Image credit: Jurvetson. Mexican film director Guillermo del Toro in the June 2009 Issue of Wired magazine offered some provocative thoughts on the future of storytelling and games. I look at this through the prism of storytelling's role in telling a culture's story and the opportunities to improve the work of cultural relations, and against the backdrop of having worked for many years tilting against the windmill of the death of journalism as editor of the Online Journalism Review.
del Toro: In the next 10 years, we're going to see all the forms of entertainment—film, television, video, games, and print—melding into a single-platform "story engine." The Model T of this new platform is the PS3. The moment you connect creative output with a public story engine, a narrative can continue over a period of months or years. It's going to rewrite the rules of fiction.
Wired: It sounds like you're talking about an entirely new form of storytelling.
del Toro: Think about the way oral tradition became written word—how what we know about Achilles was written many, many years after it made its way around the world with different names and different types of heroes. That can happen when you allow content to keep propagating itself through different kinds of platforms and engines—when you permit it to be retold with a promiscuous form of mythology. You see it when people create their own avatars in games and transfigure their game worlds.
Wired: How is that interactivity going to change Hollywood—and the way directors like you make movies?
del Toro: [Legendary B-movie producer] Samuel Arkoff once told me there are only 10 great stories. That's where the engine and promiscuity come in. Hollywood thinks art is like Latin in the Middle Ages—only a few should know it, only a few should speak it. I don't think so.
Wired: So how will the public story engine tell those same 10 stories differently?
del Toro: We are used to thinking of stories in a linear way—act one, act two, act three. We're still on the Aristotelian model. What the digital approach allows you to do is take a tangential and nonlinear model and use it to expand the world. For example: If you're following Leo Bloom from Ulysses on a certain day and he crosses a street, you can abandon him and follow someone else.
He also offers some choice words about how games are failing to maximize the storytelling potential of the medium.
[WIRED: Q&A: Hobbit Director Guillermo del Toro on the Future of Film]
0 comments:
Post a Comment