WEBVTT - Let's Tell a Story

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<v Speaker 1>Brought to you by Toyota. Let's go places. Welcome to

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<v Speaker 1>Forward Thinking. Hey everyone, and welcome to Forward Thinking, the

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<v Speaker 1>podcast that looks the future and says, here's a little

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<v Speaker 1>story I got to tell about three bad podcasters. You

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<v Speaker 1>know so well. I'm Jonathan Strickland, I'm La, and I'm

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<v Speaker 1>Joe McCormick. Yep, And today we wanted to talk a

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<v Speaker 1>little bit about interactive storytelling. Interactive storytelling, you know what

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<v Speaker 1>pops into my mind when you say that, what's that? Joe?

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<v Speaker 1>My favorite kind of book, Choose your own adventure book?

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<v Speaker 1>The best books ever written? And I don't I don't

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<v Speaker 1>think so I would argue you pick that you picked

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<v Speaker 1>the wrong choice obviously, Lauren. Are you the one who

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<v Speaker 1>always go through you know, the safe door and immediately

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<v Speaker 1>get eaten by a wolf? And then you'd have to

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<v Speaker 1>go backtrack to where you last left off and then

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<v Speaker 1>take the other choice. I usually have like seven fingers

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<v Speaker 1>in the book when ever i'm reading it, so that

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<v Speaker 1>I can flip between different options. I was going to

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<v Speaker 1>say that I knew you were a placeholder. All right, Well,

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<v Speaker 1>let's let's actually explain. Want to choose your own Adventure

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<v Speaker 1>book is for those few people out there who may

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<v Speaker 1>not have experienced the true joy of literature. They're they're

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<v Speaker 1>a little older, some younger people might not actually Ryan

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<v Speaker 1>North just published to be or not to Be. That

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<v Speaker 1>is the adventure, which is a take on Hamlet. That

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<v Speaker 1>is a choose your own adventure story. So you can

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<v Speaker 1>play as Ophelia or Polonius. If you're playing as you're

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<v Speaker 1>playing as Hamlet, I guess you would just have, you know,

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<v Speaker 1>lots of choices, but you never bother to choose anything.

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<v Speaker 1>One thing that's funny we should take note of. We're

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<v Speaker 1>already using the word play when we're talking about reading

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<v Speaker 1>a book, and that will figure in. That's true. That's true.

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<v Speaker 1>So choose your own adventure? What is it? Choose your

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<v Speaker 1>own adventure book? Choose your own adventure book is a

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<v Speaker 1>book where you open up to the first page and

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<v Speaker 1>it says something like, you know, you get out of bed,

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<v Speaker 1>your uncle Ronnie comes in and says we're going out

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<v Speaker 1>whale hunting, and you go out on a and then

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<v Speaker 1>it offers you choices like do you want to go

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<v Speaker 1>out on the rickety boat with the whales that want

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<v Speaker 1>to kill you? Or do you want to stay in

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<v Speaker 1>your bed, and if you choose stay in your bed,

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<v Speaker 1>like a whale jumps out of your closet and bites

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<v Speaker 1>your arms off, right, or you get dysentery or something. Yeah,

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<v Speaker 1>the idea being that that you actually turned to whichever

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<v Speaker 1>page correlate choice. It's for rickety boat to turn to

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<v Speaker 1>page seventy for stay in your bed, turn to page

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<v Speaker 1>I didn't actually explain the mechanics yet, that's how it works,

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<v Speaker 1>and so you keep turning to the page. It tells

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<v Speaker 1>you to make your choice until you die in one

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<v Speaker 1>way or another, or you think that was possible. I

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<v Speaker 1>think basically these were books just designed to teach children

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<v Speaker 1>that no matter what, they're going to die, which is

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<v Speaker 1>my hamlet is such a terrific adaptation for that is

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<v Speaker 1>a great example of fatalist literature. I was no, no, no,

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<v Speaker 1>there are. There were plenty of choose your own adventures

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<v Speaker 1>that had a positive outcome for you, but they were

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<v Speaker 1>challenging to to arrive at, and often in my case,

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<v Speaker 1>I would end up working backward by finding the positive

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<v Speaker 1>ending and then just finding out what series of choices

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<v Speaker 1>would have led you to that, Because, as you point out,

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<v Speaker 1>Joe normally there's like, you know, chance that you are

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<v Speaker 1>going to die depending upon your choices. Okay, so if

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<v Speaker 1>I'm an indexer, then then you're the you're the system analyst. Joe,

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<v Speaker 1>what was your form of gameplay with with Choose your

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<v Speaker 1>Own Adventure books? I would I played by the rules.

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<v Speaker 1>I don't know what's wrong with y'all. I survived, Joe.

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<v Speaker 1>You're the one who believes that every choice leads to death.

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<v Speaker 1>So I have to admit most of them. Do I

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<v Speaker 1>encompassed all the choices? I I contain multitudes? Right, You're

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<v Speaker 1>you're the multiverse approach. Yes, so you have the parallel

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<v Speaker 1>universe thing going on. Okay, so this is interactive storytelling

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<v Speaker 1>and its most basic form. Right, so you've got you've

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<v Speaker 1>got a limited number of choices. It's not like you

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<v Speaker 1>can introduce new elements that are completely alien to the book.

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<v Speaker 1>Obviously you are. You are restricted to whatever has been written. Right.

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<v Speaker 1>You can think about the plot of the book sort

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<v Speaker 1>of is a branching tree where you started a trunk

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<v Speaker 1>where you know you have one branching decision and that

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<v Speaker 1>forks into two, and each of those decisions gives you

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<v Speaker 1>new options, and it keeps branching out until there are

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<v Speaker 1>many possible endings, right, and occasionally those branches will reform

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<v Speaker 1>into you know, you might be able to choose one

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<v Speaker 1>thing in one part of the book or another thing

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<v Speaker 1>in another part of the book, and end up on

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<v Speaker 1>the same page. Either way, Some of those, not all

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<v Speaker 1>of those branches, end up being their own distinct pathways.

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<v Speaker 1>In other words, sometimes they converge into a pathway again.

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<v Speaker 1>And this is an interesting way to think about storytelling

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<v Speaker 1>because most of the time we talk about storytelling, we're

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<v Speaker 1>talking about a a single linear narrative that's controlled from

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<v Speaker 1>the top down and told in one way, right, And

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<v Speaker 1>and a good story is really really captivating, right. I mean,

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<v Speaker 1>this is a way that we communicate not just entertaining ideas,

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<v Speaker 1>but also philosophies. Sometimes times it's how we tell history.

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<v Speaker 1>You look at oral history, those are all told in

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<v Speaker 1>the form of stories. And it's interesting also, I think

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<v Speaker 1>that storytelling is one of those things that we use

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<v Speaker 1>to try and create meaning in the experiences that we

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<v Speaker 1>accumulate over time. Now, in real life, we don't necessarily

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<v Speaker 1>have actual beginning, middle, and end to any you know,

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<v Speaker 1>series of experiences. They tend to bleed over it gets

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<v Speaker 1>really messy. But we like our stories to have a

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<v Speaker 1>much more contained kind of approach generally speaking, I mean

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<v Speaker 1>they are and in yeah, yeah, I'm mostly uh talking

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<v Speaker 1>about my own experience. Obviously, I don't have a lot

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<v Speaker 1>of experience with Eastern culture stories, which can be much

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<v Speaker 1>more abstract that you guys, have ever watched a lot

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<v Speaker 1>of Japanese film, then you will know that they do

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<v Speaker 1>not necessarily feel a need to stick to that react structure,

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<v Speaker 1>but it can be a little bit of of a

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<v Speaker 1>culture shock anyway. So at any rate, when you're talking

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<v Speaker 1>about interactive storytelling, now we're getting into this idea of

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<v Speaker 1>the person who is being told the stories truly impacting

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<v Speaker 1>the story in some way. No, we're not just passively

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<v Speaker 1>receiving it, right, You're creating input determines what you get subsequently. Right.

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<v Speaker 1>So with the case of the choose your own Adventure book,

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<v Speaker 1>that's quite limited obviously, but it means that you do

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<v Speaker 1>get a slightly different tale depending upon the choices you make.

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<v Speaker 1>But there are other examples of interactive storytelling that we

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<v Speaker 1>have right now, right, Yeah, we don't even have to

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<v Speaker 1>look too far into the future. How about video games?

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<v Speaker 1>How about them. I love them. Those those are kind

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<v Speaker 1>of big. Yeah, that's the thing. I love the interactive

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<v Speaker 1>story about the disembodied yellow head that eats magic pills

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<v Speaker 1>and then goes after ghosts. I thinks Thompson wrote it.

