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Showing posts with label Black Mirror. Show all posts
Showing posts with label Black Mirror. Show all posts

Friday, 27 September 2019

Connecting with stories


Dramatic irony occurs when the viewer or reader of a story knows more than the characters. It can be an effective way of making you connect with the story (“Look behind you!”) though if sustained for too long it tends to distance you from the characters (“Doesn’t that numbskull realise the danger?”) and then you've got the opposite effect.

A less immediate form of dramatic irony might plant a seed that will build over time. For example, in the Marvel Cinematic Universe we learn about Thanos’s behind-the-scenes involvement long before the Avengers even know his name. That doesn’t create emotional distance because for most of the saga he’s not the problem they have to face right away. He’s an oncoming storm, but it’s his proxies and allies who present the immediate threat.

Most film and television dramas aren't like first-person novels. There are scenes that don't feature any of the protagonists -- like those early tease moments with Thanos, for example. But when you're telling an interactive story, jumping away from our heroes to another viewpoint gets tricky. The characters expect us to advise and guide them, and the story really only works if we pick a side. (Even if that side might change.) We form a bond with our viewpoint character and that tends to frame how we expect to see events in the story -- not first-person, exactly, but close third. Under those conditions can dramatic irony serve any useful purpose?

An example: in the opening episode of Mirabilis, I cut within the first three pages between Jack Ember and Estelle Meadowvane, both lead characters, and inserted a scene (above) in which we see series baddie the Kind Gentleman in his true devilish form. The Kind Gentleman closes a web of dangers and intrigues around Jack’s life, but it’s nearly two episodes – that’s 50 pages – before they meet face to face. If we’d been interacting with Jack all that time, and knew what we know in the comic, and hadn’t warned him then he’d legitimately want to know why.

Well, let’s think about how we would interact with Jack and Estelle in an interactive version of Mirabilis. We wouldn’t want to do a lot of head-hopping, because interactivity favours a close relationship with one character, so probably you’d let the reader/viewer choose which of our heroes to follow each episode. The more the reader sticks to the same viewpoint character, the more they'll bond with them – but at the expense of not knowing everything the other one has been up to.


What kind of interaction would this be? The “Bandersnatch” episode of Black Mirror reportedly entailed shooting more than five hours of story content. If you’re working in a medium where extra scenes cost money (anything but radio or prose, basically) then you’ll want to steer clear of that Choose Your Own Adventure model – oh, and don’t call it CYOA unless you want to get sued.

Luckily there are more rewarding ways to interact with characters than telling them what to do next. You can chat to them, get them to reveal their backstory (cf Lost), find out how they feel about each other, make subtle hints about what they should say or how they should behave that will influence other characters’ attitude towards them over time. These are the kind of subtle nudges and inputs that we get from interacting with people in real life.

To make that model of interactivity work, you’d have most backstory strands only accessible when cued by something that happens in the story. Jack, thrown in prison, talks about how he used books to escape loneliness and poverty as a child – and that leads him to a realisation that feeds into the plot. In the interactive version, there might be several breakthrough moments when you could get him to talk about that, and several different eureka plot developments as possible outcomes.

So the plot as it is in the comic remains largely unaffected by the player's choices. That's not only to avoid drawing the thousands of extra panels needed for a diverging story, but also because interacting with plot is not what's really interesting. The linear surface story is fine as it is. The interactivity can instead be about exploring interiority, discovering more about the character, and building a closer relationship with them so that they start to share their hopes and fears.

In other words, we can't (and don't want to) change the plot, but we can enrich it with foreshadowing. For instance, maybe Jack confides in the player that, "If anything were to happen to Estelle I'd die." When Estelle is captured by the Big Bad, that moment will now land with even more impact. And, yes, you could do that in a linear story too: Jack just tells somebody else how much Estelle means to him. But in the interactive version it’s a shared secret. It’s something you earned from your relationship with the character. Maybe you even encouraged him in those feelings, and because of that he’s now more vulnerable. Now you’re not just watching the story; you’re part of it. And that's what interactive storytelling is all about.

Friday, 9 March 2018

Love and a sense of wonder


Unless you achieved full consciousness prior to 1977, it's hard to explain what science fiction was like back then. For one thing it was called SF not "sci-fi". And there was none of the Errol Flynn stuff we see today. Well, that's not quite true. There were throwbacks like E.C. Tubbs' Cap Kennedy series. Don Wollheim sent me a stack of those books back in the mid-70s when I'd made a slighting remark about space opera. Little did either of us know that the whole bloody field was about to be set back forty years by George Lucas.

SF was proper, you see. Interesting. Literate. Diverse. Unsettling. Brimming with wonder. I liked it because it stretched me more than the adventure stories I read as a kid. At its best it could boggle the mind and the imagination. The nearest we've got to that these days, outside of books, is Black Mirror.

That's why I like this Kickstarter, In Other Waters, a game by Gareth Martin in which a stranded xenobiologist explores an alien world. That sounds exactly like the kind of perfect science fictional setup that exists on the cusp between the awesome and terrifying infinitude of the cosmos and the all-conquering power of science and reason. Bleak and hopeful, if that makes sense.

The game is relationship-driven, which immediately ticks another box for me, and as well as the game itself backers can get a book detailing the strange lifeforms of this alien world.
I'm slightly wary of recommending In Other Waters because the Kickstarter campaigns I like tend to plummet like Icarus. But Cultist Simulator did okay, so maybe the jinx is broken. This one has a week to run, so if you grok grown-up SF you know where to find it.

