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RE-TELLINGS
THE FOURTH LAYER OF NARRATIVE AS AN INSTRUMENT OF CRITIQUE
ICIDS, December 6 2018
Mirjam Palosaari Eladhari of Södertörn University and Otter Play
welcome - happy to see everyone - glad to be here

i will talk about …

Senior Lecturer at Södertörn University and Independent Game Designer and Artist, Label: Otter Play

Background in literary studies and working as a game programmer (2000) motivated me to start researching interactive narrative in games.

PhD (comp.sci.) on character driven 

story construction in games, 

and doing synthetic characters

Last 10 years: more game design work
OVERVIEW
➤ Proposal: Re-tellings as an instrument of critique
➤ An example: “The Story of being homeless in Sims 3”
➤ Situating re-tellings as a text layer in story construction
➤ Ways forward
UNIQUE TRAVERSALS
.
Each traversal of a story stemming from an interactive narrative system (INS) is unique. Re-tellings -everyday life when we tell each other about the experiences. 

As games and INS move towards more complexity with the increased use of procedural computational methods
RETELLINGS
[…] methods for both world building and story generation, re-tellings of game experiences are becoming increasingly important for those who experience them. The
more unique experiences an INS affords, the more notes there are to compare in re-tellings - and this activity becomes an enjoyable activity in its own right.
PROPOSALThe occurrence of interactors’ re-tellings of
diverse forms of interactive narratives are 

indicators of successful designs

since they indicate that the 

underlying experiences were 

important enough to re-tell them.
Interactors - Murray’s term (1997) for players/readers etc
If a player or user finds a game experience or an interactive story interesting enough to tell someone else about, it means that it is was somehow memorable, and
important enough to tell someone else about. I propose that if re-tellings emerge in the wake of a game or INS these re-tellings can be seen as indicators that the games
or INS are successful designs, perhaps even artifacts with a degree of artistic originality and quality.
(Interactors - Murray’s term (1997) for players/readers etc)
SUGGESTION
Analyses of corpuses of re-
tellings can be used as
instruments for critique of
interactive narrative systems.
Types of re-tellings span from the simple act of talking about a game in daily conversation to more elaborate efforts, such as the blog series about the Sim characters
Alice and Kev cite{BurkinshawAlice3}. 

Another type of re-tellings are players' narrations about their avatars lives and experiences, e.g. tellings of their fictive alternate lives in the worlds that we inhabit in
games. Some re-tellings become original work of their own in the genre of fan fiction - a large body of emerging work that merits its own field of study
cite{Hellekson2014TheReader}. Twitch streams

…Let me show you an example.
ALICE AND KEV
a story about two homeless characters in Sims 3, played and written about by Robin Burkinshaw.

http://aliceandkev.wordpress.com
Example

	 Alice and Kev is a story about two homeless characters in Sims 3, played and written about by Robin Burkinshaw. 

Authorial stance:
Burkinshaw writes about what happens as he plays the game, each interpretation he makes in the text is based on an event.

http://aliceandkev.wordpress.com
“SELFLESSNESS”
Alice gets to work late, but not too late.
When her shift at the supermarket ends that evening, she has 100
hard-earned simoleons, but she is as exhausted as it is possible to
be. She wobbles slightly after walking out the door, and only just
manages to stop herself from losing consciousness there and then.
But she doesn’t want to rest now. She’s just come up with a new
wish. It’s a wish that would be easily fulfilled, but the idea scares
and horrifies me. I don’t want to grant it to her.
But it’s her life, and her choice. I reluctantly let her do it.
She takes all of the money she has just earned, places it into an
envelope, writes the name of a charity on the front, and puts it into
a mailbox.
(read it out aloud)
Authorial stance:
Burkinshaw writes about what happens as he plays the game, each interpretation he makes in the
text is based on an event. Stance in playing: allowing Alice to act according to her character.
Authorial stance: 

Burkinshaw writes about what happens as he plays the game, each interpretation he makes in the text is based on an event.

