. It’s a co-ed boarding school at that, which is a disaster waiting to happen. (Do such things actually exist? Is anyone really stupid enough to have a co-ed boarding school?) This film is no Catcher in the Rye, that’s for sure. It tries to expose the quiet, unexpressive, YouTube-tinged variety of modern-day teen angst, but its protagonist is pretty unlikeable. He’s pitiable, though, and at one point, he calls home and tells his mom that he doesn’t think anyone likes him; Mom says she doesn’t need the stress of worrying over him and asks him to assure her he’s okay. It’s in this environment that Rob witnesses the school’s popular senior twin girls emerge from a bathroom and fall, bloody and high on drugs/rat poison, onto the floor of an empty hallway. He has been filming the hallway as part of an AV Club project, and so his camera is still running as he walks slowly over to the girls and struggles to help. His back is to us, and it’s clear from the get-go that he’s actually killing one of the girls, but that’s supposed to be a surprise in the final scene of the movie, which “exposes” the reality of the situation.

The film is trying to make some sort of commentary, I’m sure, on how our modern teens seem to be living a series of short video clips rather than life itself. And I suppose the very slow tempo of the movie might further such a message. But it was also really tedious. And the fact that the film’s attempts at mystery and comedy were inappropriate to the mood may have also played into the overall schizoid quality. But they too were really tedious. I found myself looking at my watch repeatedly, and growing increasingly impatient with the unrealistically incompetent teachers. When the movie ended, I couldn’t get out of there fast enough. Maybe that’s what the filmmaker was going for. But watching that movie wasn’t an experience I’d wish on anyone else.

august
Our Beloved Month of August was sometimes tedious, too. Actually, the first half of this long film (2:30 long) wasn’t just sometimes tedious. The footage is of various aspects of small town life in Portugal, including such things as boar hunts, firetrucks ascending mountain roads, religious processions, karaoke performances, and unemployed men drinking wine. None of it seems to relate to each other, and the only constant is that there are a lot of small-time bands singing at various town festivals. Just when it’s seeming like this is all going nowhere, we get a scene of a producer talking to a director who’s supposed to be making a movie called Our Beloved Month of August. The producer chews him out, saying that none of the work so far has been focused and that the screenplay actually calls for actors. The producer reads the descriptions of the characters, and soon afterward, we get more seemingly unrelated footage — of a high school boy who plays roller hockey and of a young girl who works in a lookout tower, scoping the mountains for fires. But these new additions are more relevant in that the real life characters are suddenly getting together to play in a band and are beginning to enact the plot of the screenplay. The film’s second half mostly delivers the fictional narrative, with occasional jumps (no warnings given) to real life.

The entire movie really coalesces in the final scene, which has the director arguing with the sound guy about how sometimes in the film there are sounds which don’t exist, like music playing when we’re in the woods. The sound guy responds by saying, “So you don’t hear music right now?” just as a song starts playing in the background. The gist of the argument that continues afterwards is that we don’t want to hear all the sounds that exist when we see a film. We don’t want reality unedited. And the movie certainly makes that point. All in all, it does so quite cleverly, but the documentary half of it is a little too long, and though most of the information we get in that first part resurfaces at some point in the second part (a band in the first half becomes a song playing on the radio in the second half, for instance), not all of it connects.

kk downey
Who Is KK Downey? is a silly film put on by some Canadian sketch comedy group that kind of felt like a film put on by a sketch comedy group. Two failed artists — Theo, whose book Truckstop Hustlers just got rejected, and Terrance, whose girlfriend just dumped him — decide to recast Theo’s book as an autobiography, written by KK Downey, the protagonist of Truckstop Hustlers. Terrance puts on a wig and poses as KK, while Theo becomes his manager. The book becomes a hit, and people gobble up KK’s overly-provocative life as a transgendered prostitute/druggie. There’s a pretty clear parody of James Frey’s A Million Little Pieces, which people loved until they discovered it was fiction. And there’s some commentary on art here (Terrance’s girlfriend is an artist whose claim is “everything deserves a soul,” so she gives eyes to inanimate objects — by gluing googley eyes onto everything). As such, the film feels not-quite-American. Or not quite United-States-of-American, I should say, since comedies here tend not to have a point other than “love conquers all” or some such cliched message. The fact that the movie has an additional layer is a good thing. But the film isn’t hilarious. It’s just funny.

