Fictive Worlds
November 3rd, 2009, By Duncan Gough
I talked at Playful ‘09 about wanting to play a game of Kes. In turn, that led to an investigation of storytelling in film and television. Which, in turn, led to a desire to construct a playable world from the narrative of a series drama like Friends, or a serial drama such as The Wire.
Fictive worlds are, of course, exactly what novels assemble in your imagination whilst you read. In game-play terms, though, it is the idea of bringing a story to life and putting the player within it that appeals. Part sandbox, part virtual world, part interactive fiction, part massively-multiplayer online game. Put simply, a fictive world is simply the simulation of a novel. Construct a world from the relevant pieces (location and character), drop in a player and start the whole thing running.
In this post-Playful world I’ve cast the nets wider and found more material to read. Such as Caitlin Kelleher and her Storytelling Alice project:
Personally I’m more interested in stories for Boys, and ideas like One True Bear, but Kelleher’s work helps enormously, specifically in terms of connecting a valuable output to the idea of Fictive Worlds. That is to say that if they work, they could very well be educational.
However, the one article I wish I had read pre-Playful, would be [Google-cached-pdf] All in the Game: The Wire, Serial Storytelling and Procedural Logic:
Interesting how, even now, a television programme with substance defines itself with reference to a more established medium. I bet novels only started to get the respect they felt warranted when film and television appeared. I guess the same holds true for games. They are held by critics to be lower than film, which is in turn lower than theatre and the novel. And here I am, attempting to create a Fictive World, dressing up play in a literary cloak.
Elsewhere there’s a great nod to the language of television drama, of episodes, seasons and season-long story-arcs:
[...]
In The Wire, each season focuses on a particular facet of Baltimore and slowly builds into a cohesive whole. An episode typically does not follow the self-contained logic of most television programming, as storylines are introduced gradually and major characters might take weeks to appear.
So The Wire is just a simulation of Baltimore, programmed to run from start to finish in around 65 hours (5 seasons of ~13 episodes at 1 hour apiece). Just as Friends is an inward-looking simulation of six distinct personalities in very limited number of locations (coffee shop, apartment, balcony). Speaking of Friends, that reminds me of Supple.
Now that I can see outputs from Fictive Worlds, and I have a sense of the inputs already (allegorical stories for boys) then I can start to put the idea in perspective. From the literary to the ludic indeed!
2 comments
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Playful ‘09 – Roo Reynolds replied:
[...] would be like to play a game of ‘Kes’ (or ‘The Wire’…), and imagined fictive worlds which are somewhere between fantasy and casual games. He also pointed out the ‘the golden age [...]
November 3rd, 2009 at 10:15 pm. Permalink.
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Tweets that mention Suttree » Casual Games, Social Software » Fictive Worlds -- Topsy.com replied:
[...] This post was mentioned on Twitter by Andrew Wooldridge, Duncan Gough. Duncan Gough said: More on fictive worlds – http://bit.ly/tPZaN #playful09 [...]
November 4th, 2009 at 4:12 pm. Permalink.