Is story important to the project?
I’d like to say yes because I think a story can guide that experience in an engaging way, and because I’m interested in weirder ways stories can be told. Adding a story would be an opportunity to explore more figurative or poetic ways of storytelling in games, which I could potentially use past my studies at OCAD.
However, story may detract or distract from the rest of the project project, as the player may be overly focused on interpreting what is happening in the context of the story. Challenges or goals could also detract from the experience in the same way. I often find myself ignoring all irrelevant (albeit beautiful) aspects of games in order to figure out their system to try to win as quickly as possible.
I still think there’s something compelling about how a story may or may not fit into this project. I was excited by what could be implied by minimal information in those credit sequences. There’s something about a shape used to communicate two drastically different ideas that triggers my imagination; for a second you’re believing something impossible.
I’m also finding a lot of possibilities for storytelling in my research. Olly Moss’s movie posters show how visual similes can convey a key concept from a story. Visual similes create visual metaphor and can communicate a relationship between two ideas, though you could say that about film cuts too, and they don’t usually require a clever transition (see writing on montage), just the juxtaposition of two ideas. I also still think there is something interesting about using a shift between different viewpoints to communicate themes of isolation, distance, or disorientation.
Disorienting tricks bring to mind ideas of:
- Waking dreams
- Involuntary memory
- Visual triggers to imagination
Inception and Paprika touch on the dream thing, using perceptual tricks to portray the plasticity of dream reality. The lack of clear consequence and the deceptiveness of a world you’re unsure is a dream or reality can be really frustrating. This brings up the ideas of trust and suspension of disbelief, as mentioned in the previous post.
Additionally, I mentioned in my literature review that Pabst’s Die Dreigroschenoper uses disorientation to show characters’ delusion and create an awareness of spectatorship, as
“the film demonstratively and self-reflexively draws the spectator’s attention to framed reflections and mediated images that disrupt the spectatorial experience in explicit terms by forcing the spectator to become conscious of his or her act of watching. “(Heidt)
Visual Misinterpretation and Misinterpretation as a Theme
In addition to potential story themes, my research has reminded me of the process of reading stories, (and of interpreting information in general). More specifically, of how misinterpretation of phrases can trigger one’s imagination and create interesting understandings of texts that rely on one’s own experiences.
One of my super-old thesis ideas was to make a game environment that reflected a child’s misunderstandings and misinterpretations of the world. One could walk into a room as the child, knowing it’s a room the child could never have entered in real life, and see what they imagine is inside. The world would be distorted/shaped by their interpretation, and one might see how our understanding of the world is shaped by how we need it to be seen.
The idea of misinterpretation or alternate interpretation ties into illusion, and ambiguity and a lot of other things I’ve been looking at. It also relates to the topic of perceptual biases, which I’m learning about in that cognitive science class.
Heidt, Todd. “Double Take: Béla Balázs and the Visual Disorientation of G. W. Pabst’s Dreigroschenoper.” Seminar: A Journal of Germanic Studies, vol. 50 no. 2, 2014, pp. 178-196. Project MUSE. Web. 14 Oct. 2016.