Tag Archives: narrative

The story of ourselves

The New Scientist CultureLab blog is running an interesting set of pieces about storytelling in the (post-)modern world (for which there is, regrettably, no single unifying tag or category to which I can link you); it’s probably due to a global swelling of interest in such matters coinciding with my own self-education curve, but in the last few years it’s felt like everything has started to boil down to narratives – the stories we graft on to our experiences so that we can make sense of the world.

Of course, by the terms of the theory, that is a narrative in and of itself… but before we get caught in an infinite loop of meta, let’s skip to this article that wonders how the changing structure of the narratives we produce in our art and culture will affect the ones we produce in our heads.

Gazzaniga […] thinks that this left-hemisphere “interpreter” creates the unified feeling of an autobiographical, personal, unique self. “The interpreter sustains a running narrative of our actions, emotions, thoughts, and dreams. The interpreter is the glue that keeps our story unified, and creates our sense of being a coherent, rational agent. To our bag of individual instincts it brings theories about our lives. These narratives of our past behaviour seep into our awareness and give us an autobiography,” he writes. The language areas of the left hemisphere are well placed to carry out these tasks. They draw on information in memory (amygdalo-hippocampal circuits, dorsolateral prefrontal cortices) and planning regions (orbitofrontal cortices). As neurologist Jeffrey Saver has shown, damage to these regions disrupts narration in a variety of ways, ranging from unbounded narration, in which a person generates narratives unconstrained by reality, to denarration, the inability to generate any narratives, external or internal.

[…]

If we create our selves through narratives, whether external or internal, they are traditional ones, with protagonists and antagonists and a prescribed relationship between narrators, characters and listeners. They have linear plots with a fixed past, a present built coherently on it, and a horizon of possibilities projected coherently into the future. Digital technologies, on the other hand, are producing narratives that stray from this classic structure. New communicative interfaces allow for novel narrative interactions and constructions. Multi-user domains (MUDs), massively multiplayer online role-playing games (MMORPGs), hypertext and cybertext all loosen traditional narrative structure. Digital narratives, in their extremes, are co-creations of the authors, users and media. Multiple entry points into continuously developing narratives are available, often for multiple co-constructors.

These recent developments seem to make possible limitless narratives lacking the defining features of the traditional structures. What kinds of selves will digital narratives generate? Multi-linear? Non-fixed? Collaborative? Would such products still be the selves we’ve come to know and love?

As heady as these implications seem, we should not get carried away. From a literary perspective, digital narrative’s break with tradition will either be so radical that the products no longer count as narrative – and so no longer will be capable of generating narrative selves – or they will still incorporate basic narrative structure, perhaps attenuated, and continue to produce recognisable narrative selves.

Or, to put it another way, “we just don’t know, so we’ll have to wait and see”. But it’s fascinating stuff, if only for the tantalising offer of a place where literary theory, anthropology and hard neuroscience might one day all meet up… and that would be an awesome place to spend one’s life theorising, don’t you think? 🙂

Uncertain Futures: a history of Cold War era sf in America

You know how it usually works: you get back from a few days away to find your email inbox full of invoices, frantic requests for assistance and other things clamouring for your immediate input. Makes trying to find things to blog about a bit tricky… unless you find something like this email from Morgan Hubbard of the University of Massachusetts-Amherst nestling among the others:

I’m a grad student at the University of Massachusetts-Amherst. I recently debuted Uncertain Futures, an online exhibit on the cold war history of American science fiction. It’s heavy on visuals and media, and I’d like to think it’s breezy and narrative enough to hold a reader’s attention. Is this something Futurismic might like to mention?

It certainly is, Morgan – and not just because of its conveniently timed arrival! Go take a look, folks; it’s good accessible scholarship married to striking yet usable web design. Not just an insight into science fiction’s past, but maybe an insight into the long-overdue future of the academic paper in a multimedia landscape…

Thanks again, Morgan!

Tell Your Own Damn Stories! Games, Overreading and Emergent Narrative

In a move that is somewhat unusual for a videogame column, I would like to ask you to consider not a game or a development in the gaming industry but a film… and not just any film, but an obscure art house film.

Poster for Las Horas del DiaJaime Rosales’ The Hours of the Day (2003) (a.k.a. Las Horas Del Dia) tells the story of Abel.  Abel lives with his mother and operates a decidedly unglamorous clothing shop in a run-down part of town.  He has a low-intensity relationship with his girlfriend who wants them to move in together, he has a passive-aggressive relationship with his shop assistant who wants more severance pay than Abel can afford and he has a rather tense friendship with another man who wants him to invest in a marketing project.

Though these relationships dominate Abel’s life, he is distant from all of them; he bickers with his mother, he sabotages his girlfriend’s attempts to find them a flat and he ruins his best friend’s wedding day by casually revealing that the bride once made a pass at him.  In all of his dealings, Abel comes across as weirdly detached and disconnected, as though the human world is somehow beyond his comprehension.  This disconnection from every-day social reality makes Abel almost impossible to understand.  We do not understand why he sabotages his relationships and we certainly do not understand the savage murders that Abel carries out seemingly at random throughout the film.  Because Abel’s motivations are so completely impenetrable, it is remarkably difficult to extract anything resembling a human drama from the events depicted in The Hours of the Day.  The film does not appear to be a comment upon unhealthy relationships or the absurdity of existence or even a portrait of one man’s descent into madness.  It is simply a series of events presented in chronological order.  Stuff happens. Continue reading Tell Your Own Damn Stories! Games, Overreading and Emergent Narrative

Paying Attention is Not Fun: Crackdown 2

Back in 2007 Realtime Studio’s Crackdown limped onto the XBox 360.  Originally intended for release on the original XBox, Crackdown had been beset by technical hitches and a series of disastrous decisions during the development process.  Despite Realtime receiving quite a bit of aid from Microsoft, the game’s testing did not go well.  In fact, it went so poorly that Microsoft decided to package the game with the Halo 3 demo in a desperate attempt to boost sales and recuperate some of the money spent during the game’s epic development cycle.

Originally conceived by David Jones — one of the developers behind the original Grand Theft Auto (1997) — Crackdown was intended as an attempt to go one better than the GTA franchise.  Where GTA had you running around a sandbox-style city causing chaos and climbing the ladder of the criminal underworld, Crackdown gave you super-powers before letting you loose on a similar sandbox-style city.  The reviews were surprisingly positive, because Crackdown managed to capitalise on one of the great joys of GTA: ignoring the plot and blowing things up.  Crackdown was all about the fun. Continue reading Paying Attention is Not Fun: Crackdown 2

The kids are, contrary to media coverage, all right

Why are there so many negative stories about teenagers in the media? Because that’s what older folk like to read.

Silvia Knobloch-Westerwick of Ohio State University gave 276 volunteers an online magazine to browse. She found that older people preferred to read negative news about young people, rather than positive news. What’s more, those older readers who choose to read negative stories about young individuals receive a small boost to their self-esteem as a result. Younger readers, in contrast, prefer not to read about older people at all.

[…]

We gravitate towards information that confirms our opinions, and tend to avoid that which will undermine or challenge us. It is just one of the many examples of cognitive biases at play in decision-making and judgment. Having our prejudices confirmed makes us feel better about ourselves, that is why we get the gleeful urge to say “I told you so”. This study may be most revealing because it does not demonstrate a general schadenfreude, but a one-directional, specific effect that should give us pause to think about the media’s coverage of young people.

It’s confirmation bias all the way down!