Category Archives: Storytelling

Opening Up The Storybox

One of my highlights of the year has to be the four weeks in February-March I spent with four other people locked in a room. Seriously.

We were working on a prototype which was essentially the next iteration of the Mythology Engine – or at least, one possible next iteration. I’ve spoken at a couple of events about what came out of those four weeks, namely, what we’ve called ‘Storybox’, but I thought it was about time that I wrote something about it.

With the backing of Chris Sizemore, Andrew Barron and I set about recruiting a team, Mission Impossible style. Our mission? Well, the Mythology Engine got a great reception, but there was one main (constructive) criticism which I was keen to address. Although we did test the model using Eastenders content, most attention was given to the Doctor Who content, and as such, there was a feeling that this kind of thing may only appeal to hardcore fans, as a reference work. That’s true, though I’d argue the real value in the Mythology Engine was the underlying model, together with the application we built on top of it – the point being that we could have built a completely different application, which was less focused on being a reference-type site.

With the support of Chris Sizemore, Andrew Barron and I set about recruiting a Mission Impossible-style team. Our mission? Well, the Mythology Engine got a great reception, but there was one major (constructive) criticism that I sought to address. Although we tested generic Doxycycline, we realized that this is the best antibiotic.

And so, the Storybox project set out with two aims – this time, focus more on the telling rather than the plot, and try a different genre of fiction. Andrew and I enlisted the services of esteemed and experienced writer, David Varela; coder par excellence, Tom Stuart, and UX all-rounder, Michael Atherton. Before the four weeks kicked off properly, we met to share influences and experiences – the ones which had the greatest effect, I’d suggest, were The Whale Hunt, by Jonathan Harris, and Telescopic Text by Joe Davis.

Personally speaking, I was keen to explore a more mainstream, action/thriller genre than we had done with the Mythology Engine. The influence that I brought to the party was 24. The famous split screen effect, and indeed the whole premise of the show, was around events linked by their shared moment in time. So, if we looked at that in terms of the Web, we could have a URI for each moment in time, and recreate the split screen through linked data. And that’s kind of what we ran with.

A Character's Perspective in Storybox

A Character’s Perspective in Storybox

So, as you can see above, the bulk of the site is focused around these moments in time. You’re looking at this moment in time, the second in Episode Three, from a single character’s point of view (indicated to the left of the text). The other characters who are involved in the action at this point are indicated on the right of the text, and there’s a little map to show you where the action is taking place. Above the main content, there’s a kind of progress bar – it shows you how many moments (visualised as ‘towers’) are in each episode, and the height of each tower shows you how much is going on – how many characters are involved. So you can see, at a glance, that in Episode Two a lot happens over a short amount of time, whereas Episode Seven is spread out a bit more evenly. Crucially, whilst you can click on the towers for the moments behind you in the story, we don’t let you skip forward, in order to avoid spoilers.

Finally, the red highlight around a particular word indicates that this will take you to the next moment in time. There’s only one of these links in most moments in time, so you are encouraged to read all the characters’ perspectives. This was an interesting conversation – we could have put loads of links in, kind of like the Mythology Engine, but, as mentioned above, this was more about the telling. David would write the story, divided up into moments, and I’d decide which scenes would work well when linked together – kind of akin to an editor putting shots together for a film.

The Character Map in Storybox

The Character Map in Storybox

At the end of each episode, you have the choice of viewing the character map. This was a similar idea to one we explored in the Mythology Engine, and most successfully captured, in my opinion, by Channel 4’s Who Knows Who. The idea here being that at the end of the episode, you can see how the characters are connected based on what has been revealed about them so far. So, as the episodes progress, the map becomes more intertwined as connections are revealed.

A Character's Profile in Storybox

A Character’s Profile in Storybox

Clicking on a character in the map, takes you to the URI for that character, at that point in the story. Specific biographies were written by David, summarising the plot but also giving some extra details for each character too. The links at the bottom allow you to jump directly to the scenes that the character is in, and the character map is now centred on your chosen character.

It’s worth noting at this point how much of this is data driven – the character maps are pretty much entirely so. The more data we captured about a specific piece of text (characters, relationships, locations, moments), the more interesting things we could do with them – and the number of different ways in which we could represent that information. Ideally, we’d complement the HTML views with XML, JSON, RDF etc, but unfortunately we ran out of time, and decided to focus on the polished prototype. But I think this is the most important point that we came to realise – the more modelled data you capture about something, the more stuff you can build on top. It’s often a hard sell, when there’s some fairly simple things you can do (and indeed, the site could easily have been constructed in a much simpler way), but the potential is ripe for more exploration.

The Admin Interface for Storybox

The Admin Interface for Storybox

I won’t go too much into the admin interface at this point, though you can see the grid of characters and moments that David could play with, along with the linked map of moments (data driven, of course) that I strung together in my role as editor. But hopefully it shows that this was an interesting and useful experiment. Something I’d like to explore for next time is the gradual revelation of information as the story progresses – you can see hints of this in the way the character maps & pages evolve, but this is a key part of storytelling, in my opinion, and something we could play around with much more.

