Fostering Communication: New
Media Storytelling
Nathaniel Pope
April 2005
As technology continues to evolve so do the ways in which
stories are told. There is a mutual dependence between not only the
devices used to tell such stories, but amongst the stories themselves,
past, present, and future. The introduction of these new technologies
into society is neither linear or random as popularly believed.
New and old media alike become interconnected, altering the scope of
narrative creation. Both computers and the internet and their variant
technologies provide a wide range of opportunities for people and
organizations to exchange and share information, communications, and to
interact with one another on various levels in real- time. These
available resources permit users to act as both spectators who view
content that has already been made available to them and contributors
who take the initiative to make such content available to others,
especially in the context of narrative creation. This symbiosis can
be demonstrated by two particular case studies and their
relationship to one another. The first, Adventure, arguably the first
computer text-based fantasy game, created by William Crowther and later
contributed to by Donald Woods grew to fruition as it was circulated
amongst groups of friends over early constructs of the internet. This
“twisty maze of passages” builds off of traditional modes of literature
to create an interactive gaming and narrative experience. The second,
“Thirteen Ways of Looking At A BlackBerry,” David Friend’s parody of
Wallace Steven’s 20th century classic “Thirteen Ways of Looking At A
Blackbird,” forms a complex social commentary and critique on our
digital society, especially the language and culture of handheld PDA
devices such as the BlackBerry. This poem, published in The New Yorker in 2004, further
demonstrates the convergence between old and new media and exemplifies
how society is coming to be dominated by machines. When these
digital texts are read together they reveal the interface of living in
a digital age: the convergence of all media and their larger roles in
fostering communication among individuals and groups of people.
Furthermore, these texts not only question how far we will take this
digital revolution, but also demonstrate that in doing so, problems
aside, we are able to improve and perfect our systems of communication,
especially that of story-telling.
In Adventure,
Crowther employs various qualities of “modularity,” “automation,” and
“variability” (Manovich) in a virtual re-creation and extension of his
real-life adventures exploring and mapping the Mammoth caves in
Kentucky (Adams). The text is composed of various modules or
“collections of discreet samples” of text [modularity] that “exist in
different, potentially infinite versions” of these experiences [variability] (Manovich 30). In
order to play the game and reveal Crowthel’s adventure, users must
“direct the game with natural language input” (Crowthel in Adams),
simple phrases containing recognizable verbs for the software. The
object of the game thus becomes for the user to interact with the
computer interface by using these commands to map a series of “twisty
little passages” in order to find and conquer Colossal Cave in a
certain manner, under a certain number of moves, and without getting
killed. At any one point in time, the user can choose where to go, what
to do, and how to interact with various characters and creatures along
the way. However, each move carries certain consequences for later in
the game. For example, when the user comes to a fork in the road it is
crucial that the user go in the right direction. Furthermore, it is up
to the user to map the effect of these various moves in order to master
the game. Similarly, the user must also learn how to use tools, limited
resources, for a wide range of tasks from catching birds and killing
snakes and dwarfs to navigating in dark passageways, crossing fissures,
conquering mazes, and avoiding pirates. One can choose to either kill
the bird or to use it to kill the snake, but without the bird the user
cannot get past the snake. So it makes little sense to kill the bird.
These challenges help to demonstrate how digital media becomes an
active site of narration [automation].
Crowthel’s story becomes digital and digital thus becomes a site of
narrative organized in an efficient manner for rapid and random access
of these materials. However, the game is not immediately accessible,
rather bounded by various textual and logical restrictions which force
the user to solve this puzzle to create the final outcome of the game.
How well the user overcomes these obstacles determines both the
duration of the game and how successfully the user will rank upon its
conclusion, ranging from “Adventurer” to “Adventurer Grandmaster” and
beyond.
