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Reel to Real: Interactive Drama and The Cinema of Tomorrow

April 14, 2011 10:00AM EDT By Kristin Hertko
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In Woody Allen’s The Purple Rose of Cairo, a down-on-her-luck housewife looking for an escape (Mia Farrow) gets her wish when a dashing young archeologist (Jeff Daniels) leaps off the silver screen and into her life.


Allen’s story of Cecelia, Tom Baxter and Gil, the actor who plays him, challenges our notions of cinema, audience, imagination, and reality; and it does this by drawing on a common fantasy of moviegoers everywhere: the desire to break the fourth wall and take part in the world of the film.

Indeed, many of us live The Purple Rose of Cairo (in a far less literal way, of course) every time we watch a good movie. Characters seem to pop off the screen and run with us out of the theater. They inspire us, and their stories inform our own. But what if Woody Allen’s farcical take on the movie-going experience isn’t that far off? What if one day we really can interact with the film characters and stories we love? Believe it or not, advances in game technology may make that day come sooner than you think.

Six years ago, a program called Façade blurred the line between game and cinema. Described by its creators as a “one act interactive drama,” Façade put the user in the role of Adam, a dinner guest who finds himself awkwardly in the middle of a marital dispute. As Adam, a user could freely explore his hosts’ complicated relationship, making alliances, taking sides, and asking questions – all while enjoying a favorite (virtual) cocktail. To make the experience even more immersive, a player could enter questions and responses into a text box, as opposed to choosing them from a pre-determined set. The result was a highly effective, open-ended drama that challenged the very notion of game.



What’s important about Façade is that it managed to do something no other game had accomplished: it shared authorship freely with its audience. Whereas other games had allowed players to choose things such as weapons or paths as a means of facilitating game strategy, Façade gave the user the power of choice to facilitate the story itself. And because Façade offered no objective winning position (who’s to say how or even if Trip and Gloria should resolve their troubles?), story was the only thing that mattered.



Since then, game art and game technology have only gotten better. Compared to the cinematic heights of, say, the Bioshock series or Heavy Rain, the world of Façade looks two-dimensional in every sense of the phrase. With each passing year, games get more detailed, worlds more complex, characters richer. When coupled with an interesting story and engaging game play, today’s games can yield an extraordinarily immersive and rewarding experience for the player.

So what happens when we revisit the idea of interactive drama in the face of all this new technology? Can we begin to approach a truly interactive cinematic experience? I, for one, think we can.

Today, one game that is paving the way for such a future is L.A. Noire, which will be released by Rockstar Games in May 2011. An interactive crime drama set in Hollywood’s golden age, L.A. Noire is using truly innovative imaging techniques, including a facial mapping technology called MotionScan to bring a new level of realism to the game.

Not only does the technology make the game look better; it actually contributes to game play. By enabling the player to read facial features and explore an elaborate, eight-square-mile game world, he or she is able to judge a witness or suspect’s believability. The player can employ his or her own intuition, sleuthing skills, and interpersonal skills to navigate through the story. For Star Trek nerds like me, this is basically the holodeck realized.



Although it’s a stretch to believe that Tom Baxter is literally going to step out of movie screen in the near future, I do strongly believe that game technology is giving filmmakers a set of tools they’ve never had before. Talk about social media: tomorrow’s filmmakers may watch their movies take on a life of their own as audience members interact with characters and environments in never-before-seen ways. The interactive drama paved the way for the interactive crime mystery. Who’s to say this couldn’t pave the way to the interactive action movie? Or the interactive romantic comedy? As we continue to grow technologically, filmmakers will have an unprecedented opportunity to engage an audience in exciting, immersive ways. And if that’s not the very dream of filmmakers and audiences alike, I don’t know what is.



Other posts from Tribeca Flashpoint:

Beautifully Invisible: The Technology of Film Sound by Tom Blakemore
Advances in audio technology are changing the game of independent film.