My favorite chapter is “Selflessness”. The character Alice has after many hardships finally managed to get her first salary. Only to give it away… It’s almost painful to
read, knowing how much she needs that little money herself. Burkinshaw expresses in the text how his role as author/player becomes dramatic by the need to
make a choice – he doesn’t really want Alice to give the money away, but lets her anyway, letting her act according to her character.
COMMENTARY
Another interpretation by the user Danuab:
“It doesn’t mean anything. Alice has likely internalised her father’s distaste and abuse and developed a negative self-
concept. She isn’t giving money away because she’s altruistic, she’s giving it away because she doesn’t think she’s worth it.”
About how real Alice
feels as a character,
and how beautiful her
gift of charity is.
It is also interesting is to read the comments on the chapter, where the first comments are about how real Alice feels as a character, and how beautiful her gift of charity
is. Then comes another interpretation by the user Danuab:
“It doesn’t mean anything. Alice has likely internalised her father’s distaste and abuse and developed a negative self-concept. She isn’t giving money away because she’s
altruistic, she’s giving it away because she doesn’t think she’s worth it.”
Not only have we a game that can not only generate emergent story construction that is seen by players as meaningful enough to narrate to others, we also have critical
comments and interpretations of the narrative and the characters.
Postulate
I propose that The Sims 3 can be seen as a highly successful INS in terms of artistic quality and originality.
So I give a critique… now:
WHY 4TH?
LENSES
It has to be noted that any model that is constructed in order to understand a complex reality better is constructed in order to understand them in a certain way.

By constructing a model, we apply a lens in order to understand a slice of reality better, and to be able to discuss complex constructs using the same language.
Greimas1966
Chatman 1978
Genette 1983
Aarseth 1997
Murray1997
Ryan 2006
Budniakiewicz 1992
Cavazza 2008
Jenkins 2003
Wardrip Fruin 2009
Koenitz 2015
it can be said that there is an overall consensus of dividing narratives into layers, quite often three of them

Koenitz's model adopts a lens of gaining deeper understanding when analyzing an textit{existing} work of INS. The Story Construction model cite{Eladhari2009} has a
different focus, the lens being more adapted to discussing the textit{creation} of INS and constructing potential stories within them.
LENSES
Janet Murrays keynote yesterday
LENSES
Multiple taxonomies are possible for Interactive Digital Narratives - Kaleidoscopic View
Offer as a complement, not as a universal

I have previously described these three layers as - at the lowest layer, a code, or architectural layer, making up the existence of a world where stories can take
place. This first layer spans many genres - from table top games, text-based interactive fiction, single player story driven games to larger game worlds with thousands of
simultaneous players. This base architectural layer is the foundation for adding actants with driving forces, making up the deep structure of the potential stories. A
second layer is often seen as the narrated content provided by game designers and game writers, while the third layer is the narrative discourse - eg. the unique, session-
specific played sequence of events. There are many models, using different terminology to describe these three layers, among them Koenitz
cite{Koenitz2015TowardsNarrative} who uses the terminology of protostory for the systemic architectural layer, process for the performative instantiation by players/
interactors, and product, a played instantiated story. 

It is because of this general division in three layers that I propose to call the retelling of experiences in games and INS the fourth layer.
Narrative
Discourse
Story
Code
Text* layers
in Story
Construction




*Where “text” in Lotman’s
tradition is considered a
coherent set of signs that
transmits some kind of
informative message. 

(where the message the
symbols convey is the
interesting part rather than
its physical form or the
medium in which it is
represented.)
In literary theory, a text is any object that can be "read", whether this object is a work of literature, a street sign, an arrangement of buildings on a city block, or styles of
clothing. It is a coherent set of signs that transmits some kind of informative message.[1] This set of symbols is considered in terms of the informative message's
content, rather than in terms of its physical form or the medium in which it is represented.

Starting from the bottom, because in our context one layer of text is dependent on the other - eg there would be no discourse layer if there was no code and story layer, 

My reason for showing all this: possibility to trace sets of signs from 4th layer “down-wards”.

