Tag Archives: reader

Nine Worlds: Making Horror

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In this talk, Ian will dive into what’s really going on when you’re trying to create strong emotions such as horror in computer games, LARP, and other media, drawing on examples from recent titles he’s worked on. He’ll discuss strategies you can use to elicit specific responses from your players through design, writing, art, sound and gameplay.
Speaker: Ian Thomas

This presentation was fascinating, but primarily aimed at the gaming and LARP communities. I only really took notes on the bits that can be applied to writing, so this is NOT a write-up of the whole presentation. If that’s something you particularly want to read, say so in the comments and I’ll see if Ian is willing to do a more comprehensive write-up.

All In Your Head

To start with, this is about making your audience viscerally feel whatever emotion it is you’re trying to engender. It’s a step beyond show or tell – you need to put the emotion (be it horror or anything else) in people’s heads, not in the medium. Writing down an emotion like horror or joy in detail is exactly how not to do it. Too much of a reveal and your reader will react intellectually, rather than emotionally. Seeing things often robs them of their power, especially in a horror setting. Don’t tell people how they’re feeling – construct scaffolding for them to attach their own feelings.

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The Uncanny Valley effect is a good one to tap into – the hypothesis that replicas which appear almost, but not exactly, like the real thing elicit feelings of eeriness and revulsion

We’re programmed to take scant pieces of information and build stories out of them, even when it’s not good for us (making us scared, sad, etc). The trick is getting your audience into a receptive state so they tell those stories to themselves without you needing to fill in the blanks. The stories they build will be far more emotive to them than anything you can write, because they’ll create building blocks out of their own experiences. Leave gaps for those building blocks, and Resist the Urge to Explain (RUE).

Ian drew a comparison with comic books and graphic novels. The panels only provide flash-frames of action – the gaps between them, the white spaces, are everything else which the reader instinctively fills in. Allowing your audience that autonomy makes them complicit in telling the story and therefore more involved in it. The gaps build empathy between your audience and the character, which allows you to collapse the audience and the character into the same space. Things that impact the character will then impact the audience on an emotional level.

Engaging the Senses

Drown the audience in your world. It’s not just about the story on the page (or screen, or whatever). Disframe it, take it out into their lives. Hitchcock’s Psycho announced during the marketing campaign that they’d have paramedics on hand at every cinema in case of heart attacks among the viewers. This was nonsense, but it meant the audience was already on edge before the screen was even turned on. It made the story tangible outside the imagination. In written examples, S. by Doug Dorst and JJ Abrams uses inserts like postcards and passed notes to bring the story off the page and fundamentally more tangible.

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S. has multiple story levels, one of which is about people passing the main text between each other with notes and postcards inserted. I believe in that story because I can touch the postcards myself.

Fear (or love, or hatred) of certain things isn’t universal, and therefore universally relatable. [Jeanette Ng has a great Twitter thread on the laziness of cut-and-paste cultures in general.] It’s much more reliable to tap into more primal instincts, rather than things which have a certain anchoring in culture or experience. To do that, to properly involve your audience in the story, you need to scare them as well as the character. This is rather more applicable in gaming but definitely worth bearing in mind in books. House of Leaves by Mark Z. Danielewski apparently does it very well indeed (I confess I’ve not read it but it sounds awesome).

When it comes to using cultural taboos to shock or horrify, be really careful. It’s very easy to make your audience angry or disengaged at you, rather than drawn deeper into the story. You can ease the way by having your character react in the same way as the reader likely would, but seriously… delicate touch and common sense required.


And that’s all from Nine Worlds, folks! Lots of food for thought, and a couple of follow-up blogs incoming. Hope you enjoyed it!

Nine Worlds: Look Who’s Talking – Me!

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UntitledI’m going to start my write-up of Nine Worlds with the presentation I made, purely because a number of people asked for a copy of my slides and I promised to put them up here. The subject was ‘Choosing your narrative technique in order to have the desired impact on your audience’. I deliberately used the word ‘audience’ rather than ‘reader’ as it’s more applicable across different media (although I forgot to take games into much account, for which I must offer particular apologies to Ian Thomas of Talespinners).

