“I think we should put some mountains here. Otherwise, what are all the characters going to fall off of?” -Laurie AndersonAs a storyteller and theorist on the role that narratives play in our lives, I am concerned with how we produce stories, particularly in our contemporary, hyper-mediated age. We are exposed to narratives everywhere we turn, from the news and movies, to the expression of our memories and daily experiences. Despite this overwhelming abundance of narrative forms, it seems that people often take in stories passively, and do not think about how each of us are continually narrating the world around us. The uncertainty over the future of print media and the Internet’s allowance of the production of rapid and potentially low-quality narratives point to a pressing need to encourage people to continue to learn and enjoy the art of good storytelling. To this end I have created a game and technology, called the Unlimited Story Deck, which can be used to highlight the ways in which we construct narratives, both individually and as communities, and encourage people to tell and enjoy telling new and quality narratives.
There is a myth that that the authorial process is a challenging, mystical, and solitary craft. On the contrary though, everyone is telling stories all the time; the ability to form narrative connections between diverse concepts in our lives may be one of our most rudimentary abilities. Scott McCloud, in his Understanding Comics, suggests that we make such intuitive narrative connections when making sense between the panels of comics . We recognize patterns and desire causal or associational relationships between the contents of our experience, regardless of what those contents are or the contexts and mediums in which they are encountered, just as in comics we don’t need to be told how to interpret the variously arranged and disjointed panels. The Unlimited Story Deck works by presenting its users with a variety of such juxtaposed concepts, from which we can recognize and express our narrative connections.
But what are these contents or concepts we recognize and construct narratives from? The Pre-Socratic philosopher Anaximander believed that all reality was constructed from one underlying substance that he called the Unlimited, essentially a storehouse or database of all potential qualities that could be intermixed and expressed in the world . While this was subsequently disproved as a valid physical theory of the Universe, it may serve as a metaphor for the field of storytelling, in that all narrative realities are constructed from the intermixing and expressing of the unlimited storehouse of conceptualized language. Specifically, we find in stories concepts for characters, settings, events, objects, and dynamics, which are intermixed and expressed in a variety of ways. Each card of the Unlimited Story Deck presents one of these types of storytelling concepts, which can be played in a variety of ways to construct narratives.
While one of my aims is to see how we tell stories outside of expected forms or mediums, (otherwise how might they be novel), it seems we can tell stories from concepts because they are familiar or recognizable from our experience; we know the associations and trappings and how they might be used. There are through the wealth of human narratives certain types of stories that are told again and again, and which anyone who has ever read a book or watched a movie might immediately recognize. Like Anaximander’s Unlimited, one imagines a database of all available narrative types, a technology that Heidegger would call a “standing-reserve” of concepts , which reveal these concepts for us to use in story creation. For the Unlimited Story Deck I have collected such recognizable types of content, which should allow its users to more readily and enjoyably create narratives. Though the form of a deck is limited, physically by the need to shuffle the cards, the permutations of narrative connections between any of these concepts is as unlimited as the human imagination.
While I believe our ability to form narrative connections is intuitive, telling stories still takes work. As media theorist Espen Aarseth suggests, texts are machines for the production of narrative meaning that require the input of a human user to make them operate . Even traditional narrative forms like the novel require some amount of feedback and interpretation from the reader to make sense of a story. On the other hand, this ergodic feedback can be fun, when viewed as games that encourage us to enjoy the act of problem solving or narrative resolution . While it does not present the kinds of goals typical of games, the Unlimited Story Deck is intended to induce the same kind of fun when played by randomly generating concepts that we have to express as narratives, and as such stands in a tradition of storytelling and card games that require interaction to form narrative connections.
Aarseth notes that one of the oldest books, the Chinese I Ching, makes use of discrete nonlinear/random methods for being read, producing 4096 possible distinct readings from the permutations of its symbols . A similar and more direct antecedent is the divinatory system of the Tarot, which presents its users with randomly drawn cards that each contain a concept or archetype from which a reading is constructed. Some important aspects of the Tarot to note are that 1). The archetypes are drawn from familiar or basic situations in human life, 2). Provide open guidelines for the spatio-temporal arrangement and reading of the cards, and 3). Ask the reader to consider the cards and their constructed narrative as a representation of the reader and their personal associations to the cards’ contents.
This last point becomes important when considering another antecedent: that of role-playing games such as Dungeons and Dragons. Though many actions in RPGs are decided through the chance of dice rolls, this kind of game’s fun comes primarily through the story that the players and game master construct and express from the randomness of events and charts of possible outcomes. The players are encouraged towards this act of narrative construction because they identify themselves with the characters in the story. While the Unlimited Story Deck could be used in a similar, self-representational way, it seems that this identification between reader and character may be an integral part of how we interpret stories: by imagining ourselves into the situations and relationships presented these become real for us. Many of the cards in this deck have thus been addressed to the user to encourage their involvement in the stories that can be constructed.
A last few antecedent forms to consider include collectible card games, such as Magic: The Gathering, where players place cards on the table that each represent different characters or forces operating on each other. While this may look the most like the Ultimate Story Deck, collectible card games don’t generally encourage narrative creation and have very particular constraints of game play and goal-situations. Another card game worth mentioning though is Fluxx, where the cards played change the rules and end-situations of the game. This is closer to the player relationship to the cards played in the Ultimate Story Deck, but once again without the use of narratives. Lastly is the card game 1000 Blank White Cards (which I have yet to play, and so can’t speak freely about how it operates), essentially blank cards drawn on by the players to make up the game as it goes along. The Ultimate Story Deck seems very similar to this, but with a preset range of cards and a focus on narration somewhat more similar to the Surrealist storytelling game Exquisite Corpse, where a narrative is made up by people passing around sentences to be finished or continued.
This project is still unfinished, the cards are being designed and should hopefully be done next week in time to start play-testing how the Deck works. More details forthcoming.
1. Scott McCloud. Understanding Comics: The Invisible Art (New York: HarperPerrenial, 1994) 62-4
2. Philip Wheelwright [Ed.] The Presocratics (New York: Macmillan, 1985) 53
3. Martin Heidegger. The Question Concerning Technology. Basic Writings. David Farrell Krell [Ed.] 322
4. Espen Aarseth. Cybertext: Perspectives on Ergodic Literature (Baltimore: John Hopkins University) 20-1
5. Raph Koster. A Theory of Fun for Game Design (http://www.gamasutra.com/features/20041203/koster_01.shtml, 11.30.09)
6. Aarseth 9
2 comments:
I wanted to mention that I have a storytelling game called Gloom in which players receive cards which tell the result of a story (in a humorous, Edward Gorey style) and must make up the story which will end in the card. Perhaps I could arrange for it to visit with me.
That sounds exciting, you should definitely bring it over.
Gorey was a huge influence in how I wrote the descriptions for the cards in this deck.
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