Tcamp11/Narratives
From Open Literature
Contents |
Useful Links
- http://wetellstories.co.uk
- http://echobazaar.failbettergames.com/
- http://www.archimedes.plus.com/shaggydog/flaws.html
- http://www.bloomengine.com/cycles/index.php
- http://twitter.com/#!/search/%23storytelling
- http://www.easternangles.co.uk/index.html - behind some installation theatre
- http://www.nytimes.com/2011/03/06/magazine/06Riff-t.html?_r=1&pagewanted=all
Discussion
- Multi-platform Altered Reality Games often designed with coroporate groups in mind
- How conservative are readers? Interactive fiction a completely different psychological impact
- Less commitment to a work if its on the internet, which is such a plastic medium...
- Interactive writing aims to create the impression that the reader is interacting with 90% of the word when it is only 30% in reality
- Cross media initiatives often result in digital orienteering between sites online
- Amount of technology in our lives now impacts the way we want to comunicate (//rise of the novel and correspondence technologies...)
Crowdfunding
- Problems with collaborative writing and big publishing: contributors required to sign away rights in order to facilitate the publication process
- Crowd-funding initiatives tend to novelty...
- The dead and crowdsourcing historical novels of the future: what happens to your facebook profile, etc. when you die?
- Online stories need a hook: place, receptacle to fill with crowd input
- Model of the story as world and route through that world (i.e. plot); when crowdsourced: world element suffers no dramatic change except larger growth, but plots multiply...Genre offers direction?
Output
A Taxonomy of Online Narratives: (original draft)
- Alternative Reality Games (ARGs)
- Interative Fiction
- Fictitious Online Personae (FOP)
- Multimedia Stories
- Twitter Stories
- Digital Games
(Other factors, frequent online but not limited to this world): crowd-sourcing, promotional material, fan fiction)