As I said last week, this is the first time I’ve done public speaking in about two decades so I was super-nervous but the audience were lovely and engaged (because this is Nine Worlds, and that’s what Nine Worlds audiences are). I also learned a couple of things in turn – like uses for 2nd POV, which I’ll be looking into more in a later blog post – so wins all around, really.

A lot of what I talked about are things I’ve covered here in the past, so what I’m actually going to post about today are the things I *forgot* to say at the weekend, or skipped over in minimal detail. To make any sense of what follows, you’ll need to look at the slides.

Slide 2: Immanent Rules

This relates to your choice of narrative structure and voice. In simple terms, what is the default structure of a particular story? How many times does it change level of narrator, and when (are flashbacks always in someone else’s voice, for example)? Is the timeline linear? Once we work those out – and usually it’s pretty instinctive – we can also spot if and when the story breaks its own rules. Then we can ask why it was done and what impact it created on the audience.

Slide 3: Dividing Narrator, Hero & Protagonist

The benefit to doing this is that it takes some of the pressure off the narrator. It makes them free to not be a hero, and for the hero not to be a narrator. That offers greater freedom to act appropriately in both places. A good example of doing this badly is Captain Kirk, who is both hero and narrator. As a result, because the audience is seeing the story through his eyes, he leaves the ship for dangerous front-line expeditions a frankly irresponsible amount for a captain. If he weren’t the narrator, he wouldn’t have to do this and would be free to act heroically in accordance with his rank. It also gives you the opportunity to have an unsympathetic hero or protagonist (Sherlock Holmes, I’m looking at you) via the softening, sympathetic narrator – something you can later subvert if you wish.

The downside to dividing the roles up is that there’s more characters to keep track of.

Slide 5: Defining the Hero

Read the introduction to Joseph Campbell’s The Hero’s Journey, where he talks about cultural differences in the meaning of heroism. In Australia, for example, generations of sending their youth off to fight in other people’s wars (mostly Britain) in response to heroic-themed marketing, has resulted in the word ‘hero’ carrying an overtone of stupidity. Again, this is something you can play with and subvert.

Slide 9: Giant Snails

I did say this on the day, but it isn’t on the slides so I’m going to repeat it here because it seemed to go down well.

  • Heterodiegetic – ‘Some guy down the pub told me he was attacked by giant snails.’
  • Homodiegetic – ‘I was involved in a giant snail attack.’
  • Intradiegetic – ‘I saw my friend get attacked by giant snails.’
  • Autodiegetic – ‘I was attacked by giant snails.’
  • Extradiegetic – ‘I’ll tell you a story about giant snails.’

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Slide 11: Narrative Levels

For those who attended on the day, the text I used to illustrate the different levels was Read This First, which is my post-apocalyptic anthology about the curators of the last library, now available on Amazon. Minor book plug. 🙂

Slide 14: Privilege

‘Privilege’ is a technical term for the amount of information a character has access to and therefore can provide the audience. Mieke Bal is a good source to read up on this. The more narrative levels the story has to go through (focalizer, narrator, implied author, etc.), the less privilege the audience will end up with because some will be lost with every level.

A way around that is to play with opposing narrative levels that offer different ‘truths’ about the same events. A fantastic example is the film Hero. The downside of taking this approach is that the audience is aware that they are being misled in some way and therefore have to start working out who and what they believe to be reliable. This makes the story a puzzle to be considered objectively, rather than something they can fully immerse themselves into.

Slide 15: Authorial (Un)Reliability

When using changeable structure as a method of unreliability, the audience is encouraged to make false assumptions, not by the narrator but by the author. The order in which the story is presented is deliberately misleading. Arrival is a great example.

Slide 16: Twist It

Again, I did mention this on the day but remember that the twist/reveal is for the reader’s benefit, not necessarily the narrator’s. For those who don’t even realise they are unreliable – the misled, the delusional, and so on – they don’t need a moment of realisation at all. Clare Fuller’s Our Endless Numbered Days provides the reveal to the audience but not the narrator, and that ignorance adds to the horror of the narrator’s ultimate fate.

Twists also add to your story’s rereadability. The audience will experience the story differently a second time around because they have greater privilege than any of the characters. So if you write a twist, try to ensure you include things that will provide the breadcrumbs for people to spot when they go through again. It turns the story into more of a puzzle-experience but, speaking as a reader who does this, it’s great fun.