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<v Speaker 1>It haid that joke in the video. The thing um

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<v Speaker 1>about video games and interactive storytelling. Nobody would question the

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<v Speaker 1>interactive part. They're obviously interactive. Some people might question storytelling,

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<v Speaker 1>which is ridiculous. Well, well, some some video games have

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<v Speaker 1>more of a story than others. Sure, some some video

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<v Speaker 1>games are like Tetras, And while I have a rich

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<v Speaker 1>fan fiction database of Tetris related information, I understand most

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<v Speaker 1>people just see that as a puzzle game. But there

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<v Speaker 1>are other games that have It's that L shaped block,

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<v Speaker 1>isn't it? But which one? He has a twin clockwise

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<v Speaker 1>L shape with the counterclockwise L. SHO. You have to

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<v Speaker 1>read to find out, Joe. I'm not going to spoil

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<v Speaker 1>it for you. But anyway, there are other video games

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<v Speaker 1>that actually do have a narrative involved from the beginning

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<v Speaker 1>all the way through to the end. Uh. Now, you

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<v Speaker 1>could argue that video games can be as restricted as

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<v Speaker 1>a choose your own adventure book. For in some cases,

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<v Speaker 1>and in some cases it may be more so. Right,

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<v Speaker 1>there may be only one story you get from beginning

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<v Speaker 1>to end, and as you play the game, you unlock

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<v Speaker 1>the next element of that story, so, uh, you know,

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<v Speaker 1>you might continue through a game. I think The Last

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<v Speaker 1>of Us is a good example of this. The Last

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<v Speaker 1>of Us. We're not gonna spoil anything, but The Last

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<v Speaker 1>of Us is a a survival horror game and it's

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<v Speaker 1>ex dreamely well written. I would say the characters are

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<v Speaker 1>very well realized. There's a huge emotional impact, but you

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<v Speaker 1>don't actually affect the story that much depending upon your choices.

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<v Speaker 1>You do have some choice in the game, but it

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<v Speaker 1>doesn't I think, change how the ending is going to

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<v Speaker 1>play out. Wherever. There are other games where, depending upon

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<v Speaker 1>your choices, you'll get one of a series of endings

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<v Speaker 1>like a Silent Hill, to which I don't think either

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<v Speaker 1>of you guys have played, But but but but again,

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<v Speaker 1>a horror survival video game in which there there's a

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<v Speaker 1>bad ending and then a really bad ending, and then

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<v Speaker 1>a kind of thing and and so but but but

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<v Speaker 1>but Which one of those you get? It depends upon

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<v Speaker 1>a lot of kind of non traditional video game elements.

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<v Speaker 1>Of of what you as a character, we're thinking about

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<v Speaker 1>by by looking at during the game, like what you

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<v Speaker 1>paid attention to ends up becoming the result of the storyline.

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<v Speaker 1>That's interesting, which which is one of the reasons why

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<v Speaker 1>that's kind of called out as like, hey, that was

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<v Speaker 1>a good one. Yeah. Yeah, there are most of the

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<v Speaker 1>video games I'm familiar with, it's far more overt. It's

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<v Speaker 1>one of those things where a character says, do we

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<v Speaker 1>do A or do we do B? And at that

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<v Speaker 1>point you're thinking, this is going to affect everything from

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<v Speaker 1>this point forward. I better save first. I'm going on

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<v Speaker 1>a wiki to see what Okay, I'm I'm totally the

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<v Speaker 1>spoiler guy. I'll be like, okay, I gotta find out

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<v Speaker 1>if I if I choose to let this person die,

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<v Speaker 1>is that really going to haunt me later? I'm that guy.

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<v Speaker 1>I'm that guy. I wish I weren't that guy. Now again,

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<v Speaker 1>I just I just saved my game. I I'm just realizing. No,

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<v Speaker 1>this is why I have ninety eight game saves, or

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<v Speaker 1>as many as possible. I'm still doing. Yeah, you're doing

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<v Speaker 1>your choose your own advantage y o A your y

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<v Speaker 1>o A strategy on the video games whereas I can't

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<v Speaker 1>do that with my strategy for doing it exactly. You're

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<v Speaker 1>looking working backward right, but I'm looking at the next step.

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<v Speaker 1>I don't look at the very end of the game.

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<v Speaker 1>And well, I play by the rules and I just

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<v Speaker 1>make my decision and see what happens. See, that's the thing.

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<v Speaker 1>Obviously we all know what would happen if we all

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<v Speaker 1>had time travel devices at this point. Joe wouldn't use his.

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<v Speaker 1>I would constantly be going ahead thinking no, don't want

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<v Speaker 1>to make that choice, go back and try another one.

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<v Speaker 1>And Lauren would just be doing the multiverse approach. I would.

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<v Speaker 1>I would have a terrific library if everything that could

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<v Speaker 1>possibly happen, that's horrifying. It's really interesting, though, because we're

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<v Speaker 1>actually seeing more about our psyches here, We're learning about

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<v Speaker 1>each other, which is the terrific thing about storytelling. This, this, folks,

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<v Speaker 1>is why, in a minor tangent that I'm not sure

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<v Speaker 1>how it's going to connect to our next point, is

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<v Speaker 1>I think that the heart of storytelling, This is why

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<v Speaker 1>finding stuff out about ourselves and how you know, the

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<v Speaker 1>way that we consume stories clearly has a lot to

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<v Speaker 1>do with who we are and and and the creation

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<v Speaker 1>of stories is the same thing. It's all about the

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<v Speaker 1>human experience. Sure. Sure, And so you know, Joe, you

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<v Speaker 1>have a point here in our outline that we're looking at.

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<v Speaker 1>I mean you you brought up the point about video games,

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<v Speaker 1>while they are becoming a very powerful storytelling medium, they're

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<v Speaker 1>not necessarily viewed that way by the larger public. Yeah. Well,

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<v Speaker 1>and there might be good reasons for that. Sure, I

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<v Speaker 1>want to float a few ideas in that. I agree

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<v Speaker 1>with you that I played The Last of Us and

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<v Speaker 1>I thought that was just a beautiful game, and it

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<v Speaker 1>had really good writing, good dialogue, strong characters, emotional depth.

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<v Speaker 1>I felt things about what was happening. Um. And so

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<v Speaker 1>that's real. I mean, I can totally acknowledge that. But

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<v Speaker 1>at the same time, there is something I think kind

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<v Speaker 1>of inherently different between the way we play most games,

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<v Speaker 1>even those games that do have strong storytelling, and the

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<v Speaker 1>way we experience a novel or a movie, where a

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<v Speaker 1>novel or a movie has a plot that executes and

0:11:52.280 --> 0:11:55.839
<v Speaker 1>you're you're following it and you're thinking about it, um,

0:11:55.880 --> 0:11:58.680
<v Speaker 1>and you're engaging with it in that way. But games

0:11:58.760 --> 0:12:01.600
<v Speaker 1>typically have a different kind of mechanic, like as you

0:12:01.679 --> 0:12:04.880
<v Speaker 1>progress through the story of a game. Even like the

0:12:04.960 --> 0:12:08.559
<v Speaker 1>Last of Us one with good writing, you're still there

0:12:08.559 --> 0:12:14.000
<v Speaker 1>are these mechanics. There's there's competitive action, there's repetitive action.

0:12:14.360 --> 0:12:17.319
<v Speaker 1>It's very task oriented. You know, you have a goal

0:12:17.440 --> 0:12:21.960
<v Speaker 1>you're trying to achieve. Usually they're trying to create a

0:12:22.000 --> 0:12:25.160
<v Speaker 1>sense of flow by having you do these actions over

0:12:25.240 --> 0:12:28.199
<v Speaker 1>and over. And that kind of thing doesn't really, as

0:12:28.200 --> 0:12:31.600
<v Speaker 1>far as I can tell, have a role in traditional storytelling,

0:12:31.720 --> 0:12:34.000
<v Speaker 1>right unless you're watching something like Parts of the Caribbean

0:12:34.040 --> 0:12:36.319
<v Speaker 1>where they go to the same set pieces eighteen times

0:12:36.360 --> 0:12:38.080
<v Speaker 1>in a row because they hadn't finished righting the script

0:12:38.120 --> 0:12:39.960
<v Speaker 1>before they started shooting the movie. But that's a rant

0:12:39.960 --> 0:12:43.280
<v Speaker 1>for another time. Um. Well not not all video games

0:12:43.480 --> 0:12:48.920
<v Speaker 1>necessarily have that puzzle or repetitive task play element to them,

0:12:49.280 --> 0:12:52.440
<v Speaker 1>And usually those are the ones that gamers wind up

0:12:52.480 --> 0:12:55.280
<v Speaker 1>not being too fond of it. They come in with

0:12:55.320 --> 0:12:59.240
<v Speaker 1>bad reviews. Um. They for example, the entire Final Fantasy

0:12:59.240 --> 0:13:02.880
<v Speaker 1>series after say ten, Um, depending on who you talk to,

0:13:03.000 --> 0:13:05.679
<v Speaker 1>someone's going to say like that was just an interactive

0:13:05.720 --> 0:13:10.160
<v Speaker 1>movie that was completely crap. I have heard this term

0:13:10.240 --> 0:13:15.280
<v Speaker 1>interactive movie. Um, how is this different than just say,

0:13:15.360 --> 0:13:19.440
<v Speaker 1>like a game with good graphics. Well okay, so so

0:13:19.520 --> 0:13:22.720
<v Speaker 1>back when, back when laser discs. If we can come

0:13:22.760 --> 0:13:26.000
<v Speaker 1>back to laser discs. I don't personally have much experience

0:13:26.040 --> 0:13:29.400
<v Speaker 1>with with with those, but let's go ahead, go ahead.