mermaid
Mermaid was my last movie, and definitely one of the best. Last year, my favorites were The Substitute (a Danish film) and Ben X (a Belgian film). Mermaid is a Russian film, and follows the life of Alisa, a withdrawn but whimsical girl who lives in a seaside shack with her single mother and her grandmother. Alisa’s mother is far more interested in men than she is in Alisa’s welfare, and as a result, Alisa is far more interested in her dreams (many of which include meeting her father) than she is in being a normal girl. The film incorporates some magical realism as Alisa discovers she can make apples fall from trees and cause storms to roll in from the sea. When one such storm destroys the beach shack, the three women move to Moscow, where a teenaged Alisa falls for a rich man who sells plots on the moon. Though she’s often forlorn and forsaken, Alisa is fun and imaginative. So when we watch her take a pathetic job where she walks around the city in a cell phone costume, it’s sad but also full of wonder. One reviewer put it well: “Certainly a level of tenable comparison can – and has to – be made to Amélie; however, make no mistake: here Melikian carves a darker tale of whimsy, rippled by a distinct undercurrent of melancholy not seen in its French counterpart.”

29 Mar

Story 2.0

On what new media has to offer to engage us in stories.

Interactivity is the buzz word in the new media realm. But what are we really after when we strive for interactivity? I would argue that the goal is to have the reader/viewer/player/listener engaged. It’s that simple.

Of course, the pinnacle of engagement is in the creative process. I learn much more, for instance, when I teach a class than when I take one. In creating the curriculum, I need to be more invested — mentally and emotionally — in the product of that creation. This sort of logic is, I would argue, behind many of the web 2.0 innovations we’ve seen in recent years. It explains the popularity of sites like YouTube, Facebook, and Flickr. They don’t stop at offering their users content to ingest; they allow the users to create the food they’re eating, too.

But if one of the defining characteristics of web 2.0 is interactivity, does Story 2.0 require the same? As I explained in my last post, I don’t think that the audience of a story can ever co-author it. But I do see the current media environment as doing two important things to engage people in stories. First they (the proverbial they) are giving us some great new tools to create content. And secondly, they are giving us some very engaging delivery systems.

The new media environment has been especially friendly to the visual and audio arts, providing plenty of free services and software that actually help people create more interesting and sophisticated content. A site called aviary has been developing various online software tools to manipulate photos, create vector art, and do other fancy design work. And there are tutorials out there for everything, so even casual Star Wars geeks can make movies with light saber effects.

But when it comes to storytelling, there’s not much in terms of software that you can give people to actually help them craft a better story. I suppose free movie editing programs, bundled with most new computers, have had some impact on how many people are producing movies, but as I’ve learned after 7 or 8 years of teaching video production to high school students, the tools don’t guarantee good stories.

Other people can help you craft better stories, though. And I guess if tutorials are tools, so are internet communities. I can’t say whether the various poetry and fiction forums out there in cyberspace have improved storytelling in general. But they are out there. So in addition to software, add communities to the list of tools.

And then add one more: publication. The arts need an audience. And if the web is good at any one thing, it is good at giving people a stage, however small that stage may be. Blogs, web cams, and image/video hosting sites make it possible for everyone to get published.

Combine the software, a community, and publication, and you have a site like xtranormal. Here’s their “about”:

Xtranormal’s mission is to bring movie-making to the people. Everyone watches movies and we believe everyone can make movies. Movie-making, short and long, online and on-screen, private and public, will be the most important communications process of the 21st century.

Our revolutionary approach to movie-making builds on an almost universally held skill—typing. You type something; we turn it into a movie. On the web and on the desktop.

I decided to give it a try and came up with the following:

So there you have it. Clear evidence that the new media environment offers some new tools for story production. And also clear evidence that the story’s only as good as the storyteller.

But the question isn’t about whether Story 2.0 will be better than previous iterations of narratives. The question is whether our new forms of story are increasing the engagement of the readers.

The tools may or may not help the creators of tales to make more engaging content, but by engaging more people in the creation process, it can’t hurt the consumption end of that cycle.

If story-building tools aren’t helping Story to evolve, though, the various delivery systems offered in the new media environment are certainly adding layers of audience engagement.