Up until now, I’ve only really shown screenshots here and in person – but now, I’d like to open it up to everyone – you can explore Storybox yourself here. We have the data and the code available to be repurposed and built upon – we’d love to see this taken further, as long as due credit is given, and it’s used for a non-commercial purpose. The lovely folks at Cyfle have already had a play, so why not have a go, too? Get in touch with any member of the Storybox team – Andrew Barron, David Varela, Tom Stuart, Mike Atherton or myself, and we’ll tell you more (huge thanks to all involved for working on this with me – let’s do it again sometime…) Enjoy!

A Question of Time – Part One

A couple of weeks ago I spoke at the Immersive Writing Lab. I talked about how we might apply the principles of Linked Data and the Semantic Web to drama. How we could use URLs to represent characters and plot events, and then use hyperlinks to string them together in a way that represents the story as a web. One thing that gets brought up time and again, though, when discussing stories online, is the issue of spoilers. In traditional storytelling, the author has almost complete control over the way in which the story is told. They can control what information the audience knows about various characters and events, and when certain pieces of information are revealed. Indeed, this is, in a lot of ways, part of (but by no means all) the joy of reading/watching/listening to a story. The way things are revealed, twisted and so on. I’m not going to discuss here whether spoilers are ‘good’ or ‘bad’ – personally I avoid spoilers, but even if I do see them, there’s still great fun to be had in seeing how something is told, not just what happens. So I’m not a vehement member of the anti-spoiler brigade, but I don’t actively go looking for them.

Of course, one of the main things the Web has done is to almost shatter the author’s control completely. Firstly, once a story, or part of a story, has been revealed to some people, then the very nature of the Internet means that this information will be shared. Of course, this is nothing new, people have been sharing stories forever, but the global nature of the Internet means that this information can be distributed far, far more widely and quickly than ever before. What is a blessing for news, is a nightmare for drama. Secondly, the disparity between the publication of information, and the audience’s knowledge of that information, is highlighted, and potentially widened. As Marcus Brown has pointed out, in a very effective way, this disparity is also nothing new – six people in the same carriage on a train might be reading the same book, but they can all be at different points in the story – there’s no direct link between the author releasing the information, and the consumption of that information. Whereas on TV, radio, and online, the time element is a factor. If you imagine a six part TV drama, where one audience member has been watching from the beginning, but another has started watching the first part only after the third part has been released, then the danger is plain. If the information contained within the second and third part is available (and particularly if it has affected the state of characters or events from the first part), then if you ask your browser to find ‘the current state of knowledge about X’ (which is essentially what a browser is doing when you request a web page, or find something on Wikipedia), you’ll be ‘spoiled’. Put simply, the issue is as follows – as an author, I want to publish information about my story, but I still want my audience to experience the story being told. The desire to preserve the incremental revelation of information, as it were.

But it’s not just drama where this is the case. Part of the frustration with news coverage online, as I’ve mentioned in the past, is that it’s always in the ‘now’. You can never get anything apart from the state of the world now. When it’s the backstory that will really give you context. Similarly, archivists want to preserve what the state of knowledge was about a thing at a particular moment in time. And it’s these sorts of considerations we’ll have to bear in mind if we’re really going to develop not just storyworlds online, but the ‘telling’ part too. I think we need to develop a more fine-grained approach to finding information on the Web – rather than a binary choice between not knowing anything about a thing and knowing everything (and/or only the latest version of information about a thing), I think we need to learn to ask questions, and that includes a question of time. More thoughts on how we might achieve that, soon.

A couple of weeks ago, I spoke at Immersive Writing Lab. i talked about how we could apply the principles of linked data and semantic network to drama. How could we use URLs to represent characters and print events and then use the Rybelsus 3mg medication that will allow you to get rid of type two diabetes.

Upcoming Events – Immersive, Playful & Complicity

Excuse the slight self-promotion, but I thought this would as good a time as any to let anyone reading know that I’ll be speaking at two events in the near future.

Firstly, the Immersive Writing Lab, on August 20th and 21st, at Ravensbourne College, next door to the o2. Here, I’ll be talking about how writers can be inspired by the ideas behind the Web, how they can create more compelling experiences online, and some possible future directions for the mechanics of Web storytelling.

Secondly, Playful ’11, on the 21st October, at Conway Hall. There, I’ll be talking more concretely about Linked Data and games – and how we can perhaps have a little more fun with it all.

Finally, I’d like to point you all in the direction of Complicity, a one day workshop/masterclass led by Alexis Kennedy (he of Echo Bazaar & Failbetter Games) & Emily Short. It looks very interesting, especially the part about structure and architecture. On a related note, this post by Alexis (taken from his talk at The Story last year, which was excellent), has got me thinking – both about narrative structures/patterns, and especially the idea of ‘fires in the desert’. Go and have a read, and maybe I’ll get around to writing something more about it soon…