0:13:29.400 --> 0:13:32.480
<v Speaker 1>I'll chime in if I need to. I once watched

0:13:32.480 --> 0:13:40.240
<v Speaker 1>a laser disc of Congo. Oh my goodness, um shun um.

0:13:41.120 --> 0:13:44.680
<v Speaker 1>When people started finding out or when the technology kind

0:13:44.679 --> 0:13:50.079
<v Speaker 1>of kind of allowed people to create chapter stories within

0:13:50.280 --> 0:13:55.280
<v Speaker 1>a visual digital medium, um, that's when some storytellers started

0:13:55.280 --> 0:13:57.400
<v Speaker 1>thinking like, hey, this is cool. I can create a

0:13:57.520 --> 0:14:01.360
<v Speaker 1>sort of choose your own adventure within this digital medium

0:14:01.360 --> 0:14:04.640
<v Speaker 1>and that's terrific um and and it got I mean,

0:14:04.640 --> 0:14:07.239
<v Speaker 1>there were a few games that I think people considered

0:14:07.679 --> 0:14:13.080
<v Speaker 1>good ones that had um a interactive element combined with

0:14:13.320 --> 0:14:17.240
<v Speaker 1>full motion video that people didn't hate. That's yeah, They're

0:14:17.520 --> 0:14:19.800
<v Speaker 1>very few in between. I think full motion video. The

0:14:19.840 --> 0:14:22.840
<v Speaker 1>problem with full motion video was that once we learned

0:14:22.920 --> 0:14:25.880
<v Speaker 1>how we could do it in a in a storage

0:14:25.880 --> 0:14:28.560
<v Speaker 1>medium that wasn't going to take up a car's worth

0:14:28.600 --> 0:14:33.040
<v Speaker 1>of space, everyone put it into everything. There was a

0:14:33.120 --> 0:14:35.640
<v Speaker 1>short and the reason why I was short was so awful.

0:14:35.880 --> 0:14:38.480
<v Speaker 1>There was a short era in video games, computer games,

0:14:38.440 --> 0:14:40.920
<v Speaker 1>and then in the early nineties, yeah, where full motion

0:14:41.040 --> 0:14:44.720
<v Speaker 1>video was in everything from Missed to Zork to know,

0:14:44.880 --> 0:14:48.000
<v Speaker 1>all sorts of games that never needed it before. And

0:14:48.040 --> 0:14:51.160
<v Speaker 1>then in many cases it was used purely as a

0:14:51.200 --> 0:14:54.240
<v Speaker 1>gimmick because they had the ability to do this, and

0:14:54.360 --> 0:14:57.400
<v Speaker 1>it was not executed in a way that that benefited

0:14:57.440 --> 0:15:02.400
<v Speaker 1>the game that was anything that a player would really welcome.

0:15:02.720 --> 0:15:05.040
<v Speaker 1>It was mostly seen as a distraction and sometimes just

0:15:05.200 --> 0:15:09.200
<v Speaker 1>as really embarrassing. So it was not that it was

0:15:09.320 --> 0:15:12.280
<v Speaker 1>a bad tool. I just think it was poorly applied

0:15:12.440 --> 0:15:15.200
<v Speaker 1>in those early days and that kind of ended up

0:15:15.320 --> 0:15:19.040
<v Speaker 1>making a um well, it kind of made it, you know,

0:15:19.360 --> 0:15:22.200
<v Speaker 1>a dark mark against that style of video games from

0:15:22.960 --> 0:15:25.720
<v Speaker 1>when when I said full motion video just then Jonathan

0:15:25.760 --> 0:15:29.920
<v Speaker 1>developed the sudden eye twitch. That was pretty okay. Let

0:15:29.920 --> 0:15:32.800
<v Speaker 1>me tell you sometime about the Tim Curry game where

0:15:32.800 --> 0:15:36.000
<v Speaker 1>you play as Frankenstein's Monster and Tim Curry is Frankenstein.

0:15:36.040 --> 0:15:38.200
<v Speaker 1>At one point he refers to your face looking like

0:15:38.560 --> 0:15:42.840
<v Speaker 1>and I quote pork butt, not Frankenfurter, just to be clear.

0:15:44.440 --> 0:15:47.440
<v Speaker 1>But it has Tim Curry in it, so that sounds beautiful.

0:15:47.520 --> 0:15:51.680
<v Speaker 1>You know what else, hast video what? Okay, I'm gold

0:15:52.000 --> 0:15:54.480
<v Speaker 1>a full circle, getting back to the interactive movies thing

0:15:54.840 --> 0:15:56.840
<v Speaker 1>what you mentioned with laser disc. The first thing that

0:15:56.960 --> 0:15:59.080
<v Speaker 1>pops into my mind is one of the earliest laser

0:15:59.120 --> 0:16:03.080
<v Speaker 1>disc based arcade games, which was Dragon's Layer, Right, Yeah,

0:16:03.080 --> 0:16:05.400
<v Speaker 1>and I think that that is basically the only thing

0:16:05.480 --> 0:16:09.560
<v Speaker 1>that critics and gamers agree was not awful. The car

0:16:09.720 --> 0:16:13.200
<v Speaker 1>the animation was was nice. The story was very basic,

0:16:13.280 --> 0:16:17.240
<v Speaker 1>and some would argue heavily misogynist, but it was the

0:16:17.280 --> 0:16:20.120
<v Speaker 1>story of you know, you're playing the character of the

0:16:20.120 --> 0:16:23.160
<v Speaker 1>heroic knight who's trying to rescue the damsel in distress

0:16:23.200 --> 0:16:26.080
<v Speaker 1>who has been captured by a dragon. But really that

0:16:26.200 --> 0:16:30.040
<v Speaker 1>gameplay was very limited. Essentially, it meant that when the

0:16:30.080 --> 0:16:33.240
<v Speaker 1>screen flashed, you were supposed to either move the joystick

0:16:33.320 --> 0:16:36.840
<v Speaker 1>in one of four directions or you pressed the sword button,

0:16:37.120 --> 0:16:39.840
<v Speaker 1>and you had to learn the sequence by just playing

0:16:39.840 --> 0:16:42.040
<v Speaker 1>it over and over and over again to learn which

0:16:42.080 --> 0:16:44.840
<v Speaker 1>way you were supposed to do this. I mean, depending

0:16:44.920 --> 0:16:46.440
<v Speaker 1>upon which version of the game you played and sum

0:16:46.560 --> 0:16:48.680
<v Speaker 1>it would flash in a way that would indicate what

0:16:48.760 --> 0:16:50.880
<v Speaker 1>you were supposed to do. But more often than not,

0:16:50.960 --> 0:16:53.120
<v Speaker 1>the version as I saw, was just screen with flash.

0:16:53.440 --> 0:16:55.200
<v Speaker 1>You had to figure it out and it was trial

0:16:55.240 --> 0:16:58.440
<v Speaker 1>and error, so it wasn't the most satisfying of game elements.

0:16:58.880 --> 0:17:01.400
<v Speaker 1>So you were saying, p liked this. I thought people

0:17:01.480 --> 0:17:04.960
<v Speaker 1>did not like this game people enjoyed. Well. I remember

0:17:04.960 --> 0:17:07.040
<v Speaker 1>when the Okay I was alive, when this game was

0:17:07.040 --> 0:17:09.879
<v Speaker 1>in arcades, all right, So I remember going to arcades

0:17:09.920 --> 0:17:13.280
<v Speaker 1>and seeing a huge line or a group around. In fact,

0:17:13.359 --> 0:17:15.760
<v Speaker 1>that this was an arcade game that was so popular

0:17:15.800 --> 0:17:18.800
<v Speaker 1>that many cabinets had two screens. They had a screen

0:17:18.840 --> 0:17:21.200
<v Speaker 1>mounted on top of the first screen, so you could

0:17:21.200 --> 0:17:23.200
<v Speaker 1>stand further back and see what was going on by

0:17:23.240 --> 0:17:25.639
<v Speaker 1>looking at the top screen because everyone was crowded around

0:17:25.640 --> 0:17:28.879
<v Speaker 1>the bottom one. So it was popular because the animation

0:17:28.920 --> 0:17:31.959
<v Speaker 1>style was so fluid and different from everything else we

0:17:31.960 --> 0:17:34.439
<v Speaker 1>were used to in arcades. However, when it came to

0:17:34.440 --> 0:17:37.760
<v Speaker 1>the gameplay elements, people were not necessarily so enthralled, but

0:17:37.800 --> 0:17:41.120
<v Speaker 1>they did want to see how the story ends. Okay.

0:17:41.119 --> 0:17:43.400
<v Speaker 1>But so that brings me back to the question, Sure,

0:17:43.480 --> 0:17:46.840
<v Speaker 1>it's interactive, but is it really storytelling or is it

0:17:46.920 --> 0:17:50.800
<v Speaker 1>I mean, beyond the most basic sense, is it good storytelling?

