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CA 18230 INDCOR INTERACTIVE
NARRATIVE DESIGN FOR
COMPLEXITY REPRESENTATIONS
-
BRUSSELS, 6.12.2019
HARTMUT KOENITZ
@HKOENITZ
AGENDA
INTRO
DISSEMINATION AND STSM CHAIRS
BREAK
WORK GROUPS
SOME STATISTICS
SO FAR:
28 NATIONS (2 MORE CURRENTLY IN
THE PROCESS OF JOINING)
42 MC MEMBERS, 22 MC
SUBSTITUTES
VISION
WE ARE WORKING TO CREATE NEW
FORMS OF HUMAN EXPRESSION TO
UNDERSTAND COMPLEX TOPICS.
TO THAT END WE FACILITATE A FIELD
FOR RESEARCH AND NEW PROFESSIONS
INTERACTIVE NARRATIVE DESIGN FOR
COMPLEXITY REPRESENTATIONS
WHAT IT IS
A DIFFERENT KIND OF NARRATIVE
ITS PARTICULAR ROLE
REPRESENTATIONS OF COMPLEXITY
THE ROAD AHEAD
ACADEMIC
ARTIST
PROFESSOR INTERACTIVE
NARRATIVE DESIGN
PROFESSORSHIP TEAM
+ MANY MORE
VIDEOS &
INSTALLATIONS
WHAT ARE
INTERACTIVE DIGITAL
NARRATIVES (IDN)?
[IDN IS AN] EXPRESSIVE NARRATIVE FORM IN
DIGITAL MEDIA IMPLEMENTED AS A
COMPUTATIONAL SYSTEM [...] AND EXPERIENCED
THROUGH A PARTICIPATORY PROCESS
Koenitz, 2015
INTERACTIVE DIGITAL NARRATIVE (IDN)
IS NOTONEFORM
IDN ENCOMPASSES A RANGE OF MANIFESTATIONS,
INCLUDING
NARRATIVE VIDEO GAMES, INTERACTIVE
DOCUMENTARIES, JOURNALISTIC INTERACTIVES,
AR/VR EXPERIENCES…
IDN ≠ +
IDNS ARE NEITHER
DEFICIENT MOVIES NOR
DEFICIENT GAMES
AGAIN: IDNS ARE NEW TYPES OF NARRATIVE (AND
THAT’S STILL OK)
WHAT IS NARRATIVE?
NARRATIVE [IS] A FORGIVING, FLEXIBLE
COGNITIVE FRAME FOR CONSTRUCTING,
COMMUNICATING, AND RECONSTRUCTING
MENTALLY PROJECTED WORLDS
David Herman, 2002
NARRATIVE IS A
COGNITIVE FUNCTION
FOR SENSE-MAKING
IT IS NOT TIED TO A SPECIFIC FORM
THE SPACE OF NARRATIVE
NOVEL
DOCUMENTARY
NEWSPAPER ARTICLE
KISHOTENKETSU
MOVIE
AFRICAN ORAL STORYTELLING
ABORIGINAL STORYTELLING
IDN
…
MANY FORMS OF
NARRATIVES EXIST THAT
DIFFER FROM THE (MAINSTREAM)
EUROCENTRIC MODEL
ALTERNATIVE NARRATIVE STRUCTURES
KISHOTENKETSU AFRICAN ORAL STORYTELLING
CECI N’EST PASUN MODÈLE NARRATIF UNIVERSEL
Figure 2: Story arc in Computers as Theatr
1991)
resort to a historical approach. And indeed, the O
KOENITZ, H., DI PASTENA, A., JANSEN, D., DE LINT, B., MOSS, A. (UPCOMING) THE MYTH
OF ‘UNIVERSAL’ NARRATIVE MODELS: EXPANDING THE DESIGN SPACE OF NARRATIVE
STRUCTURES FOR IDN, ICIDS 2018, CHAM: SPRINGER INTERNATIONAL PUBLISHING
4.2 Bengali Widow’s Narratives
The Bengali Widow’s narrative structure either raises after the climax to a tragic
outcome, when the protagonist is abandoned by her family, or folds back to see the
protagonist becoming the antagonist to her son’s bride.
We derived this narrative structure (Fig. 2) from the comparison of different nar-
ratives that circulate among the West Bengal population that focus on the powerless-
ness of the displaced widowed mother. In so doing, they provide a critical perspective
on the status of the apparent stability women are assumed to have acquired upon
marriage, which comes into question in West Bengal after the death of their spouse,
especially if their children have already reached adulthood by that time [50]. Therefore,
the Bengali widowed mother narrative wants to illustrate a less romanticized reality
which many women face. At first sight, this narrative structure is reminiscent of the
dramatic arc, however there is a crucial variation that is connected to the ‘themes’ of
the narrative. The climax is not followed by a phase of dénouement; rather, the tension
keeps growing, either with the narrative looping back on itself if the widowed mother
becomes the antagonist (the mother-in-law) for the bride of her son – effectively
repeating the cycle from marriage to close – or, by continuing forward to show the
abandonment of the mother by her sons after the death of her husband, will end in a
climax where her sons and daughters-in-law leave her beggared and alone. What is
notable here is the underlying tension between the mother’s expectations for how her
sacrifices for her children will be repaid in the future and the reality of widowhood, as
well as her gradually shifting role from protagonist to antagonist in the eyes of the
younger generation of brides. Having two variants in a narrative is an aspect that can be
made productive for IDN, as the different outcomes can be connected to players’
choices. In addition, IDN could add additional varieties, e.g. an outcome in which the
widow becomes a good friend and trusted advisor of the next generation of women.