Lotman:

Yuri Mikhailovich Lotman (Russian: Ю́ рий Миха́ йлович Ло́ тман, Estonian: Juri Lotman; 28 February 1922 – 28 October 1993) was a prominent literary scholar,
semiotician, and cultural historian, who worked at the University of Tartu. He was a member of the Estonian Academy of Sciences. He was the founder of the Tartu–
Moscow Semiotic School.
Code 

Layer
Engines, frameworks - creating conditions for deep
structure and world building
Engines constituting the world to be built
Engine
physics
system
graphics
rendering
system
dialog
system
media
storage
communication layer
INS system
Etc
Examples:
Unity, Renderware,
Inform7. Twine
…see yesterday’s
A Framework for Classifying and
Describing Authoring Tools for
Interactive Digital Narrative, Yotam
Shibolet, Noam Knoller, and Hartmut
Koenitz
The great Ao (hindu world 1876)
Frameworks
INS system
Code 

Layer
The framework(s) governing affordances of the entities
in the world
The glue between scripting and engine(s)
Abstract model of a world and system.
Examples:
Genre specific programming
or frameworks: RPG, RTS,
FPS etc.


Story structures; comedies,
strategies, murder mysteries
etc.
Framework(s)
Frameworks
INS system
Code 

Layer
Detailed programming of objects specific to the game or INS.
Scripting
Scripting
Framework(s)
Engine(s)
Code 

Layer
Engines, framework, and scripting together manifest the
geographic structure as well as the conditions for the deep
structure of the story and its construction.
Scripting
Framework(s)
Engine(s)
Code 

Layer
Engines, framework, and scripting together manifest the
geographic structure as well as the conditions for the deep
structure of the story and its construction.
A foundational layer:

It could also be a tarot deck and a human card reader
picking different spreads
The human and the deck as the engine. Ref wizard of oz testing when one is the “engine” and another is the “manual”
Story Elements
The specific setup of
expressive agents and
story elements that are to
be instantiated.
Goals, Driving Forces
Wills, motives,
aspirations, and goals of
the expressive agents.
Conditions
Causal
dependencies
governing relations
between specific
agents and objects
Story (Construction) Layer

The deep structure consisting of the individual expressive agents and the story elements.
Hence the creation of the overall story or back story.
At the discourse layer, story elements, conditions, driving forces and goals
manifest the overall story and possible side stories.
Starting from the bottom, because in our context one layer of text is dependent on the other - eg there would be no discourse layer if there was no code and story layer,
Discourse Layer - The continuum of play.
The current dynamic states, experienced events, movements, and actions of the
expressive agents that result in sequences of events: the actual story, or discourse.
Individual Story
Discourse
The past of the expressive
agent, a chronological
sequence of the actions
performed and the events
experienced. This is the
actual story of a specific
expressive agent.
State
The state of the expressive agent
in the moment of interaction,
defined by the construction of the
class the agent is instantiated
from, and from the agent’s
individual story discourse.
The continuum of play. Expressive agents - humans, PCs, NPCs alike 

The current dynamic states, experienced events, movements, and actions of the expressive agents that result in sequences of events: the actual story, or discourse.
Narrative Layer - Tellings and re-tellings.
The narratives told about the actions and events in the game world or INS. The
narratives are told both in-world and out-of-world.
Recorded system output 

Product in the form of narrative discourse, recorded
instantiated output from a system.
Simultaneous retellings. Ex: Streaming game play via Twitch or YouTube Gaming.
Narratives with artistic or authorial intent. Avatar narratives, re-tellings of simulations
Narratives with artistic or authorial
intent. Avatar narratives, re-tellings
of simulations (ex. Alice and Kev),
fan-fiction.
Chronicles and Reporting.

Ex: guild scribes telling about
marriages or funerals in VGWs,
or reporters commissioned by
game companies.
Communicative re-tellings. Ex: “You won’t believe what happened in the raid. We …”
Communicative re-
tellings. Ex: “You won’t
believe what happened
in the raid. We …”
The most immediate is the recorded system output - logs, diaries etc

Then simultaneous retellings

Communicative retellings

Chronicles and reporting

Narratives with artistic intent
Re-tellings

“You won’t believe what happened
in yesterdays raid!”
The now of the playing 

- the unique traversals

Authoring the back story, designing 

the game


Making the game/INS
Constructing game engines
and authoring tools
Acts of creation
In story construction - the act of creating the text layers
Readers and Players
Readers, Players, Game Masters,

Authors, designers
Researchers and developers
Creators
The roles the creators have
Played Narrative Potential
* * *
* * *
*

* *
Designed Narrative Potential
*
***
**
*
*
*
Designed and played narrative potential
Played Narrative Potential
* * *
* * *
*

* *
Designed Narrative Potential
*
***
**
*
*
* Co Creation
The fleeting field of co-creation - adding own meaning to the systems
RE-TELLINGS AS A 4TH LAYER
The less colourful version that can be found in the paper in the proceedings
RE-TELLINGS AS AN INSTRUMENT FOR CRITIQUE
I proposed that The Sims 3 can be seen as a highly successful INS in terms of artistic quality and originality. 

