pay attention to the dance 03.22.2007, 12:43 PM
posted by sebastian mary
Sean Stewart and Elan Lee, creators of two of the most successful alternate reality games to date, gave the keynote speech at this year's Arg-Fest-O-Con, a conference of the alternate reality gaming community. The whole video is over an hour, but well worth a look; the theme of the speech is 'trust'.
When I wrote a little while ago about ARGs as an emergent genre of storytelling entirely native to the Web, I identified some ways in which an ARG differs from the conventions of fiction in print form. In particular, part of the pleasure of an ARG is that it blurs the line between fact and fiction. There is a strange thrill to not knowing whether the latest link in the trail is fact (out of game) or fiction (in-game). It is also participatory and collaborative: the story does not unfold unless readers (players) collaborate to follow the trail of puzzles, hidden clues and hints. And though the story itself is 'authored' - the sites are prepared ahead of play, the story is worked out, and the whole operation is meticulously planned - it is always in a sense improvisatory. If the players pick up on a mistake, the 'puppetmasters' (game creators and operators) will work as fast as they can to incorporate it into the story if possible, so as not to destroy the fabric of the game.
Stewart and Lee describe the process of unfolding an ARG as a dance between players and puppetmasters, in which players are invited to suspend their disbelief for the duration of the story. Within the invitation, they explain, is a promise that you won't be made to feel stupid for playing along. And behind all this is trust on both sides.
This is important, he says, because no-one really knows how this genre works. Printed books bring with them a whole host of familiar protocols around how you read. People are familiar with the physical conventions of a book and the formal conventions of particular genres of book, and hence the experience is codified in a way that allows for a degree of detachment between producer and consumer. In contrast, ARGs as a genre are (in their current form, at least) less than ten years old and have very few established generic or formal codes. So in lieu of a tradition, the genre needs trust between participants.
It's also important because in an ARG suspension of disbelief works very differently. Whereas I know my novel stops being 'real' when I put my book down, an ARG inserts itself into my life in a much less clear-cut way. The game might phone you up, email you, post things to your house; all these events would be part of the story. Unlike a novel, it does not have edges. This lack of edges is typical of the Web. A blog is never finished, there is always a new link, and so on. But for fiction, this poses problems: if I'm suspending disbelief so I can enjoy the story, I want to know that I'm not going to be made to feel stupid for going along with it. I also need to know at what point to snap out of it and start taking things literally again. So it is no surprise that two prominent exponents of a kind of storytelling with no formal boundary-markers (no proscenium arch, if you will) emphasise the importance of trust between creators and participants in such a story.
The late Susan Sontag's recent piece in the Guardian is a passionate plea for the cultural and moral importance of novels. Narratives, she says, are of vital importance in helping humans make sense of their reality. I am one hundred per cent with her on this. However, she confines this faith in the improving power of stories specifically to the novel, while managing to sidestep both the cultural specificity of novels as a form, and role of oral storytellers, court poets, bards, folk tales and the countless other narrative traditions throughout history.
In the course of her rallying-cry for the novel (also, incidentally, a phillippic against those claiming the book to be dead), she inveighs against television (which rant I rather liked), and also proposes 'the hypernovel' as her main example of why fiction on the Net will never work. This 'hypernovel' as she describes it, is characteristically multiple-choice, notionally endless, possibly multi-authored and directionless narrative with none of the salutary benefits of stories that have a beginning, a middle and an end. And this, she implies, will simply not do. Readers like stories.
Given the ahistoricity of her approach to stories in general, it seems likely to me that Sontag takes for granted the established model of print authorship. This by necessity assumes a writer radically severed from its readership - which, as it is a paper book, cannot join the conversation - by a complex and time-consuming book-production process. The way she discusses debates around 'the hypernovel' clearly assume an equivalent level of detachment between the this notional hypernovel's creator and its consumers. But the model of separation between author and readers simply does not work on the Web, a medium characterised by minimal publication lead time and a conversational dynamic. However, this does not mean that, on the Web, storytelling is impossible. Nor does it mean that that nothing is ever authored. It just means it works differently.
The Web is a young medium. And ARGs are - by its enthusiasts' own admission - a very new genre. I would be very surprised if it did not evolve much further. But I'd be interested to know what Sontag might have made of a genre of storytelling that used not print but the Web; and yet, was not directionless or multiple-choice but collaboratively played out; that was authored, but with room for improvisation; and that took as its founding principle a delicate consensual suspension of disbelief rooted not in clear boundaries between 'fact' (the world outside the book) and 'fiction' (the world inside it) but in trust between all participants in the story.
ben vershbow on March 22, 2007 11:47 PM:
Fascinating! Many thoughts but for now just a link. The Independent Game Developers Association just published a white paper on ARGs, providing "a full introduction to the genre as well as a wealth of practical and analytical information on design methodologies, business models, and current and recent games." This is the first publication of their ARG SIG, or ARG special interest group. Haven't opened it yet, though I imagine it's less interesting than what you've been writing here. Still, probably worth a look.
sebastian mary on March 23, 2007 7:45 AM:
It's very much worth a look. The genesis of the paper is also an intriguing example of the 'conversational dynamic' of the ARG community (and of the Web in general), and also of the ways in which its amateur and professional elements interact.
When this whitepaper came out - December 06, I think - it came in for some criticism from the ARG community as having been produced in an unsatisfactorily top-down way and presented as a fait accompli. Despite the fact that the people who worked on it gave their time voluntarily, the rubber-stamp of IGDA officialdom on what appeared to some to be a skewed document rubbed a very participatory and proactive community thoroughly up the wrong way (see here or here for example).
The wiki link you posted above is the result of demands from the wider ARG community that the Dec 06 whitepaper be presented as a first draft open to additions from anyone else interested in contributing. It strikes me that this is a good example of the relationship you often touch on between 'editors' and the communities whose ideas they seek to consolidate and render legible; and also, that the willingness of the whitepaper's authors to engage in this process points, again, to the vital role played by trust within what is essentially (to borrow Paul Miller's phrase), a pro-am community