Fig. 1. Etiological structure
The Myth of ‘Universal’ Narrative Models 7
4.3 Ganga Comics
This structure is based on adaptations of Indian mythology in comics, in which the
solution to one conflict also immediately causes the next conflict to arise.
The “Ganga” [52] comic provides another interesting narrative structure to study
(Fig. 3). The “Ganga” comic is derived from the Amar Chitra Katha (ACK), an
illustrated comic series depicting hundreds of tales from the Rāmāyaṇa, Mahābhārata,
Panchanatra, and Vasavadatta, alongside a host of other plays, epics, and romances
across the Indian subcontinent. This particular story stems from the Mahābhārata, a
collection of mythological and instructive stories that revolve around a main narrative
that recounts the power struggle between two groups of cousins, namely the Kauravas
and the Pandavas. The Mahābhārata represents a seminal text for the growth of
Hinduism, and it is understood as both Dharma (moral law) and Itihasa (history) [53].
The “Ganga” comic is a particular variety of this narrative that utilizes the affordances
of its medium.
The narrative structure is arranged as a negotiation between the two poles of
‘responsibility’ and ‘consequence’. The narrative begins with an initial instigating
action (IA), which would have specific consequences (C1). The next step involves the
search of a solution (S1), that eventually results in a sort of resolution (R1), which
however would have other ongoing consequences (C2). These further consequences
would begin the next part of the narrative, as the secondary instigation for further
action, escalating and repeating until all major consequences are resolved. The
“Ganga” comic narrative structure is characterized by a cumulative pattern, in which
the consequences of the solution to each problem affect the overall narrative. This
aspect also aligns well with the affordances of IDN; the idea of player choice affecting
the problems/conflicts they will encounter later in the story is a powerful one with
much potential for the creation of many individually different narratives from the same
system.
Fig. 2. West Bengali widow narratives
8 H. Koenitz et al.
AuthorProof
4.4 Sīra Narratives
Sīra narratives (Fig. 4) recount the circle of life and death of a Bedouin community
known as the Banī Hilāl tribe. These narratives have the purpose of preserving the
memory of brave warriors who vanished as the tribe achieved peace through struggle.
More specifically, they narrate the adventures of the tribe as it traveled toward Tunisia
in search of new pasturages. They feature an ‘accurate’ historical frame of the
migration and conquest, while the actual narratives are “a series of intricate tales built
on tension among a constellation of central characters” [54], involving several key male
roles playing opposite a single female lead role.
The life of the Bedouin tribe is organized in a “pattern of repeating cycles” [54],
which organize the progression of episodes as journeys, from the protagonists’ birth to
their death. Each episode narrates a journey, with varying characters and changing
composition of events; the different and unique premises of every episode emphasize
the significance of each individual journey. The dual nature of the ‘journey theme’,
understood both as the search of new life and as war campaign, “sets up a vital tension
of opposites”, such as “famine-plenty, desert-pasture land, war-peace, life-death” [54].
Fig. 3. Ganga comics
The Myth of ‘Universal’ Narrative Models 9
4.5 Epiphanic Structure
This original structure features a cycle of conflict designed to create a moment of
epiphany, which causes the player/interactor to suddenly understand the events of the
narrative in a different light, and subsequently explores the narative again from the
beginning to discover the consequences of this revelation.
While alternatives to established narrative structures have been discussed before,
these discussions frequently lack a structural analysis. Moreover, established narrative
structures like the Hero’s Journey are gleaned from the analysis of linear, fixed media
with no regard for the participatory aspect of interactive narrative. In contrast, the
above structure (Fig. 5) is inspired by and partially based on the analysis of two
playthrough sessions of PlatinumGames’ 2017 action game NieR:Automata [56], in
which players see the same events twice, but through the eyes of each of the two
protagonists.
Fig. 4. Sīra structure (Connelly 1973)
10 H. Koenitz et al.
AuthorProof
The first playthrough builds up to an epiphany, a realization or retrospective
moment that radically re-contextualizes the events of that playthrough; the second
playthrough then has players experience those same events with that epiphany in mind,
which causes a (presumed) significant shift in the meaning that the player ascribes to
their own actions and the actions of the protagonists. Another game that can be said to
follow this structure is Paper Dino’s Save the Date [57]. The structure can be described
as follows:
1. Opening: the introduction of the storyworld;
2. Cycle(s) of Conflict (CoC): the protagonist(s) face(s) challenges – physical, battles
and treasure hunts; emotional, relationships with other characters/actors; mental,
piecing together clues about the storyworld’s backstory – and overcome(s) them (or
not);
3. Culmination: the fulfilment of the CoC’s narrative purpose, its result;
4. Epiphany: a realization or retrospective moment, as a consequence of the culmi-
nation, that radically re-contextualizes the events of the CoC;
5. (optional) Post-epiphanic Replay(s): the implicitly or explicitly acknowledged rep-
Fig. 5. Epiphanic structure
The Myth of ‘Universal’ Narrative Models 11
AuthorProof
IDN IS POSSIBLE -
WHAT IS IT GOOD FOR?