0:17:50.880 --> 0:17:53.159
<v Speaker 1>But I think it was such a gimmick that, you know,

0:17:53.200 --> 0:17:55.639
<v Speaker 1>people were so excited about the technology that they were like,

0:17:55.720 --> 0:17:59.160
<v Speaker 1>let's use this technology and not let's use this technology

0:17:59.240 --> 0:18:02.119
<v Speaker 1>to create yate a story that makes sense or to

0:18:02.480 --> 0:18:06.920
<v Speaker 1>incorporate game play that's not frustrating or you know that's

0:18:06.960 --> 0:18:09.000
<v Speaker 1>for example, I was a huge crazy X Files fan

0:18:09.119 --> 0:18:11.439
<v Speaker 1>was when I was in middle school or high school

0:18:11.600 --> 0:18:14.240
<v Speaker 1>around the same time that this was going on. Sorry, Jonathan,

0:18:14.720 --> 0:18:17.600
<v Speaker 1>and um and so and so. I owned the like

0:18:17.800 --> 0:18:21.360
<v Speaker 1>eight disc X Files video game that came out at

0:18:21.359 --> 0:18:24.960
<v Speaker 1>some point that incorporated full motion video and UM and

0:18:25.240 --> 0:18:28.840
<v Speaker 1>was basically so terrible, Like the the gameplay itself was

0:18:28.880 --> 0:18:31.800
<v Speaker 1>so terrible that I stopped because I couldn't like, it

0:18:31.840 --> 0:18:34.119
<v Speaker 1>was so glitchy that I just could not physically do

0:18:34.240 --> 0:18:37.359
<v Speaker 1>what the game wanted me to do. And right, So,

0:18:37.440 --> 0:18:40.440
<v Speaker 1>I mean, the the challenges of creating a truly compelling

0:18:40.480 --> 0:18:43.919
<v Speaker 1>interactive storytelling experience if you're going to gamify it is

0:18:43.960 --> 0:18:46.040
<v Speaker 1>that you have to create a game that works, and

0:18:46.080 --> 0:18:48.800
<v Speaker 1>you have to create a compelling story. It's it's two

0:18:48.800 --> 0:18:51.800
<v Speaker 1>big challenges. So you could go the last of us route,

0:18:51.800 --> 0:18:55.320
<v Speaker 1>where you have a very compelling story with with good gameplay,

0:18:55.440 --> 0:18:57.600
<v Speaker 1>but it also is you know, when you look at it,

0:18:57.640 --> 0:19:00.360
<v Speaker 1>when you look at yeah, and the player has very

0:19:00.359 --> 0:19:03.359
<v Speaker 1>little impact on how that story actually plays out, assuming

0:19:03.440 --> 0:19:06.560
<v Speaker 1>that you are successful in what you do, right, I mean,

0:19:06.600 --> 0:19:08.880
<v Speaker 1>you sure you get to see every time you die,

0:19:08.960 --> 0:19:10.560
<v Speaker 1>you get to see a different way that you died,

0:19:11.119 --> 0:19:16.440
<v Speaker 1>But for for successfully completing the game, you get one outcome. Uh.

0:19:16.480 --> 0:19:18.600
<v Speaker 1>Then there are other games, of course that depending upon

0:19:18.680 --> 0:19:21.080
<v Speaker 1>what you do, you will get different outcomes. Like the

0:19:21.119 --> 0:19:24.440
<v Speaker 1>Fallout series, you get very different outcomes depending upon the

0:19:24.520 --> 0:19:27.000
<v Speaker 1>choices you make in the course of the game. So

0:19:27.119 --> 0:19:30.000
<v Speaker 1>that that gives the player a sense that the player

0:19:30.080 --> 0:19:33.919
<v Speaker 1>is actually contributing to the story, not just consuming the story.

0:19:34.320 --> 0:19:36.639
<v Speaker 1>So when we're really talking about interactive storytelling in the

0:19:36.640 --> 0:19:40.040
<v Speaker 1>future of it, we're talking about maybe some sort of

0:19:40.560 --> 0:19:42.800
<v Speaker 1>not necessarily a video game, but that's the one of

0:19:42.800 --> 0:19:46.639
<v Speaker 1>the easiest formats we can talk about, but some form

0:19:46.800 --> 0:19:50.920
<v Speaker 1>of entertainment where the person who is consuming it is

0:19:50.960 --> 0:19:54.800
<v Speaker 1>also contributing to it in a meaningful way. Right. Basically,

0:19:54.840 --> 0:19:57.480
<v Speaker 1>we want to look at the term and think that

0:19:57.520 --> 0:20:00.840
<v Speaker 1>it's really robust in both of the these words. It's

0:20:00.960 --> 0:20:05.479
<v Speaker 1>really interactive in a strong way, and it's really good storytelling, right,

0:20:05.520 --> 0:20:09.200
<v Speaker 1>And we really haven't, in my view, come across something

0:20:09.280 --> 0:20:13.760
<v Speaker 1>yet that's really strongly both at the same time. UM

0:20:13.960 --> 0:20:17.000
<v Speaker 1>I would say that some some LARPers, some live action

0:20:17.080 --> 0:20:19.800
<v Speaker 1>role players would argue with that, um and and say that,

0:20:19.880 --> 0:20:22.040
<v Speaker 1>you know, I'm not saying this is a personal I

0:20:22.320 --> 0:20:24.440
<v Speaker 1>but um but but I know many people who would

0:20:24.520 --> 0:20:26.760
<v Speaker 1>argue that that they have played live action role playing

0:20:26.760 --> 0:20:31.399
<v Speaker 1>games in which their characters have been able to help

0:20:31.520 --> 0:20:36.040
<v Speaker 1>create the storyline and and change the storyline actually developed right.

0:20:36.640 --> 0:20:39.200
<v Speaker 1>Role playing games in general, live action role playing games

0:20:39.200 --> 0:20:43.560
<v Speaker 1>in particular. These are These are forms of entertainment where,

0:20:43.680 --> 0:20:46.720
<v Speaker 1>depending upon who is running the game, you may be

0:20:46.840 --> 0:20:50.800
<v Speaker 1>able to impact the actual story in a really meaningful way.

0:20:50.840 --> 0:20:54.399
<v Speaker 1>As in let's say a character a player a player

0:20:54.480 --> 0:20:56.679
<v Speaker 1>has is playing a character, and that character makes a

0:20:56.760 --> 0:21:00.720
<v Speaker 1>choice that is completely within the realms of that game.

0:21:00.760 --> 0:21:03.480
<v Speaker 1>It makes sense for the character, it makes sense within

0:21:03.520 --> 0:21:08.040
<v Speaker 1>the context of the rules, etcetera. And the game master

0:21:08.359 --> 0:21:11.320
<v Speaker 1>or masters, the people who are running the game, had

0:21:11.400 --> 0:21:14.920
<v Speaker 1>no way of predictions that this was. They didn't think

0:21:14.920 --> 0:21:17.280
<v Speaker 1>about it, but it makes perfect sense. They if they're

0:21:17.320 --> 0:21:20.800
<v Speaker 1>good and they're flexible, they can incorporate that and even

0:21:20.840 --> 0:21:24.840
<v Speaker 1>make that into something that builds onto future games where

0:21:25.240 --> 0:21:27.640
<v Speaker 1>the things that you know they might even scrap plans

0:21:27.680 --> 0:21:29.840
<v Speaker 1>that they had for the next three or four sessions, saying,

0:21:30.240 --> 0:21:32.080
<v Speaker 1>you know, what we had was really good and maybe

0:21:32.119 --> 0:21:34.119
<v Speaker 1>we can still use in the future, but this is

0:21:34.160 --> 0:21:38.520
<v Speaker 1>too to Let's let's continue this and see where this goes,

0:21:38.880 --> 0:21:42.520
<v Speaker 1>and in that case it does become a collaborative storytelling experience.

0:21:42.920 --> 0:21:46.280
<v Speaker 1>Um from my own personal experience. Besides the role playing game,

0:21:46.359 --> 0:21:49.640
<v Speaker 1>the example I gave earlier was the idea of improv

0:21:49.800 --> 0:21:53.440
<v Speaker 1>games where you have improvisers on stage who are it's

0:21:53.480 --> 0:21:56.200
<v Speaker 1>it goes beyond the improv games that you've seen, where

0:21:56.240 --> 0:21:58.360
<v Speaker 1>it's you know, trying to go through the alphabet letter

0:21:58.400 --> 0:22:01.360
<v Speaker 1>at a time, and every sentence more like it's two

0:22:01.520 --> 0:22:04.760
<v Speaker 1>or three improvisers who are trying to create a scene

0:22:04.800 --> 0:22:08.760
<v Speaker 1>that has a narrative arc of some sort. And in fact,

0:22:08.800 --> 0:22:11.680
<v Speaker 1>there are terms that any person who's taken improv would

0:22:11.720 --> 0:22:14.240
<v Speaker 1>be able to rattle off, things like the platform, which

0:22:14.280 --> 0:22:17.040
<v Speaker 1>is your basic premise, the tilt, which is where you

0:22:17.119 --> 0:22:20.840
<v Speaker 1>introduce some form of conflict, the resolution, which may or

0:22:20.920 --> 0:22:24.400
<v Speaker 1>may not be a happy resolution. Often it's a comically

0:22:24.600 --> 0:22:28.359
<v Speaker 1>unhappy resolution. But this is a form of collaborative storytelling

0:22:28.359 --> 0:22:31.920
<v Speaker 1>where there was nothing before except maybe a suggestion from

0:22:31.920 --> 0:22:35.800
<v Speaker 1>the audience, and I want to offer a slight qualification