Conversely, I postulate that re-tellings of experiences from INS can be considered a fourth layer of narrative, and that these are indicators suggesting that the INS in
question is 'well-made’ or 'good’ and had significant impact on the player. This means that a game or an INS - at its base level - has provided an experience that is
significant or meaningful enough that it is worth telling someone else about. 

Re-tellings can be collected and analyzed in order to gain an increased understanding of what aspects of INSes are particularly well received.
WAYS FORWARD? MINE WHAT?
Many studies on challenge - frustration

And Fear and arousal

BUT - what about mixed feelings? Inspiration? Liminal experiences? (Epiphanies)
WAYS FORWARD: COLLECTING THE CORPORA. MINING?
How do we find the corpuses to analyse? …i just found the blog. And knew the rule-set of sims3 - gave me pleasure to read about Alice and Kev

Examples: Klastrup’s Death Stories Project. (2006)

Analysis of twitch streams (FDG 2018)
WAYS FORWARD: COLLECTING THE CORPORA. MINING?
Epiphanies from earlier today
WAYS FORWARD: LENSES FOR CRITIQUE
Mine what? From whom?
Risk: Bluntness, and becoming blind 

to that which cannot be “mined”.


Lenses and instruments for critique of INS - we need them
Quant - risk of blunt instrument and blind instrument

We need instruments for critique of INSes
THE HIGHER EDUCATION PARADOX
Learn to become a researcher
-> to become a teacher
I didn’t choose!
SUMMARY
A Proposal: The occurrence of interactors’ re-
tellings of diverse forms of interactive narratives
are indicators of successful designs since they
indicate that the underlying experiences were
important enough to re-tell them.
A Suggestion: Analyses of corpuses of re-tellings
can be used as instruments for critique of
interactive narrative systems.
A Lens: Retellings as a 4th layer in a model for
understanding story construction in interactive
narrative.
mirjam.palosaari.eladhari@sh.se

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Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique (with speaker notes)