The most obvious enhancement brought about by the web is its multi-media nature. Sites are capable of delivering images and sound along with the text we’re reading. Our minds tend to be captivated by information assaults, which is why tv is so good at lulling us into hypnogogic states. But as such mesmerism proves, engagement isn’t always active engagement.

I think Story 2.0 improves upon television by requiring a little more active navigation than is required by the remote control. How? Well, all internet browsers read html and php, and most of them read flash and javascript. These are all coding languages capable of producing dynamic user involvement — to put it simply, they allow for the user to click on things.

I’ve already delved into hypertext fiction, which is the simplest form of “dynamic user involvement.” Even noncritical user involvement (i.e. when the user’s interactivity has no bearing on the direction the story takes — like clicking on next gets you the next page) is still user involvement and is a level higher than television.

And then there’s gameplay, which gives us challenges that exist within a context of a story. Certainly, games are capable of getting us to engage with a narrative quite actively. Even if I maintain that they don’t allow any co-authoring, I must grant that games produce active engagement.

And if we’re talking about games, we’ve got to return to communities. Not only are communities tools in the creation of content, they’re also sometimes part of the delivery system. Book clubs, casual discussion of movies, and academic study — such tried and true community engagement with narratives has always been a part of story delivery. But now we can add group gameplay to that list.

And if we’re really going for gold, we can take a look at “alternate reality games,” which might be the current pinnacle of active audience engagement.

ARGs, as they’re called, begin with a narrative hook that describes some sort of mysterious event. Dana’s Aunt Margaret is having trouble with her website — weird trouble. Or some sort of strange red light has been seen in coastal waters worldwide. Or six amnesiacs wake up, blindfolded, in labyrinths around the world with tattoos on their arms that read, “Trovu la ringon perditan.”

As you investigate these mysteries, you will inevitably stumble upon links to related blogs, email updates, and some sort of forum where you can discuss the details of the mystery with other players/readers. A community of puzzle-solvers forms around the narrative, and more of the plot is revealed as the various players uncover more clues. Typically, the gameplay extends from the virtual world into the real world. So, for instance, the game Perplex City, which began with a magical cube being stolen from some other planet, ends with some real person in England who found the cube in a park in Northhamptonshire.

The vast majority of ARGs are commissioned by some sort of corporation which wants to build hype for a product of theirs. The one that starts with Aunt Margaret having trouble with her website was actually a marketing scheme for the release of Halo 2 and was called “I Love Bees.” The strange red lights in the sea is a current tie-in with the video game Bioshock’s story and is also about building hype for an upcoming Bioshock 2. The six amnesiacs were part of a game called “The Lost Ring,” launched by McDonald’s and the IOC in anticipation of the 2008 Summer Olympics.

More and more television shows are creating ARGs to help expand the universe of the series’ fictional narratives. Dollhouse, The Sarah Connor Chronicles, Heroes, Lost, and a slew of others have all attempted to increase engagement via ARGs. And according to a recent article in the Economist, it’s working.

ARGs may be the best glimpse we can get into what Story 2.0 might end up looking like. They’re marketable, and they lend themselves well to cross-promotion and advertising; as a result, they have some real money behind them, and they get promoted. Most impressively, though, they combine almost everything that the new media environment has to offer: community, interaction, and a multi-media experience.

24 Mar

Video + Interaction

On whether video games are the new media of choice for delivering stories in our digital age.

Are all video games stories? No. Tetris.

But the vast majority of games at the very least have a back story. That is, there’s some story that precedes the interactive game the player partakes in. Even Space Invaders as Jesper Juul points out, has a back story. He writes, “A prehistory is suggested in [Space] Invaders: An invasion presupposes a situation before the invasion. It is clear from the science fiction we know that these aliens are evil and should be chased away. So the title suggests a simple structure with a positive state broken by an external evil force.” Just to emphasize: a story is suggested by Space Invaders, but not actually stated.

Following Space Invaders, though, there were plenty of games that did state the story that preceded play. Classic arcade games like Double Dragon, Alien Syndrome, and Paperboy usually had some minimal introductory scenario that got the story rolling (click the titles to see the intros). The typical one had some evil mastermind kidnapping your girlfriend. Wasn’t that the premise of most of the Super Mario games? Princess Peach is kidnapped and we’re off.