0:22:35.840 --> 0:22:38.919
<v Speaker 1>to that. While I see what you're saying, definitely, pretty

0:22:38.960 --> 0:22:42.040
<v Speaker 1>much all of the improv I've seen was played for

0:22:42.640 --> 0:22:46.320
<v Speaker 1>short term comedic effect. Like it, it may have been

0:22:47.000 --> 0:22:50.000
<v Speaker 1>very a lot of fun to watch, but they create

0:22:50.040 --> 0:22:53.320
<v Speaker 1>a funny scene, but it doesn't really have like a

0:22:53.359 --> 0:22:56.720
<v Speaker 1>strong narrative art creating. It's not like someone's going to

0:22:56.920 --> 0:22:59.480
<v Speaker 1>going to record that and hold it up as as

0:22:59.560 --> 0:23:02.280
<v Speaker 1>high to ature next to Sure, I don't think it,

0:23:02.520 --> 0:23:04.760
<v Speaker 1>but I don't think a good story in high literature

0:23:04.800 --> 0:23:07.560
<v Speaker 1>are necessarily the same thing. In fact, I would argue

0:23:07.600 --> 0:23:10.040
<v Speaker 1>that a lot of high literature to me does lacks

0:23:10.280 --> 0:23:13.520
<v Speaker 1>lacks what I would consider a good story, and I

0:23:13.560 --> 0:23:16.400
<v Speaker 1>think that a lot of good stories don't necessarily qualify

0:23:16.520 --> 0:23:19.640
<v Speaker 1>as high literature. But I will say I agree there's

0:23:19.680 --> 0:23:22.920
<v Speaker 1>a lot of the improv I've seen is really let's

0:23:22.960 --> 0:23:25.560
<v Speaker 1>try and make the audience laugh as loudly and frequently

0:23:25.600 --> 0:23:29.680
<v Speaker 1>as possible, and it may just mean introducing bizarre characters

0:23:29.720 --> 0:23:32.720
<v Speaker 1>in an unlikely setting. But there are other forms. There's

0:23:32.960 --> 0:23:37.080
<v Speaker 1>long form improv, which is designed to last over the

0:23:37.160 --> 0:23:40.880
<v Speaker 1>course of perhaps right an entire season of shows where

0:23:41.000 --> 0:23:44.480
<v Speaker 1>where things that characters do carry over from one quote

0:23:44.520 --> 0:23:48.560
<v Speaker 1>unquote episode to the next. Oh yeah, I'll I'll hook

0:23:48.600 --> 0:23:51.120
<v Speaker 1>you up. So there's a local theater here in Atlanta

0:23:51.160 --> 0:23:54.240
<v Speaker 1>that does that occasionally, where they'll do a an improvised

0:23:54.280 --> 0:23:58.359
<v Speaker 1>soap opera and every episode is the next episode of

0:23:58.400 --> 0:24:01.240
<v Speaker 1>the soap opera. So decision that characters make in previous

0:24:01.240 --> 0:24:04.199
<v Speaker 1>episodes carry over. And so you really do have a

0:24:04.200 --> 0:24:09.120
<v Speaker 1>collaborative storytelling now, you know, your quality of story depends

0:24:09.160 --> 0:24:13.159
<v Speaker 1>heavily on the quality of the storytellers. Yeah, and also

0:24:13.240 --> 0:24:17.560
<v Speaker 1>in those situations, um, there's probably I would guess, a

0:24:17.720 --> 0:24:21.600
<v Speaker 1>limited role of interactivity for the audience, like they might contribute,

0:24:21.720 --> 0:24:24.119
<v Speaker 1>you know, word or something. In the case of the

0:24:24.640 --> 0:24:27.320
<v Speaker 1>soap opera one, the audience is merely an audience, So

0:24:27.359 --> 0:24:30.840
<v Speaker 1>the interaction is really going on amongst a small group

0:24:30.840 --> 0:24:34.359
<v Speaker 1>of storytellers, not the storytellers and the intended audience. So yeah,

0:24:34.400 --> 0:24:37.159
<v Speaker 1>that's a different kind of interactive storytelling. The idea of

0:24:37.240 --> 0:24:44.040
<v Speaker 1>collaborative storytelling also interesting. Yes, yes, it's not. You know, obviously,

0:24:44.119 --> 0:24:48.320
<v Speaker 1>if we were to do a truly interactive collaborative story

0:24:48.560 --> 0:24:50.439
<v Speaker 1>in that mode and you were to open it up

0:24:50.480 --> 0:24:52.879
<v Speaker 1>to the entire audience. It would be very difficult to manage,

0:24:53.000 --> 0:24:54.960
<v Speaker 1>very very clearly. It would be more like lapin I

0:24:55.000 --> 0:24:58.080
<v Speaker 1>guess right, well sure hypothetically, I mean, you know, you

0:24:58.080 --> 0:25:01.680
<v Speaker 1>you've still you've still got um similar really a small

0:25:01.720 --> 0:25:05.199
<v Speaker 1>group of controllers and a large group of people who

0:25:05.280 --> 0:25:09.080
<v Speaker 1>have a pretty you know, depending pretty limited input on

0:25:09.160 --> 0:25:11.720
<v Speaker 1>what's going on. But yeah, but I think it's interesting

0:25:11.760 --> 0:25:13.399
<v Speaker 1>that all of these examples that were coming up with

0:25:13.520 --> 0:25:18.679
<v Speaker 1>of um of widely collaborative storytelling are are very very physical, um,

0:25:18.720 --> 0:25:22.679
<v Speaker 1>you know, very non technical exactly. Sure, well, you know,

0:25:23.680 --> 0:25:28.640
<v Speaker 1>creating the technology is not necessarily the problem. And uh, Joe,

0:25:28.680 --> 0:25:30.560
<v Speaker 1>you linked to a great article for us to read,

0:25:30.600 --> 0:25:34.360
<v Speaker 1>the Gamma Sutra article by Ernest Adams, which was all

0:25:34.440 --> 0:25:39.520
<v Speaker 1>about designing interactive stories and doing interactive storytelling and and

0:25:39.560 --> 0:25:42.080
<v Speaker 1>Adams points out that there are a lot of considerations

0:25:42.080 --> 0:25:44.520
<v Speaker 1>you have to take into account before you try and

0:25:44.560 --> 0:25:48.360
<v Speaker 1>create some sort of uh. In his case, he's telling

0:25:48.440 --> 0:25:50.800
<v Speaker 1>mostly about video games, but it doesn't have to necessarily

0:25:50.840 --> 0:25:54.560
<v Speaker 1>be a game, but an interactive story session. For example,

0:25:54.600 --> 0:25:57.240
<v Speaker 1>if you were just to create an open world environment

0:25:57.560 --> 0:25:59.919
<v Speaker 1>and then give players free reign to do whatever they

0:26:00.040 --> 0:26:02.919
<v Speaker 1>want and gave them no input whatsoever as to what

0:26:03.200 --> 0:26:06.800
<v Speaker 1>is important or not important. You might not see very

0:26:06.880 --> 0:26:10.040
<v Speaker 1>much happen, or it might not be a story particularly. Yeah,

0:26:10.040 --> 0:26:12.320
<v Speaker 1>it may just be chaos. There might not be enough

0:26:12.359 --> 0:26:17.000
<v Speaker 1>there to drive players to do anything beyond whatever basic

0:26:17.040 --> 0:26:20.359
<v Speaker 1>capabilities they have because of the game. Story is more

0:26:20.400 --> 0:26:25.119
<v Speaker 1>than just behavior, you know. Story implies some kind of

0:26:25.200 --> 0:26:30.600
<v Speaker 1>significance or meaning that things have a cumulative meaningfulness. I

0:26:30.600 --> 0:26:32.720
<v Speaker 1>guess I'm beginning to end and there's some form of

0:26:32.760 --> 0:26:37.280
<v Speaker 1>persistence there that that something that happens matters for things

0:26:37.320 --> 0:26:41.280
<v Speaker 1>that follow, right, Otherwise you just have things happening and

0:26:41.320 --> 0:26:43.800
<v Speaker 1>there's no connectivity. Yeah, you want you on an arc

0:26:43.840 --> 0:26:47.439
<v Speaker 1>and a climax and resolution. So yeah, there's these are

0:26:47.520 --> 0:26:51.240
<v Speaker 1>These are things that are the basics of storytelling. But

0:26:51.520 --> 0:26:54.080
<v Speaker 1>anyone who has tried their hand at storytelling can tell

0:26:54.119 --> 0:26:56.560
<v Speaker 1>you they're not necessarily easy to master. I mean these

0:26:56.600 --> 0:27:02.520
<v Speaker 1>are that's whether so few really fantastic stick storytellers out there. Um,

0:27:02.560 --> 0:27:04.159
<v Speaker 1>you know, there are plenty of people who like to

0:27:04.200 --> 0:27:06.399
<v Speaker 1>tell a story, and you probably know a few who

0:27:06.440 --> 0:27:09.640
<v Speaker 1>are good at telling really entertaining ones. But someone who

0:27:10.000 --> 0:27:13.080
<v Speaker 1>who really like transcends that and becomes the person who

0:27:13.119 --> 0:27:15.640
<v Speaker 1>is known as the storyteller. That's a that's a tough

0:27:15.680 --> 0:27:20.840
<v Speaker 1>skilled master. Uh. Just take a fiction writing workshop sometime

0:27:20.960 --> 0:27:23.800
<v Speaker 1>to see how hard it is to create a good story.