  • 1. RE-TELLINGS THE FOURTH LAYER OF NARRATIVE AS AN INSTRUMENT OF CRITIQUE ICIDS, December 6 2018 Mirjam Palosaari Eladhari of Södertörn University and Otter Play welcome - happy to see everyone - glad to be here i will talk about … Senior Lecturer at Södertörn University and Independent Game Designer and Artist, Label: Otter Play Background in literary studies and working as a game programmer (2000) motivated me to start researching interactive narrative in games. PhD (comp.sci.) on character driven 
 story construction in games, 
 and doing synthetic characters Last 10 years: more game design work
  • 2. OVERVIEW ➤ Proposal: Re-tellings as an instrument of critique ➤ An example: “The Story of being homeless in Sims 3” ➤ Situating re-tellings as a text layer in story construction ➤ Ways forward
  • 3. UNIQUE TRAVERSALS . Each traversal of a story stemming from an interactive narrative system (INS) is unique. Re-tellings -everyday life when we tell each other about the experiences. As games and INS move towards more complexity with the increased use of procedural computational methods
  • 4. RETELLINGS […] methods for both world building and story generation, re-tellings of game experiences are becoming increasingly important for those who experience them. The more unique experiences an INS affords, the more notes there are to compare in re-tellings - and this activity becomes an enjoyable activity in its own right.
  • 5. PROPOSALThe occurrence of interactors’ re-tellings of diverse forms of interactive narratives are 
 indicators of successful designs
 since they indicate that the 
 underlying experiences were 
 important enough to re-tell them. Interactors - Murray’s term (1997) for players/readers etc If a player or user finds a game experience or an interactive story interesting enough to tell someone else about, it means that it is was somehow memorable, and important enough to tell someone else about. I propose that if re-tellings emerge in the wake of a game or INS these re-tellings can be seen as indicators that the games or INS are successful designs, perhaps even artifacts with a degree of artistic originality and quality. (Interactors - Murray’s term (1997) for players/readers etc)
  • 6. SUGGESTION Analyses of corpuses of re- tellings can be used as instruments for critique of interactive narrative systems. Types of re-tellings span from the simple act of talking about a game in daily conversation to more elaborate efforts, such as the blog series about the Sim characters Alice and Kev cite{BurkinshawAlice3}. Another type of re-tellings are players' narrations about their avatars lives and experiences, e.g. tellings of their fictive alternate lives in the worlds that we inhabit in games. Some re-tellings become original work of their own in the genre of fan fiction - a large body of emerging work that merits its own field of study cite{Hellekson2014TheReader}. Twitch streams …Let me show you an example.
  • 7. ALICE AND KEV a story about two homeless characters in Sims 3, played and written about by Robin Burkinshaw. http://aliceandkev.wordpress.com Example Alice and Kev is a story about two homeless characters in Sims 3, played and written about by Robin Burkinshaw. Authorial stance: Burkinshaw writes about what happens as he plays the game, each interpretation he makes in the text is based on an event. http://aliceandkev.wordpress.com
  • 8. “SELFLESSNESS” Alice gets to work late, but not too late. When her shift at the supermarket ends that evening, she has 100 hard-earned simoleons, but she is as exhausted as it is possible to be. She wobbles slightly after walking out the door, and only just manages to stop herself from losing consciousness there and then. But she doesn’t want to rest now. She’s just come up with a new wish. It’s a wish that would be easily fulfilled, but the idea scares and horrifies me. I don’t want to grant it to her. But it’s her life, and her choice. I reluctantly let her do it. She takes all of the money she has just earned, places it into an envelope, writes the name of a charity on the front, and puts it into a mailbox. (read it out aloud)
  • 9. Authorial stance: Burkinshaw writes about what happens as he plays the game, each interpretation he makes in the text is based on an event. Stance in playing: allowing Alice to act according to her character. Authorial stance: Burkinshaw writes about what happens as he plays the game, each interpretation he makes in the text is based on an event. My favorite chapter is “Selflessness”. The character Alice has after many hardships finally managed to get her first salary. Only to give it away… It’s almost painful to read, knowing how much she needs that little money herself. Burkinshaw expresses in the text how his role as author/player becomes dramatic by the need to make a choice – he doesn’t really want Alice to give the money away, but lets her anyway, letting her act according to her character.
  • 10. COMMENTARY Another interpretation by the user Danuab: “It doesn’t mean anything. Alice has likely internalised her father’s distaste and abuse and developed a negative self- concept. She isn’t giving money away because she’s altruistic, she’s giving it away because she doesn’t think she’s worth it.” About how real Alice feels as a character, and how beautiful her gift of charity is. It is also interesting is to read the comments on the chapter, where the first comments are about how real Alice feels as a character, and how beautiful her gift of charity is. Then comes another interpretation by the user Danuab: “It doesn’t mean anything. Alice has likely internalised her father’s distaste and abuse and developed a negative self-concept. She isn’t giving money away because she’s altruistic, she’s giving it away because she doesn’t think she’s worth it.” Not only have we a game that can not only generate emergent story construction that is seen by players as meaningful enough to narrate to others, we also have critical comments and interpretations of the narrative and the characters. Postulate I propose that The Sims 3 can be seen as a highly successful INS in terms of artistic quality and originality. So I give a critique… now:
  • 12. LENSES It has to be noted that any model that is constructed in order to understand a complex reality better is constructed in order to understand them in a certain way. By constructing a model, we apply a lens in order to understand a slice of reality better, and to be able to discuss complex constructs using the same language.
  • 13. Greimas1966 Chatman 1978 Genette 1983 Aarseth 1997 Murray1997 Ryan 2006 Budniakiewicz 1992 Cavazza 2008 Jenkins 2003 Wardrip Fruin 2009 Koenitz 2015 it can be said that there is an overall consensus of dividing narratives into layers, quite often three of them Koenitz's model adopts a lens of gaining deeper understanding when analyzing an textit{existing} work of INS. The Story Construction model cite{Eladhari2009} has a different focus, the lens being more adapted to discussing the textit{creation} of INS and constructing potential stories within them.
  • 15. LENSES Multiple taxonomies are possible for Interactive Digital Narratives - Kaleidoscopic View
  • 16. Offer as a complement, not as a universal I have previously described these three layers as - at the lowest layer, a code, or architectural layer, making up the existence of a world where stories can take place. This first layer spans many genres - from table top games, text-based interactive fiction, single player story driven games to larger game worlds with thousands of simultaneous players. This base architectural layer is the foundation for adding actants with driving forces, making up the deep structure of the potential stories. A second layer is often seen as the narrated content provided by game designers and game writers, while the third layer is the narrative discourse - eg. the unique, session- specific played sequence of events. There are many models, using different terminology to describe these three layers, among them Koenitz cite{Koenitz2015TowardsNarrative} who uses the terminology of protostory for the systemic architectural layer, process for the performative instantiation by players/ interactors, and product, a played instantiated story. It is because of this general division in three layers that I propose to call the retelling of experiences in games and INS the fourth layer.
  • 17. Narrative Discourse Story Code Text* layers in Story Construction 
 
