A General Theory of Dramatic Structure for Interactive 3D Environments. Tamiko Thiel

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A General Theory of Dramatic Structure for Interactive 3D Environments Tamiko Thiel tamiko@alum.mit.edu www.tamikothiel.com

Traditional narrative theory You need characters in order to have drama. Create drama by building tensions between characters. Audience engagement comes through identification with characters Assumes traditional medium (book, theater, film) with passive audience.

But: There is drama in climbing a mountain, watching a sunset, wandering through a city. The audience YOU are interacting with the environment The drama takes place between YOU and the environment. You have agency -> emotional responsibility for your actions and outcomes

Two forms of first person viewpoint : Traditional narrative media: First person narrative viewpoint Interactive media: First person experiential viewpoint

First person narrative viewpoint..

First person experiential viewpoint..

First person experiential viewpoint Designer creates framework of experiences for the user. User = Audience = Main Character = Silent Narrator I am experiencing something myself User has agency story doesn t happen without her engagement.

First person experiential viewpoint Focus on the user: Character development should happen in user. i.e. designer choreographs emotional journey the user should go through while experiencing the piece.

First person experiential viewpoint Real life examples: Non-competive performative (e.g. music, sport) Rituals/ceremonies (e.g. weddings) Guided tours (e.g. citywalks, castles)

Third person experiential viewpoint 3 rd person POV is special case of 1st p. POV i.e. the world includes my avatar Experience of avatar NOT important Experience of user while manipulating avatar IS important (e.g. Laura Croft)

Dramatic interest in games: Interactive by definition Audience = User User follows rules to achieve goal User investment of time, effort creates engagement

Who is left out if interactivity == games? Non-gamers who: hate to lose or hate competition don t value investing time into learning rules, solving puzzles But also: Situations with limited time ( gallery, museum, public space, websurfer)

Who is left out if interactivity == games? We need to develop interactive structures with fewer rules to reach a wider audience. Focus more on process / experience rather than learning rules/achieving goals

What I was looking for: General theory of dramatic structure applicable to all media Abstracted to understand how emotion is provoked in humans as response to aesthetic experience -> independent of medium

Emotion and Meaning in Music (Meyer, 1952) Psychological theory of emotional affect: Emotion is aroused when a tendency to respond to a stimulus is arrested/inhibited e.g. smoker reaches for cigarettes, but pack is empty. Conscious or unconscious tendency to respond creates expectation. Arresting that tendency creates emotion

Emotion and Meaning in Music (Meyer, 1952) In music (or any time-based art form) Music works within defined tradition or structure: e.g. medieval Western, classical Western, Jazz, Rai, US Rock, etc Within a given structure rules & conventions define (for example): what is perceived as happy, sad, etc. allowable/expected transitions (e.g. Sukiyaki Ue o muite aruko )

Emotion and Meaning in Music (Meyer, 1952) Within a given structure composers provoke emotional responses by: setting up listeners expectations, then playing with their expectations: surprising, frustrating, rewarding, etc.

Emotion and Meaning in Music (Meyer, 1952) Examples: Repetition creates expectation (and desire) for change and completion Doubtful / ambiguous stimulus (significance, function, outcome unclear) creates desire for clarity -> we believe in purposefulness and integrity of the artist.

Emotion and Meaning in Music (Meyer, 1952) But manner of clarification not predictable: Expectation creates state of suspense Suspense is ignorance of future course of events, which creates doubt and uncertainty, which is perceived as a lack of control, which creates apprehension and fear -> even if there is no specific object causing this fear.

Emotion and Meaning in Music (Meyer, 1952) Any stimulus must be progressively intensified over time Effectiveness diminishes as we become used to the stimulus. Without change in stimulus, expectation of relief (or some sort of change) diminishes -> i.e. we lose interest and disengage

Does drama theory relate to music? Freytag Diagram (Laurel, Computers as Theatre )

Sonata-allegro form (stolen off the web):

Musical form vis a vis narrative form Conversation with Betsy Marvit, composer Introduction / opening sets general mood (i.e. expectations) Introducing main theme is like introducing main character

Musical form vis a vis narrative form Secondary theme = new and different character o What is their relationship? o How do they cause each other to develop? i.e. creates anticipation Resolution of dissonance/conflict between themes is like resolution of story

Consequences for interactive media Designer composes choreography for story Leads user through sequence of dramatic moods, experiences -> like composer composing a symphony -> hyperlinked structure: will be episodic rather than one grand climax Allow user to have agency -> emotional responsibility for their actions and outcomes

Consequences for interactive media Focus on internal emotional states of user What should user feel at each stage? Curiosity, trepidation, delight, fear, surprise, frustration, relief, exaltation Create balance of positive and negative

Consequences for interactive visual media Ideally using life-sized image: Engage kinesthetic sense, sense of scale Body s perceptual mechanisms respond as if images, events are real

Philip Thiel, People, Paths, and Purposes Emotional effect of space sequences of spaces on the user -> from first person experiential perspective

Anatomy of space..

Kinesthetic experience of space...

Space Establishing Elements (SEEs)

Order, explicitness of space Emotional affect depends on situation: comforting or claustrophobic freedom or lonliness exhilaration or vertigo

Emotions reinforced / determined by: Music, light, denotation of environment (prison, garden), etc.

Vietnam Veterans Memorial (WaDC, Maya Lin) Exposition ( opening scene / overview ) 26.01.2017 34

Vietnam Veterans Memorial (WaDC, Maya Lin) Rising action (development): Descend into V Names, height of wall increases, enclose you Climax: Apex - height of our involvement in Vietnam Names, wall 10 high. 26.01.2017 35

Vietnam Veterans Memorial (WaDC, Maya Lin) Falling action (denouement): Deaths, height of wall reduces 26.01.2017 36

Vietnam Veterans Memorial (WaDC, Maya Lin) Resolution: Re-emerge into daily life 26.01.2017 37

How does our theory fit in here? Spatial, metaphorical experience Not character-based i.e. NOT interaction between two soldiers. First person experiential viewpoint: focuses on effect of space on your emotions. 26.01.2017 38

How does it engage us? Yes, there are characters: other visitors add to emotionality of the environment, searching for names, leaving offerings But main effect is on user: Interactive - visitors must physically engage with the piece and descend into the V Addresses our sense of scale, enclosure 26.01.2017 39

Summary First person experiential viewpoint Drama takes place between user and environment (which can include characters) User has agency -> emotional responsibility for actions and outcomes Character development happens in user. Designer choreographs emotional journey for user.

Summary Within a known structure provoke emotional responses by: setting up expectations, then playing with the expectations: surprising, frustrating, rewarding, etc. Create balance of positive and negative to avoid boredom, stimulation overload

Tamiko Thiel tamiko@alum.mit.edu www.tamikothiel.com