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Slide 19: Relative Distance

I didn’t include this slide in the original talk at all, because I was tight on time. Wayne C Booth, an American lit crit writer, has a theory called aesthetic or relative distance, which is the distance between the narrator and everybody else, on any type of differentiator. Basically, you need to distinguish between your narrator, your secondary characters, your authorial voice, and your audience. Treat those four as separate entities. Now, work out what their norm is for a whole bunch of stuff, such as historical era, geography, class, fashion, speech pattern, morality, politics, etc etc etc. The distance between any of the four entities on any of the differentiators provides you with possible sources of tension.

  • Some of these tensions are good – the narrator and the secondary character have radically different politics, for example, or come from opposing socio-economic backgrounds. That drives plot.
  • Some tensions are structural – the narrator and the implied author have different biases, which implies an unreliability. Ditto the narrator and the secondary character(s). This can be good (tension drives plot) or bad – for example, the 3POV narrator of Liza of Lambeth by W. Somerset Maughan is a working class London girl but the audience finds it difficult to really get a feel for her because the language of the book is upper-class male.
  • Some of these tensions are bad – the narrator and the audience have radically different morals, and a failure to ease the audience into this leads to disengagement.
  • Some of these tensions are unavoidable – the author and the audience come from different eras or cultures, which means there’s a certain knowledge gap that has to be bridged in order for the audience to engage.

Slide 20: Getting the right reaction

Again, because of time restraints I didn’t really go into cause and effect properly with this slide on the day. So here’s my take on it:

  • Frame: Emotional engagement to narrator and distance from story. Enjoyment and introspection.
  • Epistolary: Implied reader which means easier suspension of disbelief and engagement.
  • Unreliable: Enjoyment of structure, possibly more privilege.
  • Diegetic level: How involved is narrator? And therefore how involved is audience?
  • Narrative level: How many levels of privilege and bias does audience get story filtered through?
  • Relative distance: What sources of tension are in the story? Which do you need to make easier for audience to work around?
  • Self-consciousness: Emotional engagement with narrator, implied reader, levels of manipulation
  • Narrative complicity: Audience is drawn into story, brought on-side emotionally and intellectually
  • Authorial reliability: Manipulation of audience, either knowing or not, which creates tension but involves risk; can offer greater insight into characters and relationships
  • Privilege and bias: Is the audience able to see the whole story? If not, why not? Tension, plot, emotional engagement and manipulation
  • Plot twist: memorability and rereadability, involves risk

What Next?

As I mentioned above, I clearly have some more research to do around 2POV regarding games and Interactive Fiction, so I’ll come back to you on that in a while. I might even, if I’m very very lucky, catch Ian Thomas at a less-insanely-busy-than-usual moment and beg a guest post off him on the subject.

I also had a wonderful moment with Adrian Tchaikovsky afterwards, in which he expressed interest in the relationship between 1POV/3POV and past/present tense. Particularly, if the narrator is speaking in past tense they clearly have knowledge of the whole story (and there’s a strong indicator they’re going to survive the experience), which therefore surely impacts their account. If they’re speaking in present, how are they narrating (especially if they DON’T survive)? This conversation was the highlight of my Con. It’s not every day extremely successful SFF authors ask for my opinion on something technical. So yeah, I’ll definitely have a think about that and do a follow-up blog post.

On a more personal note, the whole public speaking experience was less terrifying than I thought it would be and I realised after the fact that I’d rather enjoyed myself. Since this is a subject I love to learn and talk about, and since in a perfect world I’d actually like to end up lecturing on this stuff, hopefully I’ll get to do it again in the future.

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Here Endeth The Lesson

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I really struggle with endings. Like Russian literature, I have a bad habit of pursuing consequences as far as they can possibly go, which ends up with everybody dead. There’s a place for sad endings, of course, but mostly people want to end on a high note and with a sense of closure. Bittersweet, at best. The books I reread and keep on my shelves all have happy endings. If I want my books to be reread and kept on other people’s shelves, I need to learn the art of writing an upbeat closure.

I actually asked for tips from one of my favourite authors, Joanne Harris, and she replied with this:

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She spoke to me! Squee!

