Interactive digital narrative IDN a complexity case (1)
Interactive digital narrative IDN a complexity case (1)
Interactive digital narrative IDN a complexity case (1)
Frank Nack
To cite this article: Frank Nack (2022) Interactive digital narrative (IDN)—a
complexity case, New Review of Hypermedia and Multimedia, 28:3-4, 69-75, DOI:
10.1080/13614568.2023.2173385
INTRODUCTION
ABSTRACT KEYWORDS
This article introduces the NRHM special issue on Interactive Interactive digital narrative;
Digital Narrative (IDN) and Complexity. It first shortly IDN; complexity; narrative
describes the field of IDN and why developments with perception; IDN use cases;
respect to content, content and interaction focus on sound-based IDN; virtual
reality; augmented reality
complexity issues. It finishes with a short outline of the
five papers that form the body of the special issue.
3
She names this kaleidoscopic narrative, adapting McLuhan’s observation, that communication media are mosaic
rather than linear in structure (Murray, 1997, pp. 155–162].
4
In this context also see the ICIDS conference proceeding (https://ardin.online/conferences/icids-interactive-
storytelling/) and the resources offered by ARDIN (Association for Research in Digital Interactive Narratives)
– https://ardin.online/.
NEW REVIEW OF HYPERMEDIA AND MULTIMEDIA 71
5
Example hypertexts are: Michael Joyce (1990) afternoon, a story, Stuart Moulthorp’s Victory Garden (1992), Douglas
Cooper’s Delirium (1994), Shelly Jackson’s Patchwork Girl (1995), Adrienne Eisen’s Six Sex Scenes (1995), Stuart
Moulthrop’s Hegirascope (1997), Caitlin Fisher’s These Waves of Girls (2001), or Stephen Marche’s “Lucy
Hardin’s Missing Period” (2010). See also The Electronic Literature Organization (ELO) that facilitates the
writing, publishing, and reading of electronic literature (https://eliterature.org/). Myst (1993), a graphic adventure
puzzle video game, could also be considered a hypermedia product, as it was built with the Hypercard software.
6
The debate surrounding narratology and ludology will not be discussed here (see [Aarseth, 2001; Juul, 2001]).
The view shared in the texts of this special issue is that games should be looked at for their stories and also be
considered as interactive narratives (some at least) because they are participatory. See for example (Wardrip-
Fruin & Harrigan, 2004; Harrigan & Wardrip-Fruin, 2007, 2009).
7
See for example the works created at the Interactive Cinema group at the MIT Media Lab https://ic.media.mit.
edu/
72 F. NACK
and resolving contradictory plot lines. The agent model collects information
about the story world and characters and generates possible actions in
response for each non-player character in the story. The user model keeps
track of player choices and inputs, so that the drama manager and agent
model can cooperate with the way the audience attempts to interact. The
most popular incarnations of those type of story environments are massively
multiplayer online games (MMOG or MMO) or the massively multiplayer
online role-playing games (MMORPG).8 Current new developments on
hard- and software supposed to lead to the Metaverse,9 which, due to its
focus on social connection and interaction, might point to new forms of
digital interactive narratives.
Thus, the field has already gone a substantial way. However, new narrative
problems arrive to changing expectations of audiences. Narrations suppose to
be personalised in a way so that the perceiver is facilitated to better understand
the complex intertwined processes that shape each life through environmental,
social, economic, political and ethical influences and hence accelerate learning
and improving the personal, group, social or human situation. The particular
hermeneutic possibilities of IDNs, resulting from their ability to facilitate
action, reaction, and retelling, allow the different type of perception change
that is needed for gaining a better grasp on the complex environments
humans encounter. The EU-funded COST network INDCOR (Interactive Nar-
rative Design for COmplexity Representations)10 tries to address the mentioned
aims, with the goal to change IDNs current status from “singular achievement”
of a small group of initiated practitioners to “general practice” of many media
companies. The different working groups of this action work on issues, such as
the development of shared concepts and vocabulary (Koenitz, Palosaari-
Elhadari, Louchart, & Nack, 2020), design conventions, evaluation methods
and a better understanding of the societal effects IDNs can cause.
This special issue presents a number papers collected from the performed
work in this network. The emphasis of the first two papers is to show why
complexity is an interdisciplinary issue and how the collection of available
IDNs can support this content and presentation diversity. The remaining
8
Examples are: Castle Infinity (1996), EverQuest (1999), The Martrix Online (2005), the most successful and best-
know World of Warcraft with its eight expansion packs (2004), or Fortnite (2017). In this context, one could also
consider sandbox games such as Minecraft (2011) or more feasible the Sims (2000), a life simulation sandbox
game that features open-ended simulation of the daily activities of one or more virtual persons.
9
The term “metaverse” originated in Stephenson’s novel Snow Crash (1992) and covers the Internet as a single,
universal immersive virtual world (including multisensory extended reality, and simulated reality) that can be
accessed through the use of computers, smartphones, augmented reality (AR), mixed reality (MR), virtual reality
(VR). (ntin, 2020). Existing applications that can lead to this vision of avatar driven socialising or be considered
part of the metaverse examples are: Second Life (https://secondlife.com/), work spaces such as Gather Town
(https://www.gather.town/), or popular games including Habbo Hotel (https://www.habbo.com/), World of
Warcraft, Fortnite (for those development engines such Roblox (https://corp.roblox.com/), Unity (https://
unity.com/), Blender (https://upbge.org/#/) or Unreal (https://www.unrealengine.com/en-US) need to be con-
sidered). A view on the metaverse beyond VR is provided by Antin (2020).
10
https://indcor.eu/
NEW REVIEW OF HYPERMEDIA AND MULTIMEDIA 73
The paper concludes with a list of recommendations and heuristics for the
design of complex AR installations in cultural heritage environments.
The final paper, “IDN based Framework of Virtual Reality Serious Games for
Solving Complex Issues: A Case Study in the Context of Natural Hazards” by
Shafaq Irshad and Andrew Perkis present and critically discuss the design,
implementation, and validation issues for a virtual reality immersive serious
game to enhance meaningful learning and the overall user experience for the
complex problem of weather hazards. Application of the framework is demon-
strated with a case study. The results illustrate the importance of narrative rep-
resentations in virtual reality serious games and provide directions for
designing and evaluating IDNs for virtual reality systems that address
complex issues.
Acknowledgements
The work presented in this text is supported by the EU COST Action 18230—Interactive
Narrative Design for Complexity Representation (INDCOR).
Disclosure statement
No potential conflict of interest was reported by the author(s).
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