Interactive Narratives and Transmedia Storytelling
Interactive Narratives and Transmedia Storytelling provides media students and industry professionals with strategies for creating innovative new media projects across a variety of platforms. Synthesizing ideas from a range of theorists and practitioners across visual, audio, and interactive media, Kelly McErlean offers a practical reference guide and toolkit to best practices, techniques, key historical and theoretical concepts, and terminology that media storytellers and creatives need to create compelling interactive and transmedia narratives. McErlean takes a broad lens, exploring traditional narrative, virtual reality and augmented reality, audience interpretation, sound design, montage, the business of transmedia storytelling, and much more.
Written for both experienced media practitioners and those looking for a reference to help bolster their creative toolkit or learn how to better craft multi-platform stories, Interactive Narratives and Transmedia Storytelling serves as a guide to navigating this evolving world. An accompanying online resource site, www.Storyfort.ie, will feature regularly updated articles and links to related content.
Kelly McErlean has developed graduate and postgraduate programs in film and new media for local and international delivery and successfully delivered eLearning and onsite contracts for international broadcast organisations on behalf of the European Broadcasting Union. Kelly lectures on new media, film and entrepreneurship in the Department of Creative Arts, Media, and Music at Dundalk Institute of Technology, Ireland. He has won several awards including a Golden Spider Award and a Digital Media Award for his film, new media, and photographic works. Kelly holds a PhD in visual culture from the National College of Art and Design, Dublin.
Interactive Narratives and Transmedia Storytelling
Creating Immersive Stories Across New Media Platforms
Kelly McErlean
First published 2018
by Routledge
711 Third Avenue, New York, NY 10017
and by Routledge
2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN
Routledge is an imprint of the Taylor & Francis Group, an informa business
2018 Taylor & Francis
The right of Kelly McErlean to be identified as the author of this work has been asserted by him in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988.
All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers.
Trademark notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe.
Library of Congress Cataloging in Publication Data
A catalog record for this book has been requested
ISBN: 978-1-138-63881-5 (hbk)
ISBN: 978-1-138-63882-2 (pbk)
ISBN: 978-1-315-63757-0 (ebk)
Typeset in Warnock
by HWA Text and Data Management, London
Visit the eResources: www.storyfort.ie
For Esther
Contents
Introduction
Forms move and are born, and we are forever making new discoveries.
Kasimir Malevich Suprematist Manifesto (1916)
This book explores contemporary and traditional storytelling concepts and ideas. It encourages theoretical research and experimentation in the development of interactive narratives and transmedia stories. It considers the work of a wide range of practitioners across a multitude of creative fields. These include writing, music, film, photography, theatre, art and new media. It identifies and examines key texts and includes interviews with industry practitioners and academic researchers. Throughout history artistic inspiration has often come from the most unlikely sources. An openness to new ideas always brings about original, exciting and challenging storytelling opportunities.
WHO IS THIS BOOK FOR?
The book is aimed at storytelling creatives who are looking to develop and deliver interactive narratives and transmedia titles using new technologies and distribution platforms. It is a synthesis of storytelling strategies and related theoretical concerns with regard to interactive content creation. It considers many of the current questions regarding interactive storytelling and is intended to guide and inform the readers knowledge and to promote ideas generation. A key concern of the text relates to story navigation: how will storytellers resolve the difficulties in creating interactive points within a plot to encourage a natural, rather than forced, story interaction? Who and where is the intended audience for interactive content and what issues are anticipated or currently experienced in targeting and then delivering to particular demographics? Does an interactive content audience need to have access to specific (perhaps the latest) technologies, do they need to have interactive story experience, a history of social media engagement, platform awareness or particular software application experience? What are the most appropriate skillsets and previous experience of an interactive story developer? Which elements of the traditional storytelling experience can be exploited within these new narrative paradigms? Sound design and music are considered within a broad storytelling context to look at their potential to fully realise narrative worlds and to promote audience immersion and engagement. The future of interactive storytelling is explored, and artistic and commercial projects, completed and in development, are considered. Throughout the book I have avoided taking a technocentric approach. The emphasis is on the creation of engaging stories which (through trial and error) take advantage of the most innovative yet appropriate modes of delivery to effectively communicate story ideas across multiple platforms. The book includes the most useful content that I have identified over many years teaching this subject in universities and colleges across Europe. You will note that there are many references to the works of traditional artists. I have made observations on their workflows when I considered them to be relevant to the development of interactive and transmedia stories. I have drawn on existing best practices from traditional media, to identify and give insight into creative works that are both experimental and engaging and to synthesise complex theories to make them accessible to a wide audience.
DEFINING INTERACTIVE NARRATIVES AND TRANSMEDIA STORIES
An interactive narrative offers a pre-specified level of story agency or choice to the audience, allowing them to exert an influence on the plot. The interactive experience is highly context-dependent and involves some form of interface such as text input (entered at the command line), a hand-held controller or a gesture-sensing device (Laurel, 1991 p. 21). Each interaction results in various levels of impact on the story depending on the narrative design. Producer Hideo Kojima states that the challenge for interactive narrative developers is to offer increased agency without sacrificing the story emotion developed through cut sequences (edited scenes rather than interactive gameplay) (Ashcraft, 2008). Brighton-based artists group Blast Theory released a very interesting interactive narrative titled