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Digital Storytelling A Creator's Guide to Interactive Entertainment PDF

457 Pages·2004·5.683 MB·English
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Digital Storytelling Digital Storytelling A Creator’s Guide to Interactive Entertainment Carolyn Handler Miller AMSTERDAM(cid:1) BOSTON(cid:1) HEIDELBERG(cid:1) LONDON (cid:1) NEWYORK(cid:1) OXFORD PARIS(cid:1) SANDIEGO (cid:1) SANFRANCISCO (cid:1) SINGAPORE(cid:1) SYDNEY(cid:1) TOKYO FocalPressisanimprintofElsevier FocalPressisanimprintofElsevier 200WheelerRoad,Burlington,MA01803,USA LinacreHouse,JordanHill,OxfordOX28DP,UK Copyright(cid:1)2004,Elsevier,Inc.Allrightsreserved. Nopartofthispublicationmaybereproduced,storedinaretrievalsystem, ortransmittedinanyformorbyanymeans,electronic,mechanical, photocopying,recording,orotherwise,withoutthepriorwrittenpermission ofthepublisher. PermissionsmaybesoughtdirectlyfromElsevier’sScience&Technology RightsDepartmentinOxford,UK:phone:(þ44)1865843830,fax:(þ44) 1865853333,e-mail:[email protected] yourrequeston-lineviatheElsevierSciencehomepage (http://elsevier.com),byselecting‘‘CustomerSupport’’andthen ‘‘ObtainingPermissions.’’ Recognizingtheimportanceofpreservingwhathasbeenwritten, Elsevierprintsitsbooksonacid-freepaperwheneverpossible. LibraryofCongressCataloging-in-PublicationData: Miller,Carolyn,Handler. Digitalstorytelling/CarolynHandlerMiller. p.cm. Includesindex. ISBN0-240-80510-0(pbk.:alk.paper) 1.Interactivemultimedia.2.Storytelling—Dataprocessing.I.Title. QA76.76.I59M552004 006.7–dc22 2004010366 BritishLibraryCataloguing-in-PublicationData: AcataloguerecordforthisbookisavailablefromtheBritishLibrary. ISBN:0-240-80510-0 ForinformationonallFocalPresspublications visitourwebsiteatwww.focalpress.com 04050607080910 987654321 PrintedintheUnitedStatesofAmerica I dedicate this book to my husband, Terry, who has taken the meaning of the word "support" to a whole new level, and who has encouraged me, kept me going, and even managed to make me laugh, even in the most stressful of times. Table of Contents FOREWORD ix PREFACE xiii ACKNOWLEDGMENTS xvii PART ONE New Technologies, New Creative Opportunities 1 CHAPTER1 InteractiveStorytelling:ABriefHistory 3 CHAPTER2 BackwatertoMainstream:TheGrowthofDigitalEntertainment 15 CHAPTER3 MovingTowardConvergence 39 PART TWO Creating Entertainment-Rich Projects 53 CHAPTER4 InteractivityandItsEffects 55 CHAPTER5 OldTools/NewTools 71 CHAPTER6 Characters,Dialogue,andEmotions 89 CHAPTER7 StructureinInteractiveMedia 119 CHAPTER8 BlendingEntertainmentwithOtherGoals 135 CHAPTER9 TacklingProjectsforChildren 159 vii viii Table of Contents CHAPTER10 CreatingaNewProject:TheDevelopmentProcess 183 PART THREE Media and Models: Under the Hood 207 CHAPTER11 VideoGames 209 CHAPTER12 MassivelyMultiplayerOnlineGames 225 CHAPTER13 TheInternet 243 CHAPTER14 InteractiveTelevision 259 CHAPTER15 Cross-MediaProductions 275 CHAPTER16 SmartToys 305 CHAPTER17 WirelessDevices 321 CHAPTER18 InteractiveCinema 333 CHAPTER19 ImmersiveEnvironments 349 CHAPTER20 DVDs 365 CHAPTER21 Kiosks 375 PART FOUR Career Considerations 389 CHAPTER22 WorkingasaDigitalStoryteller 391 CHAPTER23 CreatingYourOwnShowcase 407 CONCLUSION 419 GLOSSARY 421 ADDITIONALREADINGS 433 SUBJECTINDEX 435 PROJECTINDEX 451 Foreword By Ken Goldstein Something Happened. ‘Twasroundabout themid ’80s,just about thetime we wereall truly starting to grok the impact of Apple’s once-run Super Bowl spot that sounded the war cry to dismantle Big Brother. Almost ancient history now, but in retrospect it seemed to have a lot to do with the PC world taking a lesson from the Mac, replacing the monochrome monitor with 8-bit color, and there you have it, we decided we were all making interactive movies. My own journey started almost entirely by accident, as any writer tempered by honesty is likely to share, largely due to too much time on my hands. Still looking for a crack in the armor through which I might find an excuse to force my way into ‘‘The Club,’’ I attended a conference at UCLA called ‘‘The Future of Television.’’ Speakers on the keynote panel included one of the foremost execu- tive producers of all time, and if He had something to say about the future of television, I needed to be His disciple. Besides, I knew if I could ask just one intelligent question, I could leverage that into a post-conference spec script read- ing, and within days, the calls from my student loan officer would no longer be troublesome. Still new to town and terrified that traffic would come between me and my soon-to-be-acquired nest egg, I arrived much too early at the conference, hours before the keynote (curious, since I had always understood keynotes as kickoffs for conferences, but back then L.A. was too hip for anything important to start too early in the day). As fate would have it, we were offered a warm-up panel, and given that it was in an air-conditioned auditorium and I couldn’t affordtheFrenchtoastspecialinthecafeteria,Iparkedmyselfinthemini-audience and started to learn about something called interactivity. WhatIremembermostaboutthatpanelwasthatnoonehadasingleexample of any work they could show. They tried to make us believe this was because their work was so secret it could not be revealed in public, but I soon learned it was because none of their musings had yet been created. What they were saying sure sounded interesting, though—getting the audience into the story as a partici- pant,technologyallowingresponsivenesstoaudiencechoice,afuturewherestories had unending endings or no endings at all. It was a revolution still in the making; the theorists were theorizing before there was reality to evaluate. There were only two possible outcomes: Either this was reject material for Saturday Night Live, or this was opportunity. To