On interactivity, one of the things I wanted to center my
brainstorming on was an idea that could be easily applicable to many different
media and forms of stories. Since Joseph Campbell had been mentioned earlier in
the readings I decided to riff a little on elements of his “Monomyth” or “The
Hero’s Journey”; this can also play off of the idea that every hero is essentially going through motions of a quest that make up a great story. The thing about
the myth that makes it so universal is that it is mirrored in so many different
stories, especially stories that have more depth than the average prose. If I
were to take the points offered in the 17 stages of the hero and apply them to
say: The Hobbit, or to Star Wars, they would fit fairly neatly inside the lines
that Campbell has created.
But what if
we start shifting these lines and points? Taking the choices a hero makes on a
journey could the same outcome come out if not all the stages are met or if
some are interacted with differently by a player/author etc.? Take the “call to
adventure and refusal of the call” steps for instance. The idea is that a hero
is called on for a specific adventure and that often he will refuse to go
initially or go reluctantly (think Bilbo not wanting to leave Bag End in the
Hobbit). If a character was created with an adventure in mind, but goes without
a second glance, will he find himself somehow unprepared for the coming
challenges than if he’d waited? Or perhaps he refuses entirely to follow his
“destiny” as it were, do the original supernatural forces guiding him towards
the destiny become antagonists, or perhaps force the adventure upon him at a
different point and make him a reactionary hero instead of a voluntary one?
This could even play into the key elements of life-based plot lines by
introducing emergencies to the character. Imagine if Bilbo refused to be a
burglar and the dwarves decided to burn down his house and hunt him across all
of Middle-Earth, with Gandalf helping or hindering in different ways.
I find that
taking these elements of choice is a very interesting key to a good interactive
experience. The idea of choice has been completely rethought and reworked with
games like Mass Effect, The Walking Dead, and the idea of using social media to
influence what content is created. I also think that works like the Monomyth
will become more important as backgrounds to more interactive works. So in
conclusion, a type of story that can make different permutations of the
Monomyth and turn it into a visual story for a player, not necessarily a game
(maybe a visual novel of some type that could be more colorful but have an
amount of choice at a level with Galatea), could be a successful idea in the
future.
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