And while we're talking crowdfunding, another project you might want to take a look at is Chernobyl, Mon Amour, "a roleplaying game of love and radioactivity set in the Zone of Alienation". I couldn't resist that and plonked my money down right away, so hopefully the Morris Effect won't scupper it. This one is by Finnish designer Juhana Pettersson, who was inspired by a Ukrainian urban myth about a criminal who fled into the Zone and became so radioactive that the authorities had to leave him there.
"You know that there is no return from the Zone. Your crimes are such that society will no longer accept you, and the only thing you have left is the possibility of a new life in the radioactive forest. As you settle into the Zone and meet its inhabitants, you start to yearn for something more. You want love."
Chernobyl, Mon Amour is on Indiegogo, but only for a couple more weeks.

Friday, 17 March 2017

Syfy ho hum

Too many science fiction series are just westerns. A colony of plucky miners is threatened by the hired thugs of evil businessmen. Outlaws ride into town (or land on the planet) bringing danger to the settlers. Somebody wants to drive the railroad/stargate through a peaceful backwater, riding roughshod over the rights of its lawful inhabitants. And then the magnificent six or seven show up to fix it all in a blaze of gunfire.

They were peddling these exact formulae eighty years ago and I've seen SF television shows and B-movies that add almost nothing to it. The weapons fire photons not bullets, but otherwise it's all been done many times before. Even the dialogue sounds like a Gunsmoke repeat.

Why this is a waste: the future offers so many fascinating new stories to tell - just look at Black Mirror, District 9, Blade Runner, Ex Machina. Technology, alien contact, and space travel throw up new opportunities, new perils, and new moral conflicts. If writers stretch their imaginations they can find those stories. Or they can indolently retread a western or a monster movie remembered fondly from their youth.

Have networks decided that SF geeks are content just as long as there's a spaceship in the frame? Don't those viewers care about startling concepts that stretch the imagination? Don't they want drama with compelling characters rather than leather-styled ciphers? Because TV networks are lazy when it comes to SF. They'll continue to fob us off with repurposed western and crime scripts unless we demand great science fiction every time.

Friday, 9 January 2015

Reflections on Black Mirror



In role-playing, storytelling interests me not as the exercise of craft but as something that emerges organically and unpredictably from the whole group. The referee ("Dungeon Master" in some circles) has no business foisting his or her own plot on everyone else. But in most forms of interactive fiction, from gamebooks to videogames, you have to design at least some of the story elements in advance. The gamebook author or game designer needs to be aware of what fiction can be at its very best. In that spirit, here's an example of some very clever writing by Charlie Brooker from his disturbing SF series Black Mirror, a worthy modern successor to the classic BBC anthology series Out Of The Unknown.

In an early scene in “Be Right Back”, the opening episode of season two, Ash and his wife Martha are moving into the house where he grew up. Ash tweets a photo of himself as a kid and Martha comments that it’s sweet. He tells her that it was taken on the first family trip after his brother died. They went to a safari park and “there were monkeys all over the car and nobody said anything.” The smile in the photo was fake, he says, but Martha says that doesn’t matter; his mother didn’t know that, and that’s why she kept the picture on display. That leads Ash on to talking about how his mother took down all his brother’s photos when he died. And the same with his father – “They all went up” (to the attic).

I'll come back to what's so good about that scene, but first let's look at how Brooker handles the nuts and bolts of plot development. This is going to get spoilery, by the way, so go and watch the episode first. Ash is killed in a car accident. Martha is told about a service that helps people to deal with grief by giving them a simulated version of the deceased to talk to. The simulation is based on all records the dead person left – social media, emails, blogs and so on.

A lot of that will have been in the publicity copy for the episode. It would be hard to come to it without already knowing that it's about a wife who deals with her husband's death by getting an AI simulation of him. So how does the writer get us to go along with that without just seeming to go through the motions? The base-level technique is always resistance; if the character resists, the viewer is forced to root for the change. So, naturally, when first told about the service she refuses to listen. Her friend signs her up and she gets an email from “Ash”, which she immediately deletes. But Brooker is too good a writer to let resistance carry us through on its own...

Martha discovers she’s pregnant and, unable to reach her sister, she logs on just to tell “him” the news. She finds that consoling enough to agree to talk to him on the phone after uploading private emails and other documents to help round out the simulation.

Leaving the surgery after an ultrasound scan, she drops her phone while playing the baby’s heartbeat to the Ash AI. Of course the AI is in the cloud, but the broken phone scratches open that raw wound of grief. When she gets home and can speak to him again, she agrees to move “to the next level” – an android body into which Ash’s simulated personality is downloaded.

Notice how each step in this progression is tied to the secondary plot development: Martha’s pregnancy. Without that, we’d just go cycling through the stages of the relationship from text to speech to physical body. Even with token resistance from Martha, that would feel like jumping through inevitable hoops. But the even more predictable progression of the pregnancy grounds the current of expectation, so that the consequent development of the relationship with the Ash AI (right up to a kind of home birth in the bath, incidentally, to get the android started) feels uncontrived.


Back to the first scene. A great scene is always loaded with meaning, and this one achieves a number of things with subtlety, economy and clarity. First and most obviously, it shows us that Ash is very active online; he’s barely in the house before he’s tweeting the photo. But that’s just a plot set-up for later. More importantly, the scene introduces the theme of how to deal with grief. “Nobody said anything,” and the photos that were packed away in the attic. From which it’s clear that denial is regarded as unhealthy, and the drama that follows will explore the diametric opposite: keeping the deceased in your life.

There’s also a story seed planted here. Does it matter that young Ash’s smile was faked for his parent’s sake? Martha thinks not, and she’s about to have a relationship with an android who is faking its whole identity for her sake.

Finally, the scene foreshadows the very end of the story, where we come back after the birth of Martha’s daughter to find out what she has done with the Ash android. He’s in the attic, just like those photos.