In February 2021, I began looking into interactive storytelling. I felt I had a good understanding as I had experienced choose your own adventure books when I was younger as well as having played games like ‘Life is Strange’ that implement choices and story paths. I also watched ‘Bandersnatch’ when it was first released, I even went back three or four times to see the different story paths.
Interactive story telling had always intrigued me and the possibility of media having different endings or different branches and the audience having some kind of control made it even more fascinating, so having the opportunity to explore this was amazing.
Even though I had a strong grasp on this subject I still learnt a lot in this module. I especially liked discussing how interactivity can enhance the audiences experience. As I explained in a previous blog post, adding interactive elements immerses the audience in the story and it “becomes an experience”, Smith 2021. While exploring this further I found Tom Abba wrote in the Journal of Media Practice that, “a viewer of classical film form expects to reach the final reel and have the story satisfactorily concluded.” He goes on to say that Interactivity may cause a lack of closure for viewers.
After pondering this for some time I can’t decide if I agree or not. Abba wrote this in 2008, since then I feel cliff hangers and unanswered questions have been more and more common to leave room for sequels or ongoing franchises, therefore current audiences are less likely to expect an ending that is all tied neatly in a bow. In relation to interactive stories, there may be some audiences that don’t go back to find the hidden endings or feel unfulfilled by having too many endings and not knowing which is the true ending. However, this then leaves room for interactivity to increase the closure provided to the audience, for example, if the viewer doesn’t like the ending, they can go back and get a new one, they may even find it satisfying to find all the different pathways.
You can also look at this through Uses and Gratifications theory and assume that some audiences use the ability to interact with their and have some agency over the story to gratify their need for control in real life, as well as using media in general to escape from reality. This means Abba’s statement can be seen as both true and false depending on the kind of audience.
From the beginning of this project I knew that making an interactive story was going to be a challenge, it is essentially like writing two or three stories in one. Because of this my group and I decided we should stick to a very simple plot and allow the interactivity to make in immersive and engaging for the viewer.
An example of this is we have included a few decisions/branching elements in the plot where regardless of which option the viewer picks, the same or similar outcome occurs, the reason we wanted to include this was so the audience begins to feel as out of control as the character they are following. In my research I found audiences do not like it when you mislead them or ignore their decisions and doing this is generally advised against. GDC, 2016.
However, this gave me all the more reason to include this in the plot, there is no better way to make an audience feel and understand your character than by dragging them through the same experience. By disregarding their choices and making the audience angry, confused and feel out of control, they will learn exactly how the character is feeling in that moment too.
During this production we decided not to set out specific production rolls as we all wanted to experience different rolls. So far we have not yet started filming but are due to this week. Leading up to this point and taking more of a lead in the producers role as well as scriptwriter role I have found my research has definitely impacted one more than the other. From a producers point of view, handling the paperwork and keeping the production on track hasn’t really been impacted by my research into interactivity. However, when we came to writing the script, I had a whole new way of approaching it.
The group sat on a MS Teams call to write the script, we had a vague plot worked out but we knew we needed to keep our options and plot open for decisions to be added. Due to my research I knew we should include a simple decision first to introduce the audience to the idea and functionality of the interactive film. We also knew we could branch out too much or make the story too complicated as the more complex it becomes the harder it becomes for us to make it and for the audience to understand it. During this writing process I feel the team worked really well together and had a good understanding of how to keep things interesting without being too complex.
After analysing both interactive and linear films I feel our creative decisions were impacted a lot. Dead Lonely, (Aardman Animations, Rapt Media, 2016.) opened my eyes to just how simple an interactive plot can be, but still be immersive and entertaining. I also learnt from their example about how you can get the audience to replay your story multiple times. I tried to take influence from this when it came to writing our plot.
I was also heavily influenced by ‘It Can Pass Trough the Wall’ by Radu Jude. Although not strictly classed as a horror film, there were a lot of eerie horror-esque elements to the overall composition and plot. This is explained by Madsen in the Short Film Studies Journal. In my analysis of Jude’s 2017 film, I discussed the fixed camera shot following Sofia, and how this and that there are no cuts in the film create the feeling the characters are being watched. (Smith, 2021.) We took influence from this as our film is a horror/thriller. We decided that we wanted to have some elements that create a similar feeling, through out the film we want to include over the shoulder shots from the stalkers point of view to make the audience feel like they are watching the character and again, forcing them into the shoes of the stalker.
In conclusions this module has been incredibly insightful and I will never take the ease of linear scriptwriting for granted again. I am beyond excited to finish making this film as is the rest of my team and we have high hopes for its outcome.
Bibliography
ABBA, T., 2008. As we might watch: What might arise from reconsidering the concept of interactive film?, Journal of Media Practice, 9:1, p. 19-27.
Aardman Animations, Rapt Media, 2016. Dead Lonely (a Zombie Romance). [Viewed: 19/02/21] Available From: http://www.raptmedia.com/customers/aardman-dead-lonely/
GDC, 2016. All Choice No Consequence: Efficiently Branching Narrative. [Viewed: 029/03/2021] Available From: https://youtu.be/TEa9aSDHawA
Madsen, D., 2017. Childhood fears: The importance of horror elements in It Can Pass Through the Wall. Short Film Studies, Volume 7 (Number 2) p. 187-190
Smith, I., 2021. ‘It Can Pass Through The Wall’ – An Analysis. [Viewed:29/03/2021] Available From: https://imogensmithmedia.wordpress.com/2021/03/07/it-can-pass-through-the-wall-an-analysis/
Smith, I., 2021. Research and Analysis of Interactive Storytelling. [Viewed: 29/03/2021] Available From: https://imogensmithmedia.wordpress.com/2021/02/19/research-and-analysis-of-interactive-storytelling/