Unfortunately, whilst the advice is lovely it doesn’t help all that much. So, what about practical advice?

Find the Mice

Orson Scott Card said that the point at which your story ends is intrinsically linked with the type and sub-genre of story you’re telling. He called this the MICE Quotient, and I’ve talked about it before. If you’re writing a travel story, the ending is when your hero arrives at / leaves / decides not to leave a place. If you’re writing about an idea or question, the story ends when the question is answered. An event/adventure story ends when the event has taken place or the adventure is over. A character story is the trickiest to determine, but is essentially when the character accepts the change they have been resisting or achieves the change they’ve been seeking.

This is a fine theory for the broad strokes but doesn’t really help on a detailed level, particularly not if you have an ensemble cast. Look at the trouble Tolkien had wrapping up The Return of the King. That was, what, four endings? Five? There’s a trick to finding THE point of closure, and leaving some of the loose ends to the reader’s imagination.

That said, it’s important to identify which loose ends are unimportant enough to leave and which must be resolved in order to provide closure. Plots and sub-plots must be resolved; major character growth arcs must be completed. Who inherited the dead man’s tea-pot isn’t important unless the tea-pot contains the key to lost treasure or the secret code for the next apocalypse.

The Anticlimax

Epilogues are an indulgence, much like prologues. If you can afford to lose them, do so. Especially in these days of multi-platform publishing options, where you can always write a short story and put it online for those readers dedicated enough to want to hunt it down. Kelly Armstrong, writer of the Otherworld series, does this really well by releasing epilogues in a newsletter to fans who sign up for it.

 

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Honestly, this was unnecessary and gave us nothing new.

On the flip-side of that equation, there’s the need for giving your reader a cool-down period. Especially if the finale of your story is a grand action-filled or emotional scene. Ending straight after that leaves your reader all wound up with nowhere to go. This is what the denouement tradition of older crime mysteries is for – we have the great chase or reveal of the criminal, and then the detective sitting down with his pipe and smoking jacket to explain his thought processes to the admiring friend. The reader is wound up, talked down, and goes away happy.

So when does a cool-down become an epilogue? Usually an epilogue is set some time after the main events, or told from a different character’s perspective. If the information contained within it is essential to the overall understanding of the plot, try and include it within the structure of the main story. But Resist the Urge to Explain.

Deus Ex & Twisters

Deus Ex Machina is when an unstoppable and overpowered force (not necessarily divine, despite the name) swoops in at the last minute to save the day. This feels like a cheat to the reader, unless the set-up is really good. And I mean REALLY good – like, characters-died-to-make-sure-the-heavy-cavalry-arrived level of good. They have to earn divine intervention. It has to have emotional weight. Basically, what makes a DEM is the lack of set-up. Tell it right, weave it into the story throughout, and it’s fine.

The Hulk, by way of example, is an unstoppable and overpowered force. If he just pitched up at the end of the Avengers to help out, he would totally count as a deus ex machina. But because Banner struggles with controlling the Hulk, and because he flipped out and fought the other Avengers on the helicarrier, he’s already woven into the story as an earned ally. Banner’s sudden ability at the end to release Hulk on command, and then fight with the rest of the team, is a bit deus ex-y but “I’m always angry” is such a cool line that we mostly let it slide.

Twists, a la M. Night Shyamalan, are equally tricksy beasts. If the set-up is good, the twist makes sense within your plot but doesn’t telegraph itself ahead of time, go right ahead. Readers tend to really enjoy a twist, provided it’s done well. If you can pull of a twist that makes a rereading of the story change the reader’s understanding completely, even better. That gives your book longevity.

Twists mostly come out of unreliable narrators. In fact, some authors believe it’s pointless to have an unreliable narrator without one. A twist that can be predicted, or doesn’t make sense, or is just there for sensationalism, though – that’s a not only going to annoy your readers, it’s also going to weaken the entire story. Instead of having a mediocre end, you’ll end up with a mediocre beginning and middle into the bargain. If you’re going to have a twist, you’ve got to do it right. And there are plenty of lists of films doing it wrong available on Google.