0:27:24.080 --> 0:27:27.200
<v Speaker 1>I mean, even if you are the only person working

0:27:27.240 --> 0:27:29.720
<v Speaker 1>on it and there's nobody else there to get in

0:27:29.800 --> 0:27:31.679
<v Speaker 1>your way and mess up what you're trying to do,

0:27:31.800 --> 0:27:34.800
<v Speaker 1>it's still really hard to write a good story. Sum

0:27:34.960 --> 0:27:39.800
<v Speaker 1>when you're introducing the random variables of massive collaboration or

0:27:39.840 --> 0:27:44.959
<v Speaker 1>the interactivity with even just one audience member or player

0:27:45.000 --> 0:27:50.440
<v Speaker 1>at a time, You're introducing so many variables and all

0:27:50.480 --> 0:27:54.439
<v Speaker 1>of the possibilities of the ways your story could not

0:27:54.760 --> 0:27:59.560
<v Speaker 1>go well, just balloon, it just goes huge. Yeah. Yeah,

0:27:59.600 --> 0:28:02.120
<v Speaker 1>there's there also a problem with them, with with the

0:28:02.200 --> 0:28:05.919
<v Speaker 1>with the writer's ego. I think wherein sharing something that

0:28:05.960 --> 0:28:10.560
<v Speaker 1>you have created can get really really internally messy for you,

0:28:10.600 --> 0:28:12.399
<v Speaker 1>like because because you know it's it's you probably have

0:28:12.440 --> 0:28:14.480
<v Speaker 1>an idea of where you want that idea to go,

0:28:15.040 --> 0:28:17.400
<v Speaker 1>and if the next person down the line doesn't take

0:28:17.400 --> 0:28:19.600
<v Speaker 1>it in that direction, it can it can be frustrating.

0:28:19.640 --> 0:28:22.240
<v Speaker 1>This is something that it becomes clear in some of

0:28:22.240 --> 0:28:25.040
<v Speaker 1>the previous examples we talked about like role playing games.

0:28:25.520 --> 0:28:28.240
<v Speaker 1>So role playing games the way that Lauren was talking

0:28:28.240 --> 0:28:29.920
<v Speaker 1>about them, the way I was talking about them earlier.

0:28:30.480 --> 0:28:32.400
<v Speaker 1>If you have a game master who is not flexible,

0:28:32.400 --> 0:28:34.960
<v Speaker 1>it doesn't mean that they're necessarily bad. They just can't

0:28:34.960 --> 0:28:39.720
<v Speaker 1>handle these diversions from a plot that they have in mind,

0:28:39.760 --> 0:28:43.880
<v Speaker 1>whether it's a pre bought module of an adventure or

0:28:43.880 --> 0:28:47.080
<v Speaker 1>it's something that they have written up themselves. And you

0:28:47.120 --> 0:28:49.920
<v Speaker 1>can tell these kind of game masters because they will

0:28:49.960 --> 0:28:54.520
<v Speaker 1>steer players back onto onto the right course, or they'll

0:28:54.560 --> 0:28:56.600
<v Speaker 1>just deny the players outright from being able to do

0:28:56.640 --> 0:28:58.560
<v Speaker 1>things right right. It's the kind of thing like like

0:28:58.600 --> 0:29:00.160
<v Speaker 1>well I want to open that door, you can ant

0:29:00.200 --> 0:29:04.320
<v Speaker 1>open that door. I open it anyway, you die right right,

0:29:04.480 --> 0:29:07.800
<v Speaker 1>or or it's just like nope, doors gone, what like, yeah,

0:29:07.840 --> 0:29:11.440
<v Speaker 1>this is what happens when you give me was actually

0:29:11.480 --> 0:29:16.800
<v Speaker 1>a gelatinous cue. Nice Joe, So you have played all right?

0:29:16.880 --> 0:29:20.840
<v Speaker 1>So but yeah, these are these are examples of how

0:29:21.000 --> 0:29:25.400
<v Speaker 1>storytelling and collaborative storytelling is such a challenging thing because

0:29:25.880 --> 0:29:30.720
<v Speaker 1>it really it involves sharing control of the story. It

0:29:30.720 --> 0:29:35.120
<v Speaker 1>involves listening, it involves reacting, it involves building, it involves persistence,

0:29:35.440 --> 0:29:38.640
<v Speaker 1>It involves trying to create a narrative arc of some sort,

0:29:38.760 --> 0:29:41.400
<v Speaker 1>especially if we're talking about the Western tradition of storytelling.

0:29:41.880 --> 0:29:44.560
<v Speaker 1>These are all very tricky things to incorporate in a

0:29:44.600 --> 0:29:49.080
<v Speaker 1>way where a lot of people can participate. UH. Simultaneously,

0:29:50.320 --> 0:29:53.520
<v Speaker 1>I want to talk about UM. One idea I had

0:29:53.560 --> 0:29:55.840
<v Speaker 1>that I thought would be an interesting way to approach

0:29:56.120 --> 0:29:59.800
<v Speaker 1>interactive storytelling, which would be to take the sort of

0:30:00.040 --> 0:30:03.280
<v Speaker 1>open world gaming approach that you see in games like

0:30:03.400 --> 0:30:06.200
<v Speaker 1>Grand Theft, Auto or something where if you haven't played

0:30:06.240 --> 0:30:09.719
<v Speaker 1>these games, they don't have a linear storyline where you

0:30:09.800 --> 0:30:12.840
<v Speaker 1>have to go certain places and do things in a

0:30:12.880 --> 0:30:18.120
<v Speaker 1>certain order. Well, at certain points they might, but generally

0:30:18.160 --> 0:30:21.400
<v Speaker 1>you're free to roam. You can go all over the place,

0:30:21.560 --> 0:30:23.760
<v Speaker 1>and you can you can do things in whatever order

0:30:23.840 --> 0:30:26.000
<v Speaker 1>you want. You can look wherever you want to look.

0:30:27.080 --> 0:30:31.040
<v Speaker 1>I wonder if there's a there's a future where people

0:30:31.160 --> 0:30:35.360
<v Speaker 1>might create movies that are like this, meaning they're interactive,

0:30:35.400 --> 0:30:39.080
<v Speaker 1>not so much in that the audience can change what's happening,

0:30:39.400 --> 0:30:42.480
<v Speaker 1>but the audience is free to roam sort of throughout

0:30:42.480 --> 0:30:46.600
<v Speaker 1>the movie. So if the audience member UH doesn't like

0:30:46.800 --> 0:30:50.520
<v Speaker 1>following a certain character as the protagonist, the audience member

0:30:50.520 --> 0:30:54.160
<v Speaker 1>could select a different character and to see the same story.

0:30:54.280 --> 0:30:57.280
<v Speaker 1>But I'm more interested in following this character instead of

0:30:57.320 --> 0:31:01.240
<v Speaker 1>that one. So let's say it's a a heist movie. Yeah,

0:31:01.280 --> 0:31:03.200
<v Speaker 1>that's the example I used in the script. Sure, so

0:31:03.240 --> 0:31:06.640
<v Speaker 1>you could follow either one of the potential criminals, or

0:31:06.720 --> 0:31:09.760
<v Speaker 1>you could follow the person upon whom the heist is

0:31:09.760 --> 0:31:11.880
<v Speaker 1>going to be committed, or you could follow the law

0:31:12.000 --> 0:31:14.840
<v Speaker 1>enforcement that is trying to respond to and counteract this

0:31:15.480 --> 0:31:19.280
<v Speaker 1>um or. You know. Obviously, this would make creating any

0:31:19.280 --> 0:31:22.840
<v Speaker 1>sort of film much more complicated. It would get more

0:31:22.880 --> 0:31:25.360
<v Speaker 1>complicated as you added characters, because you have to have

0:31:25.880 --> 0:31:28.720
<v Speaker 1>an entire story told from that person's point of view,

0:31:28.760 --> 0:31:30.280
<v Speaker 1>at least from the point when they come into the

0:31:30.320 --> 0:31:32.480
<v Speaker 1>story to the point where they leave, so that you

0:31:32.480 --> 0:31:34.760
<v Speaker 1>would be able to allow people to jump from one

0:31:34.800 --> 0:31:37.160
<v Speaker 1>to the other. There's nothing that says we couldn't do that.

0:31:37.680 --> 0:31:40.280
<v Speaker 1>It would require a lot more work, and I would

0:31:40.320 --> 0:31:43.720
<v Speaker 1>imagine this would be something I hesitate to use the

0:31:43.720 --> 0:31:46.920
<v Speaker 1>word easier, but I can imagine this being something more

0:31:46.960 --> 0:31:49.760
<v Speaker 1>likely to be seen in a computer generated movie, as

0:31:49.760 --> 0:31:53.480
<v Speaker 1>opposed to we're shooting live actors, which would just mean

0:31:53.520 --> 0:31:55.360
<v Speaker 1>we have to shoot the same scene from like eight

0:31:55.400 --> 0:31:58.400
<v Speaker 1>different points of view, although I mean, I would argue

0:31:58.400 --> 0:32:01.080
<v Speaker 1>that many movies are already being from eight different points

0:32:01.120 --> 0:32:03.600
<v Speaker 1>of view, and that the work, the technical work of

0:32:03.640 --> 0:32:06.800
<v Speaker 1>rendering a scene out is just as expensive, almost as

0:32:06.920 --> 0:32:09.400
<v Speaker 1>as filming the actors that many times, I would imagine.