IDN CAN
REPRESENT
COMPLEXITY
A PERSONAL
APPROACH
I’M FROM THE COUNTRY OF THE CHANGING NARRATIVE
GERMAN HISTORY IS UNLIKE ANY OTHER
[ … ] NO COHERENT, OVER-ARCHING
NARRATIVE CAN BE CONSTRUCTED FOR IT;
THE JIGSAW PIECES DO NOT FIT TOGETHER
British Museum Curator Neil MacGregor 2016
THERE IS ALSO AN ALTERNATE REALITY MACHINE THERE
THE STASI ARCHIVES
HISTORICAL / POLITICAL
NARRATIVES ARE NOT
FACTS, THEY ARE
CONSTRUCTED
YES, WE ALL KNOW THAT
THE BIAS PROBLEM
THE FILTER BUBBLE
HOWEVER…
IDEOLOGY AND HIDDEN
FACTS ARE NOT THE
ONLY PROBLEMS
OUR REALITY IS
COMPLEX
A CHANGED VIEW
WE KNOW WE LIVE
IN A
COMPLEX WORLD
WE DO HAVE SOME
SYSTEMIC
UNDERSTANDING
WE KNOW WE SHOULD
NOT FEED THE DUCKS
ALLIGATORS
YET…
WHEN IT COMES TO MANY
PRESSING PROBLEMS, WE
FALL BACK TO IMMUTABLE
NON-COMPLEX NARRATIVES
CANNOT
REPRESENT
Figure 2: Story arc in Computers as Theatre (Laurel,
1991)
to a historical approach. And indeed, the Oxford English Dictionary
an answer. It lists the first proper occurrence as “arc of story” in 1978:
G. Stewart in ELH 45 483 In the proliferated death scenes of Bleak
Dickens brings death as never before into the pages that intervene
the implied oblivion before and after the arc of story, the unvoiced voids
ive. (OED Online, n.d.)
ation to Aristotle and Freytag, ‘story arc’ is a ghost-like existence, “used
TRADITIONAL NARRATIVES ARE
NO LONGER ABLE TO
ADEQUATELY REPRESENT OUR
COMPLEX REALITY
THE POSTMODERN CONDITION
IS […]
A CRISIS OF REPRESENTATION
Jean-François Lyotard 1979
TRADITIONAL REPRESENTATION
PROVIDE AN OPENING FOR
EXTREMIST PROPAGANDA IN
ITS INABILITY TO CONTAIN
COMPETING NARRATIVES
COMPLEXITY REQUIRES
NEW NARRATIVES
David Rejeski, Heather Chaplin, Robert Olson 2015
THERE IS A NEED FOR
ART TO REFLECT
COMPLEXITY
A SHIFT, […] TOWARDS AN
ART OF SYSTEM AND
PROCESS
Roy Ascott 1964
IDN AS SYSTEMS CAN
REPRESENT AND EVEN
LET US EXPERIENCE
COMPLEXITY
G A M E S A R E [ … ]
ESSENTIALLY SYSTEMIC
Eric Zimmerman 2009
AYITI - THE COST OF LIFE
FIREWATCH
PLAYERS/INTERACTORS
LEARN ABOUT DECISIONS
AND CONSEQUENCES
THE LAST HIJACK
INTERACTIVE
PLAYERS/INTERACTORS
LEARN ABOUT
DIFFERENT
PERSPECTIVES
FORT MCMONEY
IDN ARE TOOLS FOR
COMPLEXITY BY
PROMOTING AND TEACHING
SYSTEMIC THINKING
IDN ENABLE COMPREHENSION BY
TEMPORARILY COGNITIVELY REDUCING
COMPLEXITY, BUT NOT ELIMINATING IT
THIS ENHANCED
COMPREHENSION IS THE
BASIS FOR AN
IMPROVED DISCOURSE
WHAT NEEDS TO
BE DONE
HOW CAN WE MAKE
INTERACTIVE DIGITAL
NARRATIVES BETTER
UNDERSTOOD AND MORE
WIDELY USED?
MANY GOOD EXAMPLES, BUT
THEY ARE ARTISTIC ONE-OFFS,
NO ESTABLISHED
WORKFLOWS, CONCEPTS,
VOCABULARY, EVALUATION
ISSUES
MODELS & FRAMING
DESIGN KNOWLEDGE
EVALUATION & IMPACT
WHERE DO WE
START?