 *Where “text” in Lotman’s tradition is considered a coherent set of signs that transmits some kind of informative message. 
 (where the message the symbols convey is the interesting part rather than its physical form or the medium in which it is represented.) In literary theory, a text is any object that can be "read", whether this object is a work of literature, a street sign, an arrangement of buildings on a city block, or styles of clothing. It is a coherent set of signs that transmits some kind of informative message.[1] This set of symbols is considered in terms of the informative message's content, rather than in terms of its physical form or the medium in which it is represented. Starting from the bottom, because in our context one layer of text is dependent on the other - eg there would be no discourse layer if there was no code and story layer, My reason for showing all this: possibility to trace sets of signs from 4th layer “down-wards”. Lotman: Yuri Mikhailovich Lotman (Russian: Ю́ рий Миха́ йлович Ло́ тман, Estonian: Juri Lotman; 28 February 1922 – 28 October 1993) was a prominent literary scholar, semiotician, and cultural historian, who worked at the University of Tartu. He was a member of the Estonian Academy of Sciences. He was the founder of the Tartu– Moscow Semiotic School.
  • 18. Code 
 Layer Engines, frameworks - creating conditions for deep structure and world building Engines constituting the world to be built Engine physics system graphics rendering system dialog system media storage communication layer INS system Etc Examples: Unity, Renderware, Inform7. Twine …see yesterday’s A Framework for Classifying and Describing Authoring Tools for Interactive Digital Narrative, Yotam Shibolet, Noam Knoller, and Hartmut Koenitz The great Ao (hindu world 1876)
  • 19. Frameworks INS system Code 
 Layer The framework(s) governing affordances of the entities in the world The glue between scripting and engine(s) Abstract model of a world and system. Examples: Genre specific programming or frameworks: RPG, RTS, FPS etc. 
 Story structures; comedies, strategies, murder mysteries etc. Framework(s)
  • 20. Frameworks INS system Code 
 Layer Detailed programming of objects specific to the game or INS. Scripting
  • 21. Scripting Framework(s) Engine(s) Code 
 Layer Engines, framework, and scripting together manifest the geographic structure as well as the conditions for the deep structure of the story and its construction.
  • 22. Scripting Framework(s) Engine(s) Code 
 Layer Engines, framework, and scripting together manifest the geographic structure as well as the conditions for the deep structure of the story and its construction. A foundational layer:
 It could also be a tarot deck and a human card reader picking different spreads The human and the deck as the engine. Ref wizard of oz testing when one is the “engine” and another is the “manual”
  • 23. Story Elements The specific setup of expressive agents and story elements that are to be instantiated. Goals, Driving Forces Wills, motives, aspirations, and goals of the expressive agents. Conditions Causal dependencies governing relations between specific agents and objects Story (Construction) Layer
 The deep structure consisting of the individual expressive agents and the story elements.
  • 24. Hence the creation of the overall story or back story. At the discourse layer, story elements, conditions, driving forces and goals manifest the overall story and possible side stories. Starting from the bottom, because in our context one layer of text is dependent on the other - eg there would be no discourse layer if there was no code and story layer,
  • 25. Discourse Layer - The continuum of play. The current dynamic states, experienced events, movements, and actions of the expressive agents that result in sequences of events: the actual story, or discourse. Individual Story Discourse The past of the expressive agent, a chronological sequence of the actions performed and the events experienced. This is the actual story of a specific expressive agent. State The state of the expressive agent in the moment of interaction, defined by the construction of the class the agent is instantiated from, and from the agent’s individual story discourse. The continuum of play. Expressive agents - humans, PCs, NPCs alike The current dynamic states, experienced events, movements, and actions of the expressive agents that result in sequences of events: the actual story, or discourse.