Finale

All of the above pretty much comes down to one thing: foreshadowing. The ending can’t be written in isolation. You need to know what the final point is when you write the beginning, in order to tie it in right. That said, you can (and many people have done, including Sir Terry Pratchett and if it’s good enough for him it’s good enough for me) write the first draft without a clue what the ending will be. Then you painstakingly add in the foreshadowing when you rewrite.

This doesn’t, however, solve my fundamental problem of writing positive endings. In the spirit of frankness, I find them hard to write because I don’t believe in them on some fundamental level. I guess this is one of my personal learning curves: start with tragic (Spiritus), progress to pyrrhic (Corpus), then bittersweet (London Under). Maybe the next project over the horizon will achieve happiness. I guess we’ll have to wait and see.

 

The Theory of Relativity: Time on Paper

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Okay, some notes on the use of time and compression in story structure. A lot of this stuff might sound really self-evident (in which case, I’m doing my job of explaining it right) but it took 11 pages of my lit crit text to explain. Which really tells you more about lit crit texts than about the complexity of the subject.

Represented vs Representational Time

Represented time is the time that passes in the story or, to put it another way, the in-story time it takes for events to unfold. Also called ‘perceptible time’.

Representational time is the time it takes to tell the story. You can tell a year in a paragraph, or half an hour in a chapter. Also called ‘intellectual’ or ‘narrative’ time.

Because here’s the thing – time is malleable. Even in life our experiences of it aren’t constant, even if the passage of it is. Hours drag, days fly past, etc etc. On paper, where writers have control over how fast it’s passing, it becomes even more so. This is important because it provides the writer with a really important tool: attentional prominence.

Fluctuations in the speed of narration along with manipulations of frequency can be viewed as metrics of value or at least attentional prominence – David Herman, Time, Plot, Progression

This is pretty much the same idea as Chekhov’s Gun – if the description of a scene dwells on the gun over the mantlepiece, that gun is probably important to the plot. It’s a way of flagging it to the reader as something worth keeping track of. Similarly, if a lot of writing (representational time) is devoted to describing a short period of story (represented time) it implies that what’s going on in this scene is important. If several years of represented time are skipped over in a small amount of representational time, those years probably don’t matter so much. The writer can use the compression and extension of representational time to spotlight the points in the story that the reader should pay attention to.

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Dodge this…

Genette outlines the broad categories of attentional prominence as follows:

  •     Representational time < Represented time                = Summary
  •     Representational time = 0, Represented time > 0    = Ellipse (or skip)
  •     Representational time = Represented time                = Scene
  •     Representational time > Represented time                = Stretch
  •     Representational time > 0, Represented time = 0    = Pause

This relationship between the two, in whatever balance, is called duration. So, by working out the duration, you can take a guess at how important the passage is to the overall story.

Start At The Very Beginning

I’m going to leave aside the question of what constitutes a beginning, since I already tackled that in the discussion of causal chains, and simply say that for the purposes of this conversation it’s the first chronological event in the fabula.

Narrative exposition is, according to Wikipedia’s definition, ‘the insertion of important background information within a story’, generally talking about things that occurred or exist before the events of the story that are being narrated (fabula) took place. Which, obviously, comes at the beginning, right?

Au contraire. Remember what we talked about last week on A4-B5-C1 stuff and reordering events? So the beginning doesn’t necessarily come at the beginning, and the stuff before the beginning can crop up whenever it suits your structure. You can include it in flashbacks, recounted memories, or just mucking about with sujet (the order in which events are presented).

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Freytag’s Pyramid Story Structure

Some scholars seem to think this raises a question about 3-Act Structure, or Freytag’s Pyramid, or any of those basic story structures. Is it the structure of the fabula (events of the story) or the order in which those events are narrated (sujet)? But these structures are all focused around how the story is communicated – the sujet – not on the fabula. They’re calculated to control the tension levels of the reader, not the characters. So the fabula could have a very different structure and tension map than the sujet. That might be worth bearing in mind when thinking about your characters’ tension levels at any given point.

Structural Deception

The expositional information [may]… enrich, modify or even drastically change the reader’s understanding of it. ~ Meir Sternberg, ‘An Essay in Temporal Delimitation’

The most fantastic example I’ve seen of this is in the recently released film Arrival. If you haven’t seen it, skip the whole of the next paragraph because I’m about to spoiler massively.