FOUNDATION:
MODELS
THE NATURAL SCIENCES
HAVE WAYS TO
REPRESENT
MULTIPLICITY
80 YEARS AGO, THERE WAS A CAT, SCHRÖDINGER’S CAT
DEAD AND ALIVE AT THE SAME TIME
¨
MANY ADDITIONAL METHODS WERE DEVELOPED EVER SINCE
CYBERNETICS
SYSTEM THEORY
CHAOS THEORY
FUZZY LOGIC
A MODEL FOR IDN
DIFFERENCE TRADITIONAL FORMS AND IDN
Interaction
Computer w/
Software
Output (can be
fixed by recording)
Design/Programming
Creator
IDN
Writing
Author
Output (is fixed)
Book
{Not in
traditional
media
IDN REQUIRES INSTANTIATION
COMPUTER W/SOFTWARE
OUTPUT 1 OUTPUT 2 OUTPUT N
INTERACTION 1 INTERACTION 2 INTERACTION N
PROCESS
SYSTEM
PRODUCTPRODUCT - STORY
SYSTEM - PROTOSTORY
PROCESS - INSTANTIATION
SPP MODEL (KOENITZ 2015)
POTENTIAL
NARRATIVES
INSTANTIATED
NARRATIVES
PERFORMANCE/UX
DESIGN
RECORDED OUTPUT
KOENITZ, H. (2015). TOWARDS A
SPECIFIC THEORY OF INTERACTIVE
DIGITAL NARRATIVE. IN H. KOENITZ, G.
FERRI, M. HAAHR, D. SEZEN, & T. I. SEZEN
(EDS.), INTERACTIVE DIGITAL NARRATIVE
(PP. 91–105). NEW YORK: ROUTLEDGE.
KNOLLER, N. (2019). COMPLEXITY AND THE
USERLY TEXT. IN M. GRISHAKOVA, & M.
POULAKI (EDS.), NARRATIVE COMPLEXITY:
EXPERIENTIAL AND COGNITIVE INTERFACES.
LINCOLN, NEBRASKA: UNIVERSITY OF
NEBRASKA PRESS.
DESIGN
KNOWLEDGE
IDENTIFYING
IDN DESIGN
CONVENTIONS
A/B TESTING USING QUANTITATIVE AND QUALITATIVE METHODS
Group A
Group B
Prototype A
Prototype B
Measurement
Comparison
DESIGN CONVENTION: INTRO TEXT TO SCRIPT THE INTERACTOR
The Walking Dead
Life is Strange
Heavy Rain
Until Dawn
RESEARCH GRANT NL
STIMULERINGSFOND CREATIVE
INDUSTRY IN COLLABORATION WITH
LOCAL GAMES COMPANY WISPFIRE
ROTH, C., & KOENITZ, H. (2017).
TOWARDS CREATING A BODY OF
EVIDENCE-BASED INTERACTIVE DIGITAL
NARRATIVE DESIGN KNOWLEDGE:
APPROACHES AND CHALLENGES. HTTP://
DOI.ORG/10.1145/3132361.3133942
KOENITZ, H., ROTH, C., KNOLLER, N., & DUBBELMAN,
T. (2018). “CLEMENTINE WILL REMEMBER THAT” –
METHODS TO ESTABLISH DESIGN CONVENTIONS FOR
VIDEO GAME NARRATIVE. PRESENTED AT THE
PROCEEDINGS OF THE 2018 DIGRA INTERNATIONAL
CONFERENCE THE GAME IS THE MESSAGE, TORINO,
ITALY. RETRIEVED FROM HTTP://WWW.DIGRA.ORG/
WP-CONTENT/UPLOADS/DIGITAL-LIBRARY/
DIGRA_2018_PAPER_290.PDF
EVALUATION
MEASUREMENT TOOLBOX
EVALUATION OF IDN USER
EXPERIENCES
SELF-REPORT SCALES
BASED ON
ENTERTAINMENT THEORY
CONNECTED TO
MURRAY'S TAXONOMY
(AGENCY, IMMERSION,
TRANSFORMATION)
the term “immersion” – Murray uses the word in a more general
sense of all aspects that let an interactor feel as being transported
to a different reality [22], while in our psychologically-oriented
perspective [27], immersion is only a technical quality of virtual
environments, which is complemented by presence to account for
the perceptible aspects. Thus, in order to connect the two
approaches, decisions have to be made in regards to which
meaning will be adopted for a combined model. This also might
mean to re-name and re-locate existing categories. In the concrete
case of immersion, we adopt Murray’s more general use and re-
locate the technical aspects of immersion (e.g. sensoric input and
system feedback) as part of the usability dimension. Similarly, we
emphasize eudaimonic appreciation as a more inclusive term over
aesthetic pleasantness, which we have used in our earlier work.
Figure 1. Roth’s original categories
3. USER EXPERIENCE DIMENSIONS
We evaluate the IDN user experience on 12 dimensions, which we
group under Murray’s experiential qualities of agency, immersion
sections, we will describe these experience dimensions in more
detail.
Figure 2. Dimensions of user experience
THE LAST HIJACK
INTERACTIVE
VAN ENSCHOT R., BOOGAARD I., KOENITZ H.,
ROTH C. (2019) THE POTENTIAL OF
INTERACTIVE DIGITAL NARRATIVES. AGENCY
AND MULTIPLE PERSPECTIVES IN LAST HIJACK
INTERACTIVE. IN: CARDONA-RIVERA R.,
SULLIVAN A., YOUNG R. (EDS) INTERACTIVE
STORYTELLING. ICIDS 2019. LECTURE NOTES
IN COMPUTER SCIENCE, VOL 11869.