In a lot of these “back story” games, though, the play doesn’t move the story forward much. The initial computer animated sequence provides a context for gameplay, but what follows is a series of challenges that have little to do with plot.

This situation continues nowadays with online shooters, which dispense with story altogether. Even the ever-popular Halo series, which has a definite narrative thread, throws story out the window for its online play, where a player is usually on a team of marines fighting against another team of marines. Such a scenario actually runs counter to the Halo story, where the player never fights against his own species.

Speaking of the Halo story, though, in it we can see a more sophisticated method of conveying the narrative. It doesn’t just begin with back story. It then proceeds to fill in gaps between the various “levels” or chapters using “cut scenes.” The cut scenes exist to propel the story forward and they alternate with actual gameplay.

But it’s rare (and a fairly recent phenomenon) that gameplay and narrative are actually delivered at the same time. RPGs and action-adventure games sometimes attempt to offer the player various narrative choices, but often those choices take place in interactive cut scenes rather than in the gameplay itself. One of my favorite examples of such an approach comes from the game Deus Ex: Invisible War. Are there any games that don’t pause the gameplay to allow the player to move the story forward through interaction? Prior to reading Jesper Juul, I would have said yes, definitely.

But now I’m not so sure.

He makes the claim that you “cannot have interactivity and narration at the same time,” an argument he bases on a pretty complex discussion of story time, narrative time, and reading time. But I think I have a simpler explanation.

If you’ve ever played a game with a narrative component to it, think about whether the narrative thread of the game would have been different without any of the player’s game challenges like fighting, puzzle solving, platform jumping, etc. In most cases, I think, it’s an either/or situation. Either you’re fighting baddies, collecting coins, doing whatever you’re character is supposed to be doing OR you’re watching the story progress through cut scenes and/or through choosing pre-packaged lines of dialogue for your character to deliver. Thus, with every video game I can think of, if you were to fast forward through the gameplay sections, the story would remain completely intact.

Modern games are getting more fluid with this alternating narration/gameplay format (a game like Fallout 3 being a good example of that — see the fifth video here for an example), but that’s all they’re doing — they’re alternating better. They’re not actually making the narrative as interactive as many game developers claim they are. Pretty hefty claims, if you ask me. “A growing number [of developers],” according to the “Brainy Gamer,” now believe that “the designer builds a system, but the player authors the story.”

Except they’re wrong. The player cannot co-author the story. As Jonathan Blow notes, “Story is a filtered presentation of events that already happened.” The player’s interaction with a game consists of alternating between navigating the pre-written (sometimes choose-your-own-adventure) story and the challenging situations that don’t really matter to the narrative. There’s no authorship on the player’s part.

Steve Gaynor articulates this sentiment well: “Video games are not a traditional storytelling medium per se. The player is an agent of chaos, making the medium ill-equipped to convey a pre-authored narrative with anywhere near the effectiveness of books or film. Rather, a video game is a box of possibilities, and the best stories told are those that arise from the player expressing his own agency within a functional, believable gameworld. These are player stories, not author stories, and hence they belong to the player himself.”

What I think Gaynor means is that there are stories delivered by the video game and stories that arise from the video game. Stories delivered by the game are in no way co-authored by the player, and stories that arise from the player’s experience — from the “box of possibilities” — are, I would argue, experiences, not stories. Sure, when you tell someone about what happened in a game, it’s now a story, but in the game itself, it’s an experience.

Gaynor continues: “Unlike a great film or piece of literature, (video games) don’t give the audience an admiration for the genius in someone else’s work; they instead supply the potential for genuine personal experience, acts attempted and accomplished by the player as an individual, unique memories that are the player’s to own and to pass on.”

The goal of many developers, then, is to provide a rich world that the player can navigate freely; these worlds are often referred to as “sandboxes.” But the purest sandboxes eradicate narrative.

Enter Second Life, the perfect example of a virtual experience that has no narrative element to it. Sure, some stories may arise out of it, but Second Life itself has no more plot than the state of Wisconsin does.

In a figurative sense, sure, we’re all authoring our own life story, but that’s just a metaphor. We’re experiencing our lives. My life isn’t a story until I craft it into a “filtered presentation of events that already happened.” Thus, narrative and experience are somewhat at odds. The listener/reader/viewer/player cannot tell the story she’s receiving. It’s an impossibility by definition. She can choose between various options if the storyteller gives her any, but to say she’s then co-authoring the story is hyperbole.