In the process, Crowthel becomes what Michael Joyce refers
to as a “scriptor” or one who uses “constructive hypertext” such as the
software used to create Adventure,
the game itself, and Fronz, the software used to run the game “to
develop a body of information which [users] map according to their
needs, their interests, and the transformations they discover as they
invent, gather and act upon that information” (Joyce 616). To a certain
degree, users are in control of their own gaming experience able to
choose how to interact with the physical environment and characters.
This includes the ability to explore labyrinths, search for hidden
treasures, climb huge plants, and kill dragons barehanded. Thus, by
playing the game users can experience the thrill of what it was like
for Crowthel to explore caves, with fictional content added for
entertainment purposes. When the user is lost deep in a maze or cannot
figure out how to lower a bridge, or to get to the main office without
waking the dwarfs or irritating the snakes he or she experiences
what it is like to explore these Kentucky-based caves with an added
since of adventure. These challenges reveal the extent to which the
user is not actually in control. However, the shroud of interactivity
works to hide this fact.
The game can also be read as an “exploratory
hypertext,” a “delivery or presentational technology” that
“encourage and enable an audience [rather than users] to control the
transformation of a body of information to meet its needs and
interests” (615). This “transformation of knowledge” (616), aided
by interactivity helps to disguise the fact that users are merely
exploring the world of the pre-constructed text. All possible
explorations and interactions are not only reliant upon, but defined by
the pre-designed code of the software. Thus to experience Adventure, like most games, is not
to manipulate this code in the creation of a new narrative, but to
follow the code down a path that branches in many directions before
once again converging on one final end solution. The user may die
before reaching the conclusion of the story, the detonation of the main
office and subsequent conquering of the cave, but although death may
end one’s progress, it does not diminish the fact that there is only
one ending to the story. No one Adventure
experience is exactly the same, although very similar. The user can
only use a limited number of commands to transform the text on screen into
something meaningful. However there are various limits to this
transformation of knowledge that will be explored after first looking
at Friend’s text as a constructive
and exploratory hypertext and
its potential for narrative creation.
Friend extends traditional and contemporary use of
narrative by re-writing Steven’s classic poem using modularity and
variability to critique modern society’s use of the BlackBerry. He
contends that people’s lives are dictated by the painfully repetitive
“Hunting, Pecking/Punching, jabbing” to simply “Open. Download.
Delete.” data which “Flows 24/7." Also, he identifies how people’s
abbreviated expressions such as “GTG,” “L8R,” and “Luv U” take away the
fullness, flow, and flower of traditional prose and poetry. Furthermore
he questions both whether “it was destined thus/that this keyboard be
so caressed?” and
Which best fills
And quenches
The silence?
The BlackBerry
On
Or the BlackBerry
off? (76)
These are merely rhetorical questions that Friend
hopes his readers and PDA users will continue to ask themselves as new
technologies come to the forefront. Thus, despite the problematic
nature of these machines, Friend promotes how they are used to
simultaneously and rapidly connect people all across the globe in a way
that fosters communication that otherwise would be impossible. With the
help of a BlackBerry people are able to “sail along, and soon speed
on/To cruise with other strangers.” Inasmuch, Friend’s critique of
digital PDA culture is constructive criticism in that it seeks
improvement of these technologies. In doing so, he demonstrates how
traditional forms of literature such as a poem can become an active
site of digital composition and structure.
Similar to Adventure,
“BlackBerry” can be read as a new media text, a constructive hypertext that
“requires a capability to act: to create, to change, and to recover
particular encounters within the developing body of knowledge” (Joyce
616). Friend uses Steven’s poem to develop one of his own. However,
whether the text can be seen as constructive
or exploratory depends not
only on how it is created, but how it is used. This text represents the
constructive, able to alter and construct new text and argument. Thus
if readers in turn use Friend’s text in this manner it becomes
constructive. However, if they merely read through it once or twice and
then set it down for all eternity, it becomes more of an exploratory one. Readers must
become active scriptors,
using “Blackberry” as a base text in the creation of another for the
poem to continue to be constructive
hypertext. Furthermore, Friend encourages BlackBerry users to
use these PDAs to construct a better source of communications.