SPRINGER, CHAM
WRAP UP
IDN ARE
(SYSTEMIC)
REPRESENTATIONS
OF COMPLEXITY
IDN
PROMOTE SYSTEMIC
THINKING
IDN
ARE KEY TO ENABLE
DISCOURSE ON
COMPLEX TOPICS
LET’S WORK ON IT
TOGETHER
ASSOCIATION FOR RESEARCH IN DIGITAL
INTERACTIVE NARRATIVES
HTTP://ARDIN.ONLINE
THANK YOU
HARTMUT.KOENITZ@HKU.NL
@HKOENITZ
HTTP://HARTMUTKOENITZ.COM
HTTP://HKU.NL/IND

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Cost 18230 welcome

  • 1. CA 18230 INDCOR INTERACTIVE NARRATIVE DESIGN FOR COMPLEXITY REPRESENTATIONS - BRUSSELS, 6.12.2019 HARTMUT KOENITZ @HKOENITZ
  • 2. AGENDA INTRO DISSEMINATION AND STSM CHAIRS BREAK WORK GROUPS
  • 3. SOME STATISTICS SO FAR: 28 NATIONS (2 MORE CURRENTLY IN THE PROCESS OF JOINING) 42 MC MEMBERS, 22 MC SUBSTITUTES
  • 4. VISION WE ARE WORKING TO CREATE NEW FORMS OF HUMAN EXPRESSION TO UNDERSTAND COMPLEX TOPICS. TO THAT END WE FACILITATE A FIELD FOR RESEARCH AND NEW PROFESSIONS
  • 5. INTERACTIVE NARRATIVE DESIGN FOR COMPLEXITY REPRESENTATIONS WHAT IT IS A DIFFERENT KIND OF NARRATIVE ITS PARTICULAR ROLE REPRESENTATIONS OF COMPLEXITY THE ROAD AHEAD
  • 11. [IDN IS AN] EXPRESSIVE NARRATIVE FORM IN DIGITAL MEDIA IMPLEMENTED AS A COMPUTATIONAL SYSTEM [...] AND EXPERIENCED THROUGH A PARTICIPATORY PROCESS Koenitz, 2015
  • 12. INTERACTIVE DIGITAL NARRATIVE (IDN) IS NOTONEFORM IDN ENCOMPASSES A RANGE OF MANIFESTATIONS, INCLUDING NARRATIVE VIDEO GAMES, INTERACTIVE DOCUMENTARIES, JOURNALISTIC INTERACTIVES, AR/VR EXPERIENCES…
  • 14. IDNS ARE NEITHER DEFICIENT MOVIES NOR DEFICIENT GAMES AGAIN: IDNS ARE NEW TYPES OF NARRATIVE (AND THAT’S STILL OK)
  • 16. NARRATIVE [IS] A FORGIVING, FLEXIBLE COGNITIVE FRAME FOR CONSTRUCTING, COMMUNICATING, AND RECONSTRUCTING MENTALLY PROJECTED WORLDS David Herman, 2002
  • 17. NARRATIVE IS A COGNITIVE FUNCTION FOR SENSE-MAKING IT IS NOT TIED TO A SPECIFIC FORM
  • 18. THE SPACE OF NARRATIVE NOVEL DOCUMENTARY NEWSPAPER ARTICLE KISHOTENKETSU MOVIE AFRICAN ORAL STORYTELLING ABORIGINAL STORYTELLING IDN …
  • 19. MANY FORMS OF NARRATIVES EXIST THAT DIFFER FROM THE (MAINSTREAM) EUROCENTRIC MODEL
  • 21. CECI N’EST PASUN MODÈLE NARRATIF UNIVERSEL Figure 2: Story arc in Computers as Theatr 1991) resort to a historical approach. And indeed, the O
  • 22. KOENITZ, H., DI PASTENA, A., JANSEN, D., DE LINT, B., MOSS, A. (UPCOMING) THE MYTH OF ‘UNIVERSAL’ NARRATIVE MODELS: EXPANDING THE DESIGN SPACE OF NARRATIVE STRUCTURES FOR IDN, ICIDS 2018, CHAM: SPRINGER INTERNATIONAL PUBLISHING 4.2 Bengali Widow’s Narratives The Bengali Widow’s narrative structure either raises after the climax to a tragic outcome, when the protagonist is abandoned by her family, or folds back to see the protagonist becoming the antagonist to her son’s bride. We derived this narrative structure (Fig. 2) from the comparison of different nar- ratives that circulate among the West Bengal population that focus on the powerless- ness of the displaced widowed mother. In so doing, they provide a critical perspective on the status of the apparent stability women are assumed to have acquired upon marriage, which comes into question in West Bengal after the death of their spouse, especially if their children have already reached adulthood by that time [50]. Therefore, the Bengali widowed mother narrative wants to illustrate a less romanticized reality which many women face. At first sight, this narrative structure is reminiscent of the dramatic arc, however there is a crucial variation that is connected to the ‘themes’ of the narrative. The climax is not followed by a phase of dénouement; rather, the tension keeps growing, either with the narrative looping back on itself if the widowed mother becomes the antagonist (the mother-in-law) for the bride of her son – effectively repeating the cycle from marriage to close – or, by continuing forward to show the abandonment of the mother by her sons after the death of her husband, will end in a climax where her sons and daughters-in-law leave her beggared and alone. What is notable here is the underlying tension between the mother’s expectations for how her sacrifices for her children will be repaid in the future and the reality of widowhood, as well as her gradually shifting role from protagonist to antagonist in the eyes of the younger generation of brides. Having two variants in a narrative is an aspect that can be made productive for IDN, as the different outcomes can be connected to players’ choices. In addition, IDN could add additional varieties, e.g. an outcome in which the widow becomes a good friend and trusted advisor of the next generation of women. Fig. 1. Etiological structure The Myth of ‘Universal’ Narrative Models 7 4.3 Ganga Comics This structure is based on adaptations of Indian mythology in comics, in which the solution to one conflict also immediately causes the next conflict to arise. The “Ganga” [52] comic provides another interesting narrative structure to study (Fig. 3). The “Ganga” comic is derived from the Amar Chitra Katha (ACK), an illustrated comic series depicting hundreds of tales from the Rāmāyaṇa, Mahābhārata, Panchanatra, and Vasavadatta, alongside a host of other plays, epics, and romances across the Indian subcontinent. This particular