0:32:09.440 --> 0:32:11.640
<v Speaker 1>So it's just it's a lot easier to work with

0:32:11.760 --> 0:32:16.320
<v Speaker 1>camera placement in a three day like a computer generated environment. Yeah.

0:32:16.360 --> 0:32:20.480
<v Speaker 1>Another aspect of this potential open world movie would be,

0:32:20.560 --> 0:32:23.400
<v Speaker 1>so instead of following different characters, what if you could

0:32:23.960 --> 0:32:27.000
<v Speaker 1>interact with different localities. So let's say I want to

0:32:27.040 --> 0:32:30.240
<v Speaker 1>park the camera right here. Maybe it's a movie that's

0:32:30.280 --> 0:32:32.840
<v Speaker 1>like a disaster movie. You know, here's the day that

0:32:32.920 --> 0:32:35.720
<v Speaker 1>aliens attack New York City. I thought you said it

0:32:35.720 --> 0:32:41.520
<v Speaker 1>was a disaster movie. Nice. Um, So here's the day

0:32:41.720 --> 0:32:45.520
<v Speaker 1>in New York. Here's the day aliens attack Jonathan Strickland's house.

0:32:46.040 --> 0:32:48.440
<v Speaker 1>That would be a disaster hand you can, you can

0:32:48.760 --> 0:32:53.479
<v Speaker 1>park the camera and lots of different so and one

0:32:53.520 --> 0:32:56.000
<v Speaker 1>way you're looking at what's going on inside the house.

0:32:56.080 --> 0:32:59.080
<v Speaker 1>Another way you're looking at what's going on in this place.

0:32:59.160 --> 0:33:01.720
<v Speaker 1>You know, as the police gather outside and do not

0:33:01.880 --> 0:33:07.800
<v Speaker 1>help Jonathan. Um, you know that's fair. I'm on several lists.

0:33:07.920 --> 0:33:10.560
<v Speaker 1>My original example worked better if it was a citywide

0:33:10.600 --> 0:33:14.840
<v Speaker 1>you can you can focus on lots of different places.

0:33:15.720 --> 0:33:18.479
<v Speaker 1>I totally I totally want an interactive movie that you

0:33:18.520 --> 0:33:23.960
<v Speaker 1>can um uh switch directorial styles like like like have

0:33:24.080 --> 0:33:27.120
<v Speaker 1>like this is aliens attack Johnson's house by way of

0:33:27.200 --> 0:33:31.760
<v Speaker 1>Hitchcock and then continue. Would never be able to tell

0:33:31.840 --> 0:33:34.440
<v Speaker 1>when things were happening, like is this before the alien

0:33:34.480 --> 0:33:39.600
<v Speaker 1>attack or after the alien attack? What's with the gimp? Yeah,

0:33:39.840 --> 0:33:42.960
<v Speaker 1>here's my question, Okay, go for it. Um So all

0:33:43.000 --> 0:33:45.400
<v Speaker 1>of this is interesting to talk about, but will it

0:33:45.760 --> 0:33:49.960
<v Speaker 1>ever really catch on? Because I feel like interactive storytelling

0:33:50.080 --> 0:33:53.360
<v Speaker 1>has not caught on in a mainstream way except unless

0:33:53.400 --> 0:33:56.760
<v Speaker 1>you include gaming, and even that's not necessarily mainstream. I

0:33:56.840 --> 0:34:00.400
<v Speaker 1>think it's more mainstream now than it has been. The

0:34:00.440 --> 0:34:03.640
<v Speaker 1>one thing that the video game population has grown up

0:34:03.680 --> 0:34:06.120
<v Speaker 1>with video games, and so it's become more of a

0:34:06.160 --> 0:34:10.759
<v Speaker 1>mainstream thing. Let's table video games and just talk about

0:34:10.800 --> 0:34:14.200
<v Speaker 1>these other types of interactive storytelling. I would imagine that

0:34:14.239 --> 0:34:15.880
<v Speaker 1>for the most part, if we were to talk about

0:34:16.080 --> 0:34:19.120
<v Speaker 1>some sort of movie experience, for example, where you you

0:34:19.160 --> 0:34:21.359
<v Speaker 1>would go to a movie theater, let's let's just do

0:34:21.440 --> 0:34:23.080
<v Speaker 1>this this kind of thing. You got a movie theater

0:34:23.120 --> 0:34:26.520
<v Speaker 1>and everyone has a little controller yeah where they can

0:34:26.560 --> 0:34:29.120
<v Speaker 1>they can shoot, make choices throughout the film, and then

0:34:29.200 --> 0:34:33.839
<v Speaker 1>the film goes with whatever the majority rule is. That's

0:34:33.840 --> 0:34:36.719
<v Speaker 1>the thing I can I can imagine that happening. Like

0:34:36.960 --> 0:34:39.160
<v Speaker 1>I can also imagine after every choice you hear like

0:34:39.200 --> 0:34:42.760
<v Speaker 1>half the audience go oh, come on yeah. But but anyway,

0:34:42.880 --> 0:34:45.400
<v Speaker 1>it's I can imagine it happening. In fact, it has happened.

0:34:45.400 --> 0:34:47.920
<v Speaker 1>There are films that have have tried this sort of thing.

0:34:47.960 --> 0:34:50.239
<v Speaker 1>I think they were massively unpopular. That's the thing is

0:34:50.239 --> 0:34:52.840
<v Speaker 1>that it's it's such a gimmick, right, Even if you

0:34:52.880 --> 0:34:56.200
<v Speaker 1>were to do it really, really well, I can't imagine

0:34:56.239 --> 0:35:00.480
<v Speaker 1>that being um something that would be a norm. I

0:35:00.520 --> 0:35:02.799
<v Speaker 1>can imagine it being once in a while, you dear,

0:35:03.120 --> 0:35:07.040
<v Speaker 1>especially if if some well known filmmaker took it upon

0:35:07.160 --> 0:35:10.080
<v Speaker 1>him or herself to create this kind of film that

0:35:10.160 --> 0:35:13.120
<v Speaker 1>might make big news and be popular for a while.

0:35:13.200 --> 0:35:15.759
<v Speaker 1>But I think that having a personal experience of that

0:35:15.880 --> 0:35:18.040
<v Speaker 1>rather than a group experience, would be better. I mean,

0:35:18.080 --> 0:35:19.400
<v Speaker 1>you know, if if I was sitting there with my

0:35:19.440 --> 0:35:22.080
<v Speaker 1>own personal headset and going through a movie with an

0:35:22.080 --> 0:35:24.279
<v Speaker 1>ad option that would be that would be fine. I

0:35:24.280 --> 0:35:27.719
<v Speaker 1>think it'd be fun if it were on online and

0:35:27.760 --> 0:35:30.480
<v Speaker 1>then you could and there are video games that are

0:35:30.520 --> 0:35:33.399
<v Speaker 1>like this, uh their online video games where you can

0:35:33.480 --> 0:35:36.239
<v Speaker 1>make your choices, and then not only would it play out,

0:35:36.280 --> 0:35:37.719
<v Speaker 1>but at the end of the movie, it would tell

0:35:37.719 --> 0:35:41.080
<v Speaker 1>you how many other people made the same choice you made. So,

0:35:41.120 --> 0:35:42.680
<v Speaker 1>in other words, you could find out did you make

0:35:42.719 --> 0:35:44.600
<v Speaker 1>the same choice that the majority of the audience did?

0:35:44.680 --> 0:35:48.359
<v Speaker 1>Did you did you take the path less traveled? Uh?

0:35:48.400 --> 0:35:50.800
<v Speaker 1>Did you eat the marshmallow? Yeah? Did you take the

0:35:50.840 --> 0:35:53.960
<v Speaker 1>red pill or the blue pill? Did you deny the

0:35:54.000 --> 0:35:56.440
<v Speaker 1>existence of the matrix sequels or did you embrace them

0:35:56.440 --> 0:35:58.520
<v Speaker 1>like the person who is wrong? But yeah, I think

0:35:58.520 --> 0:36:01.040
<v Speaker 1>that part of the problem with part of the problem

0:36:01.080 --> 0:36:02.799
<v Speaker 1>with all of this right now is that the technology

0:36:02.880 --> 0:36:05.200
<v Speaker 1>is still kind of clumsy, and that as as the

0:36:05.239 --> 0:36:09.319
<v Speaker 1>technology improves, maybe it'll get more popular. But I don't know.

0:36:09.360 --> 0:36:10.719
<v Speaker 1>I mean, at the same time, you know, if you

0:36:10.760 --> 0:36:14.319
<v Speaker 1>if you take the the current functional working examples of

0:36:14.480 --> 0:36:18.520
<v Speaker 1>things like improv and LARPing, not that many people larp.