The film opens with a fairly compressed montage of the protagonist’s daughter being born, growing into a teenager, falling ill, and dying in hospital. Then the opening credits roll. Because it was presented at the beginning, the audience naturally assumes that this is the protagonist’s background and therefore interpret all her subsequent behaviour in the light of a grieving mother. As the film unfolds, however, it gradually becomes clear through a sequence of memory flashes of that montage, that the protagonist is ‘remembering’ things that haven’t happened yet due to contact with aliens who experience circular or concurrent time, rather than linear time. That completely changes not only the understanding of the character’s actions to date, but also those of her decisions in the future – the fact she continues to act in a way that will take her into the future where her daughter dies fundamentally alters the audience’s perception of her interactions with the man she knows will become her daughter’s father.

For literary examples of fantastic non-linear literary construction, I’m going to refer you back to my old favourites: Hal Duncan’s Vellum and Maria Doria Russell’s The Sparrow. If this is something you’re interested in playing with, it’s also worth doing some research into how different cultures view the passage of time. to get some ideas that might help you break out of linear time.

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Virtual Reality: Storytelling in REAL Fantasy Worlds

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A few weeks ago I had a really interesting chat with Patrick Collister, Head of Design at Google, who talked to me about the evolution of storytelling as Virtual Reality technology has progressed.

As this is primarily a writing blog, rather than a tech one, I’ll very quickly give a run-down of some key terms:

  1. VR – Virtual Reality. Creating digital spaces that you can walk around in. This is different to computer games because the space stays still even when you move the device you’re looking at it through. Imagine you’re standing in a room, looking at it through the camera on your smartphone. The room doesn’t swing around as the phone moves – it stays still and you see different bits of the room. Exactly like that, except the room is wholly digital.
  2. AR – Augmented Reality. A digital overlay on real stuff. Pokemon Go is Augmented Reality.
  3. MR – Mixed Reality. Still in development, currently. This is basically like AR, but projected directly onto the eyeball rather than viewed through a device.

Making the Reader a Protagonist

I want to talk about VR because that’s the stuff really making waves in storytelling. Google have been doing all manner of cool things with it, and Patrick pointed me towards a particular video on their VR YouTube channel which demonstrated some of what he was talking about.

See, if you’re standing in the virtual world and a story’s unfolding around you, how do you a) interact with it if it’s just a video, and b) ensure you’re looking at the right place to see the crucial plot points? Both these questions are solved in the same way. Google 360 structure the story in very short chapters. Each chapter is triggered only when the viewer is looking in a specific direction. So you don’t miss anything but, more importantly, nothing happens if you don’t look at it. You’ve got the time to look around because the next chapter will wait for your attention.

If a tree falls in a VR wood, and you aren’t looking at it, it doesn’t finish falling.

Suddenly the viewer is critical to the process. They become a protagonist, responsible for making things happen. By way of example, here’s the video Patrick showed me. You can watch it on computer, but watching it on your phone is a WAY better medium to experience this type of storytelling. Because the point is that you move around. Give it a go.

I’m not sure what impact this will have on traditional storytelling structures, if any, as far as the written word is concerned. But it’s early days and there’s no denying video is a very powerful tool to shape how people think. And the trend in digital content over the last few years has consistently been more and more about personalisation. You want to attract people to your creation? Make it personal – give them a starring role.

So far I’ve just been an interested observer, very much on the fringes of what’s going on. Ian Thomas, Director of Talespinners – writer, game designer and all-around storytelling expert – has waaaay more experience than I do. So I asked him what he thought.

Challenges in VR Storytelling – Ian Thomas

Here’s the thing: there are a few groups of people trying to leap on VR for storytelling purposes right now, and at least two of them are coming at it from an angle which isn’t a great fit, and a lot of their problems lie in a fundamental misunderstanding of the medium through trying to apply film techniques. VR is seen as a visual medium most closely related to computer games and film, and to my mind it’s far removed from either.