story stems from the Mahābhārata, a collection of mythological and instructive stories that revolve around a main narrative that recounts the power struggle between two groups of cousins, namely the Kauravas and the Pandavas. The Mahābhārata represents a seminal text for the growth of Hinduism, and it is understood as both Dharma (moral law) and Itihasa (history) [53]. The “Ganga” comic is a particular variety of this narrative that utilizes the affordances of its medium. The narrative structure is arranged as a negotiation between the two poles of ‘responsibility’ and ‘consequence’. The narrative begins with an initial instigating action (IA), which would have specific consequences (C1). The next step involves the search of a solution (S1), that eventually results in a sort of resolution (R1), which however would have other ongoing consequences (C2). These further consequences would begin the next part of the narrative, as the secondary instigation for further action, escalating and repeating until all major consequences are resolved. The “Ganga” comic narrative structure is characterized by a cumulative pattern, in which the consequences of the solution to each problem affect the overall narrative. This aspect also aligns well with the affordances of IDN; the idea of player choice affecting the problems/conflicts they will encounter later in the story is a powerful one with much potential for the creation of many individually different narratives from the same system. Fig. 2. West Bengali widow narratives 8 H. Koenitz et al. AuthorProof 4.4 Sīra Narratives Sīra narratives (Fig. 4) recount the circle of life and death of a Bedouin community known as the Banī Hilāl tribe. These narratives have the purpose of preserving the memory of brave warriors who vanished as the tribe achieved peace through struggle. More specifically, they narrate the adventures of the tribe as it traveled toward Tunisia in search of new pasturages. They feature an ‘accurate’ historical frame of the migration and conquest, while the actual narratives are “a series of intricate tales built on tension among a constellation of central characters” [54], involving several key male roles playing opposite a single female lead role. The life of the Bedouin tribe is organized in a “pattern of repeating cycles” [54], which organize the progression of episodes as journeys, from the protagonists’ birth to their death. Each episode narrates a journey, with varying characters and changing composition of events; the different and unique premises of every episode emphasize the significance of each individual journey. The dual nature of the ‘journey theme’, understood both as the search of new life and as war campaign, “sets up a vital tension of opposites”, such as “famine-plenty, desert-pasture land, war-peace, life-death” [54]. Fig. 3. Ganga comics The Myth of ‘Universal’ Narrative Models 9 4.5 Epiphanic Structure This original structure features a cycle of conflict designed to create a moment of epiphany, which causes the player/interactor to suddenly understand the events of the narrative in a different light, and subsequently explores the narative again from the beginning to discover the consequences of this revelation. While alternatives to established narrative structures have been discussed before, these discussions frequently lack a structural analysis. Moreover, established narrative structures like the Hero’s Journey are gleaned from the analysis of linear, fixed media with no regard for the participatory aspect of interactive narrative. In contrast, the above structure (Fig. 5) is inspired by and partially based on the analysis of two playthrough sessions of PlatinumGames’ 2017 action game NieR:Automata [56], in which players see the same events twice, but through the eyes of each of the two protagonists. Fig. 4. Sīra structure (Connelly 1973) 10 H. Koenitz et al. AuthorProof The first playthrough builds up to an epiphany, a realization or retrospective moment that radically re-contextualizes the events of that playthrough; the second playthrough then has players experience those same events with that epiphany in mind, which causes a (presumed) significant shift in the meaning that the player ascribes to their own actions and the actions of the protagonists. Another game that can be said to follow this structure is Paper Dino’s Save the Date [57]. The structure can be described as follows: 1. Opening: the introduction of the storyworld; 2. Cycle(s) of Conflict (CoC): the protagonist(s) face(s) challenges – physical, battles and treasure hunts; emotional, relationships with other characters/actors; mental, piecing together clues about the storyworld’s backstory – and overcome(s) them (or not); 3. Culmination: the fulfilment of the CoC’s narrative purpose, its result; 4. Epiphany: a realization or retrospective moment, as a consequence of the culmi- nation, that radically re-contextualizes the events of the CoC; 5. (optional) Post-epiphanic Replay(s): the implicitly or explicitly acknowledged rep- Fig. 5. Epiphanic structure The Myth of ‘Universal’ Narrative Models 11 AuthorProof
  • 23. IDN IS POSSIBLE - WHAT IS IT GOOD FOR?