0:36:18.600 --> 0:36:21.280
<v Speaker 1>Other nerds look down on laper's. I don't like talking

0:36:21.280 --> 0:36:27.680
<v Speaker 1>about my limited lamp experience in public because people go, oh, oh,

0:36:27.719 --> 0:36:29.600
<v Speaker 1>never mind, it's gonna make a joke. But I'm not

0:36:29.640 --> 0:36:32.080
<v Speaker 1>going to. I'm just gonna back away. Wait, you're actually

0:36:32.120 --> 0:36:37.399
<v Speaker 1>one of those people. Uh So here's the thing. I yes,

0:36:37.480 --> 0:36:39.879
<v Speaker 1>I agree that it's it's a niche thing. I think

0:36:39.920 --> 0:36:43.000
<v Speaker 1>that even if like the technology, I'm not so concerned about.

0:36:43.040 --> 0:36:45.040
<v Speaker 1>I think the technology could be we could, We could

0:36:45.040 --> 0:36:46.879
<v Speaker 1>do it right now. The problem is writing a good

0:36:46.960 --> 0:36:51.000
<v Speaker 1>story to have it work. The technological problem is not

0:36:51.200 --> 0:36:55.439
<v Speaker 1>a hardware problem. It's a design problem. Right, And and

0:36:55.520 --> 0:36:57.879
<v Speaker 1>that's and you know, and also just you know, what,

0:36:57.880 --> 0:37:00.320
<v Speaker 1>what are people looking to get out of a story? Are?

0:37:00.719 --> 0:37:03.520
<v Speaker 1>Do most people want to do the work that it

0:37:03.560 --> 0:37:06.799
<v Speaker 1>takes to participate in an interactive story? Right? That's also

0:37:06.840 --> 0:37:09.440
<v Speaker 1>a good question. I mean, I think for some people

0:37:09.480 --> 0:37:11.800
<v Speaker 1>it would be a curiosity that they would be willing

0:37:11.840 --> 0:37:15.240
<v Speaker 1>to try out once. But you know, would that ever

0:37:15.360 --> 0:37:18.719
<v Speaker 1>translate into something that's truly successful if you were to

0:37:18.719 --> 0:37:21.120
<v Speaker 1>compare it to say, other traditional films, I don't know.

0:37:22.120 --> 0:37:23.839
<v Speaker 1>Maybe it would mean if you wrote a really good

0:37:23.840 --> 0:37:26.480
<v Speaker 1>one and you had lots of different choices and they

0:37:26.520 --> 0:37:29.880
<v Speaker 1>were different enough so that the film was a satisfying

0:37:29.920 --> 0:37:33.399
<v Speaker 1>experience no matter which series of choices were made. Maybe

0:37:33.480 --> 0:37:36.400
<v Speaker 1>you'd have like the next big enormous blockbuster in your

0:37:36.440 --> 0:37:39.480
<v Speaker 1>hands as everyone goes again and again in order to

0:37:39.480 --> 0:37:42.320
<v Speaker 1>see what the other outcome would be. All Right, everybody

0:37:42.320 --> 0:37:44.719
<v Speaker 1>already seen what happens if you hit ay, everybody hit

0:37:44.760 --> 0:37:47.319
<v Speaker 1>B and then you find out, you know, when you

0:37:47.320 --> 0:37:50.279
<v Speaker 1>punch the guy, the movie gets twice as awesome. So

0:37:50.640 --> 0:37:53.680
<v Speaker 1>I mean, you'd have to have someone really good at

0:37:53.719 --> 0:37:56.560
<v Speaker 1>creating a story to develop that. And even then, like

0:37:56.640 --> 0:37:58.759
<v Speaker 1>we said, it's just going back to that video game

0:37:58.800 --> 0:38:02.560
<v Speaker 1>model where the interaction is still limited. You're you're given

0:38:02.560 --> 0:38:04.759
<v Speaker 1>a couple of choices, and it does impact the way

0:38:04.760 --> 0:38:09.080
<v Speaker 1>the story unfolds, but ultimately you're not creating the story. Yeah,

0:38:09.080 --> 0:38:11.880
<v Speaker 1>and with like the open world movie idea I was

0:38:11.960 --> 0:38:15.799
<v Speaker 1>talking about before, it um it would It's not that

0:38:15.840 --> 0:38:18.799
<v Speaker 1>we lack the technology to make that either. But what

0:38:18.880 --> 0:38:22.120
<v Speaker 1>we said I think I think you said it Lauren correctly,

0:38:22.200 --> 0:38:24.759
<v Speaker 1>is that you know you would have to take like

0:38:24.880 --> 0:38:28.040
<v Speaker 1>two hundred hours of footage or something or Moore, Well,

0:38:28.040 --> 0:38:29.520
<v Speaker 1>I mean, it's just like, let's just think of it

0:38:29.600 --> 0:38:32.799
<v Speaker 1>as just like a simulation of real life. You know,

0:38:32.920 --> 0:38:35.200
<v Speaker 1>you could go and sit down and on a park bench,

0:38:35.239 --> 0:38:37.840
<v Speaker 1>and on one day you might see the most amusing

0:38:37.920 --> 0:38:40.839
<v Speaker 1>series of characters walk by and overhear conversations and think

0:38:40.840 --> 0:38:43.840
<v Speaker 1>it's fantastic, and maybe you even see something that is

0:38:43.920 --> 0:38:46.759
<v Speaker 1>well outside the norm, maybe there's like a police chase

0:38:46.840 --> 0:38:49.000
<v Speaker 1>or something that goes by. You get something really exciting.

0:38:49.320 --> 0:38:51.360
<v Speaker 1>And then the other day, on the next day, on

0:38:51.360 --> 0:38:53.359
<v Speaker 1>the same park bench, you sit down and it's just,

0:38:53.440 --> 0:38:56.200
<v Speaker 1>you know, just a quiet, normal day. The same sort

0:38:56.200 --> 0:38:58.000
<v Speaker 1>of thing could happen in one of these you know,

0:38:58.200 --> 0:39:01.400
<v Speaker 1>these environments, unless you were to engineer things to happen

0:39:01.480 --> 0:39:05.319
<v Speaker 1>so that everyone remains Uh, I'm going to use the

0:39:05.320 --> 0:39:10.800
<v Speaker 1>word you love Joe engaged consistently over time. You know,

0:39:11.200 --> 0:39:13.640
<v Speaker 1>this is I love this conversation. That's a great one.

0:39:13.680 --> 0:39:16.359
<v Speaker 1>I love this idea of interactive storytelling. And there's so

0:39:16.480 --> 0:39:18.399
<v Speaker 1>much more we could talk about, but we really need

0:39:18.440 --> 0:39:21.160
<v Speaker 1>to wrap this up. Guys, for those of you out

0:39:21.200 --> 0:39:23.759
<v Speaker 1>there who are storytellers or who just love a really

0:39:23.760 --> 0:39:27.160
<v Speaker 1>good story, way in on this, come over to FW

0:39:27.280 --> 0:39:30.000
<v Speaker 1>thinking dot com. Let us know what you think. Tell

0:39:30.080 --> 0:39:32.520
<v Speaker 1>us if you've got an experience in a collaborative story.

0:39:32.560 --> 0:39:34.319
<v Speaker 1>Maybe we didn't even talk about. You know, some of

0:39:34.360 --> 0:39:38.520
<v Speaker 1>the traditional approaches like round round robin story telling, where

0:39:38.880 --> 0:39:42.480
<v Speaker 1>a person starts writing a piece of fiction and passes

0:39:42.480 --> 0:39:44.520
<v Speaker 1>it on to someone else who then takes it up

0:39:44.520 --> 0:39:47.359
<v Speaker 1>with the same trying to use the same voice and

0:39:47.400 --> 0:39:50.880
<v Speaker 1>continue the story using their own imagination, and then passing

0:39:50.880 --> 0:39:53.120
<v Speaker 1>it on to someone else. I've seen stories like that

0:39:53.120 --> 0:39:55.239
<v Speaker 1>that turned out to be great most of the time.

0:39:55.280 --> 0:39:59.399
<v Speaker 1>After about three passes, it just takes a wild turn

0:39:59.400 --> 0:40:01.839
<v Speaker 1>and you're thinking you already had a narrative in your mind,

0:40:01.960 --> 0:40:04.520
<v Speaker 1>you were determined to apply it to a pre existing story,

0:40:04.880 --> 0:40:07.280
<v Speaker 1>and or it turns into something like Christopher Tolkien taking

0:40:07.280 --> 0:40:10.360
<v Speaker 1>over for his father's work or something like that. We'll

0:40:10.400 --> 0:40:13.720
<v Speaker 1>talk more about then our next episode. Uh spoiler alert

0:40:13.760 --> 0:40:16.400
<v Speaker 1>for you guys. All right, so we're wrapping this up.

0:40:16.480 --> 0:40:18.880
<v Speaker 1>Go to fw thinking dot com joining on the conversation.

0:40:18.920 --> 0:40:21.239
<v Speaker 1>We want to hear from you, and we will talk

0:40:21.280 --> 0:40:28.520
<v Speaker 1>to you again, really sion. For more on this topic

0:40:28.560 --> 0:40:42.160
<v Speaker 1>in the future of technology, visit forward thinking dot Com,

0:40:42.320 --> 0:40:45.120
<v Speaker 1>brought to you by Toyota. Let's go places