The first group are film-makers. As you might imagine, the natural inclination of the film-maker when approaching VR is to take a linear piece of storytelling and then to work out how to deliver it in 360 degree surround. Directors are used to having complete control of the action; editors are used to controlling pacing (not to mention being able to cut and have multiple viewpoints, both of which are limited in VR); cinematographers are used to being able to control framing. None of those skills are really of any use in VR, and a lot of lessons are having to be unlearned very swiftly – nearly all the language of cinematography goes out of the window. VR productions coming from this angle tend to be very static, tend to be confusing for the player, don’t take enough account of the player’s presence in the world (being more of a piece for the player to watch, or a ghost train-like experience), and, when they offer any interactivity at all, it’s of the ‘trigger object to continue’ variety.

The second group are game developers – and one of the problems comes specifically from game developers working at the high end. The trouble is that many such AAA developers have spent the last twenty years or so trying to make their games more like films, picking up cinematography techniques (such as ‘frame the important object’), cuts, cutscene pacing and so on. As with film-making, those things simply don’t work – you can’t constrain the player’s head to focus on a specific object, for example. The other issue is that locomotion in VR is completely different from that in most mainstream computer games – walking along a corridor is quite a different experience in VR (and can lead to motion sickness), so you need to find other tricks and techniques; a lot of gaming has been focused around an experience of ‘continuous travelling through a space’, so that needs to be rethought. Again, people are having to unlearn lots of lessons. A lot of early attempts have been experimental VR ports of existing games, which are only really working for the hardcore gamers who are willing to put up with quirks and nausea.

However, games are a better fit than cinema, and there are games companies doing excellent work in this space.  They tend to be people who’ve thrown away their preconceptions and started from scratch and spent a lot of time experimenting and getting to grips with the medium; or even to be people who have no previous background in games and are coming in fresh, with no constraints or expectations. And, in general, games companies tend to get the idea of player agency and embodiment in a way that film-makers don’t.

The fundamental storytelling issue is – a thing happens. How do you get the player to notice? Google’s answer, as you quoted, is to only trigger things when the player is looking in that direction – there are other solutions but that’s not a bad one. However, as you might imagine, pacing is therefore quite different from other media.

But there’s a deeper thing going on here, at least in this stage in the adoption of VR. You’re trying to tell a story. Perhaps an epic tale which will capture the player and sweep them up. At least that’s the intention. But behaviourally, a lot of game creators are finding that the player spends all their time just looking around the room and picking up objects, ignoring your carefully crafted dramatic content. Because that’s where they’re finding the fascination and the fun. Maybe that’s only temporary, because the experience is so new. But in any case, perhaps that should be your storytelling method – just picking things up and looking. In the games industry this is known as environmental storytelling, and existing non-VR games such as Gone Home are great exponents of this sort of experience, allowing players to piece things together at their own pace.

What I’ve found most powerful in VR so far is the sense of presence you feel when there’s another character in the scene. Even if the character isn’t modelled photorealistically, the human brain interprets them as ‘there’ in a way that I haven’t seen in any other medium – it’s absolutely uncanny. If you play through Rocksteady’s Batman Arkham VR and are nose-to-nose with the Joker… there’s no feeling like it. It’s something which took me completely by surprise, and it’s the thing I’m most interested in pursuing.

Another important thing to mention is 3D audio. Well-designed audio is hugely important in VR, and again isn’t something that film audio can adapt to very well due to the non-linear way the sounds are encountered or triggered. It’s a lot closer to game audio, but many games still treat audio as of secondary importance. In VR it’s utterly critical, as it underpins and helps define the reality of the space around you. And, where you perhaps can’t rely on camerawork in the way you could in other media, you can absolutely rely on sound and get much more out of it than in other media.

VR experiences aren’t simply translations of existing games techniques. Nor are they simply translations of film techniques. I think the closest thing we have so far is single-audience-member participatory theatre-in-the-round, but no-one’s really drawing on theatre experience yet. But at the root of it, VR is its own thing, and no-one knows quite what yet.

Ian is a games writer, designer and coder who has wrestled computers for a living for over two decades. He’s worked in interactive television, education, puppet-making, film, publishing, live events, and the games industry, where he’s helped bring to life games such as Frictional’s SOMA, The Bunker, and a wide variety of other titles from LittleBigPlanet to LEGO. He’s written action movies, children’s books about Cthulhu, interactive fiction and pulp novels. Most of his time is spent running Talespinners, a story-for-games company that helps games studios deliver their narrative. Amongst other things, he’s currently writing for a VR multiplayer RPG.