  • 26. I’M FROM THE COUNTRY OF THE CHANGING NARRATIVE
  • 27. GERMAN HISTORY IS UNLIKE ANY OTHER [ … ] NO COHERENT, OVER-ARCHING NARRATIVE CAN BE CONSTRUCTED FOR IT; THE JIGSAW PIECES DO NOT FIT TOGETHER British Museum Curator Neil MacGregor 2016
  • 28. THERE IS ALSO AN ALTERNATE REALITY MACHINE THERE THE STASI ARCHIVES
  • 29. HISTORICAL / POLITICAL NARRATIVES ARE NOT FACTS, THEY ARE CONSTRUCTED
  • 30.
  • 31.
  • 32. YES, WE ALL KNOW THAT THE BIAS PROBLEM THE FILTER BUBBLE
  • 34. IDEOLOGY AND HIDDEN FACTS ARE NOT THE ONLY PROBLEMS
  • 37. WE KNOW WE LIVE IN A COMPLEX WORLD
  • 38. WE DO HAVE SOME SYSTEMIC UNDERSTANDING
  • 39. WE KNOW WE SHOULD NOT FEED THE DUCKS ALLIGATORS
  • 40.
  • 42. WHEN IT COMES TO MANY PRESSING PROBLEMS, WE FALL BACK TO IMMUTABLE NON-COMPLEX NARRATIVES
  • 43.
  • 44.
  • 45. CANNOT REPRESENT Figure 2: Story arc in Computers as Theatre (Laurel, 1991) to a historical approach. And indeed, the Oxford English Dictionary an answer. It lists the first proper occurrence as “arc of story” in 1978: G. Stewart in ELH 45 483 In the proliferated death scenes of Bleak Dickens brings death as never before into the pages that intervene the implied oblivion before and after the arc of story, the unvoiced voids ive. (OED Online, n.d.) ation to Aristotle and Freytag, ‘story arc’ is a ghost-like existence, “used
  • 46. TRADITIONAL NARRATIVES ARE NO LONGER ABLE TO ADEQUATELY REPRESENT OUR COMPLEX REALITY
  • 47. THE POSTMODERN CONDITION IS […] A CRISIS OF REPRESENTATION Jean-François Lyotard 1979
  • 48. TRADITIONAL REPRESENTATION PROVIDE AN OPENING FOR EXTREMIST PROPAGANDA IN ITS INABILITY TO CONTAIN COMPETING NARRATIVES
  • 49.
  • 50. COMPLEXITY REQUIRES NEW NARRATIVES David Rejeski, Heather Chaplin, Robert Olson 2015
  • 51.
  • 52. THERE IS A NEED FOR ART TO REFLECT COMPLEXITY
  • 53. A SHIFT, […] TOWARDS AN ART OF SYSTEM AND PROCESS Roy Ascott 1964
  • 54. IDN AS SYSTEMS CAN REPRESENT AND EVEN LET US EXPERIENCE COMPLEXITY
  • 55. G A M E S A R E [ … ] ESSENTIALLY SYSTEMIC Eric Zimmerman 2009
  • 56. AYITI - THE COST OF LIFE
  • 62. IDN ARE TOOLS FOR COMPLEXITY BY PROMOTING AND TEACHING SYSTEMIC THINKING
  • 63. IDN ENABLE COMPREHENSION BY TEMPORARILY COGNITIVELY REDUCING COMPLEXITY, BUT NOT ELIMINATING IT
  • 64. THIS ENHANCED COMPREHENSION IS THE BASIS FOR AN IMPROVED DISCOURSE
  • 66. HOW CAN WE MAKE INTERACTIVE DIGITAL NARRATIVES BETTER UNDERSTOOD AND MORE WIDELY USED?