this day I thank the Force that I guessed right. One thing has remained constant in the business of interactivity; there has never been a shortage of conferences. For the next several years, as the dour ’80s ix x Foreword became the tech-hot ’90s, I remember arguing with people at the third, fourth, and umpteenth CD-ROM conferences about what the word interactivity actually meant. AlreadytestswerebeingrunforsomethingcalledinteractiveTV,whereinteractivity was little more than rapid-clip pounding on a remote control, clicking on the cash- meresweaterwornbyadarlingsitcomactress,andhavingitsenttoyouovernight with a quick ding to an on-file credit card (the concept of Privacy wouldn’t be inventedforanotherfifteenyears).Otherfascinatingapplicationsincludedpointing atdumbed-downiconographyonamonitorsothatonecouldorderapizzaduring Act I of Hill Street Blues and have it arrive before the end credits, without one’s fuzzy slippers ever touching the carpet until the doorbell rang. I kid ye not; many visionaries in control of very large investment portfolios considered this about as much control as your average consumer would ever want. Others thought it was about letting the audience vote to pick the ending of the show (as long as it was A or B, the unused footage, of course, economically being saved for next week’s choice). Still others thought it was about branching, about story trees that went wider and broader and created thousands (and with the powerof exponents, someday trillions) of lines of dialogue that would still lead back to the same two endings! As the early and mid ’90s of CD-ROM lore tipped to the late ’90s of Internet infamy, I remember yet another conference. I was extremely honored to sit on a panel at the first Writers Guild of America West’s ‘‘Words into Pictures’’ affair. I believe there were some seven people in the audience and three of us on the panel still trying to define interactivity. The rest of the conference attendees were in another room listening to a collection of screenwriting luminaries with whom I got to drink excellent wine later that night. I also got a great gift bag with a sweatshirt I still keep around the house, mostly because I loved the name of the conference: ‘‘Words into Pictures.’’ Thatwasourtietothepastandourlinktothefuture.Atitscore,ourheritage remains that of audiovisual media. And yes, something happened. While we were arguing at conference after conference about what was meant by Interactivity, revenue for the computer and video game industry eclipsed that of the motion picture box office for North America. A generation of media consumers came to decide that active was more seductive than passive. Storytelling got stood on its head, but interactive or not, it was still storytelling, and it still required story- tellers—a new generation of storytellers, but storytellers nonetheless. To capture the powerof the chip, writers learned to do something they had never particularly liked—give up control. The most difficult lesson the digital storyteller learned was that, in order to become proficient in this virtual theater, digital storytelling by definition meant the release of control to the audience. Truth be told, this is antithetical to every single thing you have ever learned or been taught about storytelling. Isn’t storytelling the art of creating suspension of disbelief? Isn’t every great writer a master at sweeping people away to another place, taking a reader or an audience to worlds where they have never been? Yes, that is still your job—that, and helping people to get that sweater that looks so goodonyou-know-who,orperhaps‘‘realtime’’helpingtopickthenextgeneration American Idol, or at last getting that pizza home piping hot before Jeff reveals the lone Survivor. Played any good games lately? Needless to say, Revolution has come slowly. But graciously enough, it has come. Thus, you have Carolyn Miller to guide you through a comprehensive romp that illustrates her own journey. Throughout the madness, throughout the Foreword xi many years of opinions, ideas, and conferences, there were experiments. Many, many experiments. Some noble, some outlandish, many embarrassing, and as is so often the case, a very few both critically and commercially acclaimed. As Carolyn has admirably documented, she has been both student and artist on this all-too-strange path into tomorrow. She has played and she has made, studied and learned, created and captured the continuum that is our brief academic investigation. Since most of you missed these many conferences (trust me, your time was much better spent playing Asteroids, Tetris, or Doom), you now have the unique opportunity to let Carolyn, as storyteller, take you through the forest of many paths and few real trails. Digital Storytelling takes you behind the notions, brainchildren, and engines that have fueled our growth to the very point of origin at which we remain. Indeed, we are still at the beginning, an excellent time to join ‘‘The Club.’’ Hello World! Sierra Madre, California March 2004 Ken GoldsteinisExecutive Vice Presidentand ManagingDirectorof Disney Online, wherehehasbeenahumbleservantoftheInternetsince1998.Previously,hewasthefound- ing Vice President and General Manager of Red Orb Entertainment, a division of Broderbund Software, Inc., and Executive Publisher of Entertainment and Education Products for Broderbund. A long time ago in a county called Marin he hired a clever writer named Carolyn Miller to help put words in the mouth of a certain Carmen Sandiego.Anevenlongertimeago,hetoomadealivingasawriterandinteractivedesigner on now long-forgotten games played by kids who are now having their own kids, but he left all that fun behind to help hire smart people like Carolyn.

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