As for video games, they use story to create an enjoyable context for gameplay. And they are undoubtedly an effective delivery medium for some pretty good stories. But the player’s interactivity isn’t as revolutionary as some would make it out to be. They do raise some interesting questions, however: what is the storyteller’s goal for his audience and what is the ideal reception on the part of the receiver of the story? I’ll explore those topics next.

14 Mar

Polaroids

Another pause in the exciting essay action to bring you my latest interactive story: Polaroids.

Polaroids

It employs javascript to give you a veritable clickfest! (Which means that you can click on pictures and text to reveal more pictures and text.) This one utilizes the same code I used in my telescopic text story, but it demanded a lot more css tweaking and a lot more time in photoshop. I got all the images off of flickr, which provided me with about three dozen pictures of pertinent graffiti. Not entirely happy with the final resolution of the images, but there’s always something that’s not perfect.

10 Mar

Wrongness Theory: Or, When It Rains, It . . . Oh My God, Did You See the Size of That Squirrel?

We take a break from our scheduled examination of digital fiction to bring you these words from our sponsor, Discontent™.

We’ve all heard of Murphy’s Law, right? There are some variations in the wording, but the concept behind the law is that things go wrong frequently. Well, I recently did some research to figure out if there’s a different law, or maybe a corollary to Murphy’s Law, that describes how wrong things tend to congregate in groups (like teenagers who smoke), or, in other words, “when it rains, it pours.”

Unfortunately, I haven’t been able to find a name for such a situation. Finagle’s Law gets close. It states that “whatever can go wrong will go wrong, and at the worst possible time, in the worst possible way.” But it doesn’t state explicitly that wrong things pile up.

Home owners are surely familiar with this fact. It’s not just an issue of the plumbing leaking; it’s that your furnace also stops working that same week. And then all the lights in your house burn out simultaneously. And, no, it’s not because a leaky pipe is drenching your circuit breakers in water. It’s just that everything goes wrong at once.

I’ve written about this before, but this time, I decided to do some hard research rather than just complain about the squirrels we trapped in our attic, the soffit we had to get repaired, the inch of standing water we had in our basement, the five hours we spent vacuuming it up, or the huge electricity bill that will be coming this next month as a result of said vacuuming (with a 6 HP shop vac).

I’ve also decided to remain pessimistic, since, according to the Non-Reciprocal Law of Expectations, “Negative expectations yield negative results. Positive expectations yield negative results.”

Not that I won’t act. I got an estimate from a basement flooding guy, who’s coming on Thursday to install a sump pump. But I know that I can be assured of a couple other laws governing the repair project. First, there’s Parkinson’s Law, which states that “Work expands so as to fill the time available for its completion.” And coupled with the Ninety-Ninety Rule of Project Schedules, I can count on the job taking longer than expected since “the first 90% of the job takes 90% of the time, the last 10% takes the other 90%.” And I can also be sure that the job will result in other mandatory home improvement projects since Zymurgy’s First Law of Evolving System Dynamics is true: “Once you open a can of worms, the only way to re-can them is to use a larger can.”

Of course, the mere fact that I’m vocalizing any of my pessimistic predictions is problematic; the Unspeakable Law notes that “as soon as you mention something, if it’s good, it goes away; if it’s bad, it happens.”

And I’m also sure that somehow, most of this is my fault. Hanlon’s Razor, a corollary to Finagle’s Law, admonishes, “Never attribute to malice that which can be adequately explained by stupidity.” I’m definitely stupid when it comes to home ownership and repair. I mean, I heard those squirrels a month ago. The flooding has happened before (though never this bad). And I just don’t like paying lots of money unless I absolutely need to, so I’ve put off things like the soffit repair and an upgrade to our gutters and downspouts (which I’m probably going to add to the list of hired-out jobs soon).

Ultimately, though, it’s sad that I can’t refer to this whole series of unfortunate events with a less clichéd phrase than “when it rains, it pours.” Enlightened though I am by my research here, I have found “no answers, only cross-references” (that’s Wiener’s Law). Of all my options, though, Jenning’s Corollary might fit best: “The chance of the bread falling with the buttered side down is directly proportional to the cost of the carpet.”

I’ll let you know how much that carpet costs once I get an estimate.