How Today’s Students Can Engage and Enthrall Tomorrow’s Audience by Howard A. Tullman
I’ve learned as a teacher and a parent for more than 30 years that it really doesn’t matter what you have to say or how well you say it (except perhaps to you) if it turns out that nobody’s listening. And it’s no different in the cinema than it is in the classroom.

Anticipating Seamless Sound by Tom Blakemore
How will advances in technology allow audio artists to re-create a world of sound in tomorrow’s theaters?

DSLRs, Websites and 3D, Oh My! New Technology for Changing Audiences
by Peter Hawley and John Otterbacher
In today’s media-saturated world, storytellers are constantly competing for audience attention. To get noticed, you have to embrace technology, know your audience, and always ask the right questions.


 
Kristin Hertko

Kristin Hertko is the Web Producer at Tribeca Flashpoint Media Arts Academy in Chicago.

The Future of Film blog is a place where leading filmmakers and experts within the film industry share their thoughts on film, technology and the future of media.

 

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Sprockets
Apr 14, 2011
08:11 AM
LA Noire makes me sad that I have a Wii. . . it would seem that I cannot have a proper holodeck mystery experience without an Xbox 360 or a PS3.
Kristin Hertko
Apr 14, 2011
08:19 AM
Tell me about it, Sprockets! One glorious day, we'll all be having proper holodeck experiences on proper holodecks. That's what I'm holding out for.
Sayle
Apr 14, 2011
08:14 AM
Great article. Another great game series that is in the same light as the ones you mentioned in Fable.
Kristin Hertko
Apr 14, 2011
08:24 AM
Thanks for your comment, Sayle. Great point about Fable.
shaun
Apr 14, 2011
08:39 AM
Well said. Although, an "interactive rom-com" sounds fun, I can't imagine I am witty enough to get a high score.
Kristin Hertko
Apr 14, 2011
08:54 AM
Thanks for the comment, Shaun! I don't know what the last romcom you saw was, but in my experience wit is not a necessary quality of any of the characters. Just make sure you do everything in your power to steer the relationship towards a break up, score bonus points by balancing just on the edge of irreparable heartbreak, and then level up with a grand gesture of some sort, like breaking up a wedding at the last second or running out into the middle of a baseball field during the world series. You'll do fine.
Bill Patrianakos
Apr 14, 2011
08:43 AM
Oh my goodness! What a cute girl! I expected a snarky, dorky, dude to have written this but its this really cute chick! But anyway, that's beside the point...

Great article! Its a really interesting concept to think about how the audience, regardless of the media used to tell the story, can now drive a plot. Instead of being taken on a journey they are increasingly able to get in the actual driver's seat. Its really cool how the audience can share authorship with creators. It really blurs the line between creator and consumer.
Kristin Hertko
Apr 14, 2011
09:04 AM
Flattery will get you everywhere.

I think there will always be authors who keep authorship to themselves (as much as its possible to do so), but yes, it will be interesting to see how far some storytellers go with sharing authorship with the audience. Thanks for the comment!
paul matian
Apr 14, 2011
12:18 PM
excellent article kristin - the possibilities seem endless.
Kristin Hertko
Apr 14, 2011
12:28 PM
Thanks for the read, Paul! Yes, the possibilities truly are endless.
Stephen G
Apr 14, 2011
03:06 PM
I really appreciate this article. Being an avid film and video game lover all my life, it always annoys me to see games unfairly judged and kicked around. To finally read a well written article by a respected organization talking about the possibilities of games is truly wonderful.
Kristin Hertko
Apr 14, 2011
03:42 PM
Stephen, thank you so much for your kind words. I do think that games are as valuable a form of art as any other. The only difference is that, compared to other forms of art that are a century or centuries old, games are still in their infancy.