  • 67. MANY GOOD EXAMPLES, BUT THEY ARE ARTISTIC ONE-OFFS, NO ESTABLISHED WORKFLOWS, CONCEPTS, VOCABULARY, EVALUATION
  • 68. ISSUES MODELS & FRAMING DESIGN KNOWLEDGE EVALUATION & IMPACT
  • 71. THE NATURAL SCIENCES HAVE WAYS TO REPRESENT MULTIPLICITY
  • 72. 80 YEARS AGO, THERE WAS A CAT, SCHRÖDINGER’S CAT DEAD AND ALIVE AT THE SAME TIME ¨
  • 73. MANY ADDITIONAL METHODS WERE DEVELOPED EVER SINCE CYBERNETICS SYSTEM THEORY CHAOS THEORY FUZZY LOGIC
  • 74. A MODEL FOR IDN
  • 75. DIFFERENCE TRADITIONAL FORMS AND IDN Interaction Computer w/ Software Output (can be fixed by recording) Design/Programming Creator IDN Writing Author Output (is fixed) Book {Not in traditional media
  • 76. IDN REQUIRES INSTANTIATION COMPUTER W/SOFTWARE OUTPUT 1 OUTPUT 2 OUTPUT N INTERACTION 1 INTERACTION 2 INTERACTION N
  • 77. PROCESS SYSTEM PRODUCTPRODUCT - STORY SYSTEM - PROTOSTORY PROCESS - INSTANTIATION SPP MODEL (KOENITZ 2015) POTENTIAL NARRATIVES INSTANTIATED NARRATIVES PERFORMANCE/UX DESIGN RECORDED OUTPUT
  • 78. KOENITZ, H. (2015). TOWARDS A SPECIFIC THEORY OF INTERACTIVE DIGITAL NARRATIVE. IN H. KOENITZ, G. FERRI, M. HAAHR, D. SEZEN, & T. I. SEZEN (EDS.), INTERACTIVE DIGITAL NARRATIVE (PP. 91–105). NEW YORK: ROUTLEDGE.
  • 79. KNOLLER, N. (2019). COMPLEXITY AND THE USERLY TEXT. IN M. GRISHAKOVA, & M. POULAKI (EDS.), NARRATIVE COMPLEXITY: EXPERIENTIAL AND COGNITIVE INTERFACES. LINCOLN, NEBRASKA: UNIVERSITY OF NEBRASKA PRESS.
  • 82. A/B TESTING USING QUANTITATIVE AND QUALITATIVE METHODS Group A Group B Prototype A Prototype B Measurement Comparison
  • 83. DESIGN CONVENTION: INTRO TEXT TO SCRIPT THE INTERACTOR The Walking Dead Life is Strange Heavy Rain Until Dawn
  • 84. RESEARCH GRANT NL STIMULERINGSFOND CREATIVE INDUSTRY IN COLLABORATION WITH LOCAL GAMES COMPANY WISPFIRE
  • 85. ROTH, C., & KOENITZ, H. (2017). TOWARDS CREATING A BODY OF EVIDENCE-BASED INTERACTIVE DIGITAL NARRATIVE DESIGN KNOWLEDGE: APPROACHES AND CHALLENGES. HTTP:// DOI.ORG/10.1145/3132361.3133942
  • 86. KOENITZ, H., ROTH, C., KNOLLER, N., & DUBBELMAN, T. (2018). “CLEMENTINE WILL REMEMBER THAT” – METHODS TO ESTABLISH DESIGN CONVENTIONS FOR VIDEO GAME NARRATIVE. PRESENTED AT THE PROCEEDINGS OF THE 2018 DIGRA INTERNATIONAL CONFERENCE THE GAME IS THE MESSAGE, TORINO, ITALY. RETRIEVED FROM HTTP://WWW.DIGRA.ORG/ WP-CONTENT/UPLOADS/DIGITAL-LIBRARY/ DIGRA_2018_PAPER_290.PDF
  • 88. MEASUREMENT TOOLBOX EVALUATION OF IDN USER EXPERIENCES SELF-REPORT SCALES BASED ON ENTERTAINMENT THEORY CONNECTED TO MURRAY'S TAXONOMY (AGENCY, IMMERSION, TRANSFORMATION) the term “immersion” – Murray uses the word in a more general sense of all aspects that let an interactor feel as being transported to a different reality [22], while in our psychologically-oriented perspective [27], immersion is only a technical quality of virtual environments, which is complemented by presence to account for the perceptible aspects. Thus, in order to connect the two approaches, decisions have to be made in regards to which meaning will be adopted for a combined model. This also might mean to re-name and re-locate existing categories. In the concrete case of immersion, we adopt Murray’s more general use and re- locate the technical aspects of immersion (e.g. sensoric input and system feedback) as part of the usability dimension. Similarly, we emphasize eudaimonic appreciation as a more inclusive term over aesthetic pleasantness, which we have used in our earlier work. Figure 1. Roth’s original categories 3. USER EXPERIENCE DIMENSIONS We evaluate the IDN user experience on 12 dimensions, which we group under Murray’s experiential qualities of agency, immersion sections, we will describe these experience dimensions in more detail. Figure 2. Dimensions of user experience
  • 90. VAN ENSCHOT R., BOOGAARD I., KOENITZ H., ROTH C. (2019) THE POTENTIAL OF INTERACTIVE DIGITAL NARRATIVES. AGENCY AND MULTIPLE PERSPECTIVES IN LAST HIJACK INTERACTIVE. IN: CARDONA-RIVERA R., SULLIVAN A., YOUNG R. (EDS) INTERACTIVE STORYTELLING. ICIDS 2019. LECTURE NOTES IN COMPUTER SCIENCE, VOL 11869. SPRINGER, CHAM
  • 94. IDN ARE KEY TO ENABLE DISCOURSE ON COMPLEX TOPICS
  • 95. LET’S WORK ON IT TOGETHER
  • 96.
  • 97. ASSOCIATION FOR RESEARCH IN DIGITAL INTERACTIVE NARRATIVES HTTP://ARDIN.ONLINE