Although both texts feature constructive and exploratory potential there are
various limits to Adventure’s
ability to “transform” narrative knowledge for the viewer. According to
Joyce, "transformation of knowledge" within a text “should include a
capability to create, change, and recover particular encounters with
the body of knowledge, maintaining these encounters as versions of the
material, ie., trails, paths, webs, notebooks, etc” (617). Adventure
fails to do this to its full potential, leaving it up to the viewer
rather than the computer software. While “BlackBerry” can be read both
linearly and as a new media text, allowing the reader to interactively
jump form one portion of the text to another, Adventure’s limited use of branching type interactivity
(Manovich 38) restricts the user’s ability to move both forward and
backwards in the text. One cannot reread the text in the middle of a
game as one can with older media such as “BlackBerry” in which one can
reread a line or stanza infinitely many times if desirable. In this
way, the text is more linear and less associational than “BlackBerry.”
For example, when reading “BlackBerry” one can easily go forward or
backward and read any part of it at any moment. If one wants to compare
the first stanza to the last, for example, the reader can easily shift
focus. This is quite limited in Adventure due to software constraints
rather than narrative composition. One cannot scroll from one portion
of the text to another. Although various game files can be saved and
accessed upon command, this is not efficient and interrupts the flow of
the game. Although one argument for this type of interface is that it
adds to the user’s experience to have to remember various outcomes of
various moves, this is a trivial skill that most computer users, much
less gamers find to be worthwhile. It is a pain to not be able to
scroll back and retrace the story. In a book, one can turn the pages.
In a film, one can rewind. In Adventure,
one loses this information after a certain number of moves. On the
other hand, “Blackberry” fuses discreet bits of information and the
structure of a poem to enable free flow of information. Whereas in Adventure the user must remember or
physically record what previous events took place, “BlackBerry” is
published in this form. Thus, game narratives such as Adventure run the
risk of becoming less accessible and less communicative as previous
forms of media, whereas “Blackberry” builds off of both forms of
literature to create one of its own. Writing and reading are not linear
processes. The mind works in various associational ways. Adventure partially fails to allow
for associational thinking despite the potential to do so. Sherry
Turkle reveals Adventure’s
counterproductive nature in her essay “Video Games: Computer Holding
Power.” She contends that “Technological advances have enabled
designers to create games that provide visually appealing situations
and demand a diverse and challenging set of skills.” Remembering
previous events in a game should not be one of these challenges due to
the linearity it causes. Nonetheless, Adventure becomes linear and
inaccessible rather than hyper textual and accessible on multiple
levels due to its inability to allow users to access the entire story
at any point in time.
In conclusion, these texts help to show how the
culture of new media is a culture of translation: an active process of
interconnecting all forms of media. This requires both mapping
traditional forms of literature on to current digital devices as is the
case in Adventure and mapping
new forms of media onto traditional forms of literature, combining both
content and structure as in “Thirteen Ways to Look at a BlackBerry.”
However both texts reveal that a deeper understanding of digital
technology is required in order fully assimilate into the digital age.
The resulting message of these texts, intended or not can be summed up
by Norbert Weiner who stated that “If we want to live with the machine,
we must understand the machine, we must not worship the machine” (72).
Friend’s similar message is obvious: although the Blackberry can and
should be used to connect the world, one should also understand its
potential uses and the consequences of choosing one use over the
other. When looked at in this manner, Adventure also demonstrates
the need for such an enlightenment. In order to defeat the game, a deep
understanding of its structure and logic is needed. Thus, in order to
create Theodore Nelson’s “Dream Machine” or Vannevar Bush’s “memex” we
must understand these principles and actively become engaged in the
culture of new media as do these texts.
Bibliography
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2005. http://www.rickadams.org/adventure/c_xyzzy.html
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Friend, David. "Thirteenways Of Looking At A BlackBerry." New Yorker 8
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Joyce, Michael. “Siren Shapes: Exploratory and Constructive
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