Perhaps the problem people have with seeing games as art is that, today, we're in the "cave drawing" stages of the medium. But as time goes on and games (and the ideas and artists behind them) get more sophisticated, I think it'll be more common to accept interactive media as a legitimate form of fine art.
Dixie Queen
Apr 14, 2011
03:34 PM
I agree with Bill. I did not expect a gal to write this article, but it was well-written. Although I am not an avid gamer, I am appreciative of how technology has transgressed into creating a more interactive experience with so many possibilities, knocking the socks off any regular old murder mystery (or any storyline).
Kristin Hertko
Apr 14, 2011
03:53 PM
Thanks D.Q.! An early draft of this piece actually started off with a sort of love letter to the murder mystery genre. It's a type of story that is so extraordinarily dependent on audience participation (even if it's a book or a movie) that it really does lend itself to interactive storytelling. In my mind, anything we can do to tease that out through the use of technology will only deepen the experience for the audience.
KO
Apr 14, 2011
04:29 PM
Purple Rose of Cairo - Haven't heard that title in a while! Great reference.

Facade sounds like a video version of those Choose Your Own Adventure stories. I always wondered what it would be like to pull one of those off in a movie setting (preferably in a cinema where people have to battle it out for the best next step!). This seems to take it one step further, giving the gamer free participatory reign. So here's the question, do you think this type of thing could be rolled out to a group play setting? That could get intense! Like a crazy, digital interactive improv show!
Kristin Hertko
Apr 14, 2011
04:38 PM
Great question, KO! Yes, I do think that it is well within the realm of possibility for an interactive game to involve group play. Wouldn't it be way more fun that way?
Jeff
Apr 14, 2011
05:12 PM
It certainly seems as though there is a movement in this direction within the video game and film community. The continual improvements of the visuals within games and the broader and broader scope of the storylines featured make truly immersive experiences more of a possibility all the time. It also doesn't hurt that the video game industry has been making money hand over fist lately while Hollywood continues to struggle with dwindling theater attendance.

In the long run I think this is the end goal of video games, and I don't even think it's necessarily just in terms of cinematic storytelling. I play every new iteration of EA's NHL series because I can't actually play professional hockey. With each year the visuals get more lifelike, the features more in depth, and the experience more immersive (particularly when you consider what the Wii and Kinect have introduced in terms of adding physicality to video games). Games are only going to continue to become more and more immersive visually, physically, and intellectually. I have to think that filmmakers and storytellers of all kinds will be drawn to the format more and more as a result. The possibilities are huge.
Kristin Hertko
Apr 18, 2011
07:32 AM
Thanks for your comments, Jeff! I like your point about sports-themed video games. An NHL showdown can have just as much drama as a scripted story, and so much of that is as direct result of the player getting to determine the course of events, and not just play toward an invariable conclusion. I hope that storytellers do learn to take advantage of this feature of game media and do some really creative and immersive things with their stories in the future.
John O
Apr 15, 2011
01:18 PM
Call me old fashioned but while exciting technology, I like actors, some of them anyways. Facial recognition technology is great but it does not replace a great performance. I also believe that there is a place for less interactive media. I can watch a movie, immerse myself in that world and at the same time, take a break. I like video games but I love movies and as the our lives continue to accelerate, I really like to kick back and be entertained. I guess it depends on what experience you are looking for.
Kristin Hertko
Apr 18, 2011
07:37 AM
I totally agree with you, John. Non-interactive cinema will never replace traditional cinema, just as film didn't replace still photography, and still photography didn't replace painting. There will always be room for great (human) performances and auteur filmmakers. But I do think that gaming technology presents an opportunity for a new medium that will live adjacent to more traditional media, and I'm excited to see where it may take us. Thanks so much for your comment!
Chris
Apr 17, 2011
06:42 AM
This is a beautifully written piece. To tie in The Purple Rose of Cairo with contemporary gaming technology is brilliant. And you are describing a major shift in movie storytelling as well. It will be fascinating to see how it plays out.
Kristin Hertko
Apr 18, 2011
07:38 AM
Thanks for your kind comment, Chris! If nothing else, I think this piece might have inspired a couple of people to revisit Purple Rose this weekend, which to me is a success in itself.
ann greenberg
Apr 24, 2011
11:18 PM
Gaming engines are the future platform for "film" and they will be interactive, multiplayer and will be co-created by the audience, including the writing, acting, even directing. They will have a multipoint perspective in terms of the worldview and will house the ambitions, dreams and mores of the 21st century.