  • 26. Narrative Layer - Tellings and re-tellings. The narratives told about the actions and events in the game world or INS. The narratives are told both in-world and out-of-world. Recorded system output 
 Product in the form of narrative discourse, recorded instantiated output from a system. Simultaneous retellings. Ex: Streaming game play via Twitch or YouTube Gaming. Narratives with artistic or authorial intent. Avatar narratives, re-tellings of simulations Narratives with artistic or authorial intent. Avatar narratives, re-tellings of simulations (ex. Alice and Kev), fan-fiction. Chronicles and Reporting.
 Ex: guild scribes telling about marriages or funerals in VGWs, or reporters commissioned by game companies. Communicative re-tellings. Ex: “You won’t believe what happened in the raid. We …” Communicative re- tellings. Ex: “You won’t believe what happened in the raid. We …” The most immediate is the recorded system output - logs, diaries etc Then simultaneous retellings Communicative retellings Chronicles and reporting Narratives with artistic intent
  • 27. Re-tellings
 “You won’t believe what happened in yesterdays raid!” The now of the playing 
 - the unique traversals
 Authoring the back story, designing 
 the game 
 Making the game/INS Constructing game engines and authoring tools Acts of creation In story construction - the act of creating the text layers
  • 28. Readers and Players Readers, Players, Game Masters,
 Authors, designers Researchers and developers Creators The roles the creators have
  • 29. Played Narrative Potential * * * * * * *
 * * Designed Narrative Potential * *** ** * * * Designed and played narrative potential
  • 30. Played Narrative Potential * * * * * * *
 * * Designed Narrative Potential * *** ** * * * Co Creation The fleeting field of co-creation - adding own meaning to the systems
  • 31. RE-TELLINGS AS A 4TH LAYER The less colourful version that can be found in the paper in the proceedings
  • 32. RE-TELLINGS AS AN INSTRUMENT FOR CRITIQUE I proposed that The Sims 3 can be seen as a highly successful INS in terms of artistic quality and originality. Conversely, I postulate that re-tellings of experiences from INS can be considered a fourth layer of narrative, and that these are indicators suggesting that the INS in question is 'well-made’ or 'good’ and had significant impact on the player. This means that a game or an INS - at its base level - has provided an experience that is significant or meaningful enough that it is worth telling someone else about. Re-tellings can be collected and analyzed in order to gain an increased understanding of what aspects of INSes are particularly well received.
  • 33. WAYS FORWARD? MINE WHAT? Many studies on challenge - frustration And Fear and arousal BUT - what about mixed feelings? Inspiration? Liminal experiences? (Epiphanies)
  • 34. WAYS FORWARD: COLLECTING THE CORPORA. MINING? How do we find the corpuses to analyse? …i just found the blog. And knew the rule-set of sims3 - gave me pleasure to read about Alice and Kev Examples: Klastrup’s Death Stories Project. (2006) Analysis of twitch streams (FDG 2018)
  • 35. WAYS FORWARD: COLLECTING THE CORPORA. MINING? Epiphanies from earlier today
  • 36. WAYS FORWARD: LENSES FOR CRITIQUE Mine what? From whom? Risk: Bluntness, and becoming blind 
 to that which cannot be “mined”. 
 Lenses and instruments for critique of INS - we need them Quant - risk of blunt instrument and blind instrument We need instruments for critique of INSes
  • 37. THE HIGHER EDUCATION PARADOX Learn to become a researcher -> to become a teacher I didn’t choose! SUMMARY A Proposal: The occurrence of interactors’ re- tellings of diverse forms of interactive narratives are indicators of successful designs since they indicate that the underlying experiences were important enough to re-tell them. A Suggestion: Analyses of corpuses of re-tellings can be used as instruments for critique of interactive narrative systems. A Lens: Retellings as a 4th layer in a model for understanding story construction in interactive narrative. mirjam.palosaari.eladhari@sh.se