Showing posts with label digital fiction. Show all posts
Showing posts with label digital fiction. Show all posts
Thursday, January 03, 2019
Metafiction and Black Mirror
Towards the end of his story, Simon Herzog, the protagonist of Binet's postmodern detective satire 'The Seventh Function of Language', begins to wonder if he is really just a fictional character. 'How do you know you are not living inside a work of fiction?' he asks. This sort of literary self-consciousness is a familiar metafictive device and it works well against the backdrop of literary theory and the walk-on cast of poststructural theorists that populate Binet's tale. Something similar happens in 'Black Mirror: Bandersnatch' in which Stefan Butler, an obsessive videogame programmer, suspects that he may be a character controlled by Netflix viewers. Of course, that's partly true, but then the play is in the carefully plotted choose-your-own-adventure story. And just like Binet's use of the device it's a neat fit, Stefan is working on branching narratives as well as being in one. But maybe we, as viewers, are also being 'played' by Netflix, as they learn whether there's a market for this sort of interactive experience. That's an intriguing question. For a while there has been the suggestion that some sort of interactive videogame/film/narrative hybrid is about to break, and of course there have been experiments. The real question is whether Black Mirror goes far enough. Given the possibilities of a more immersive experience through VR might it just end up being a dud - a choose-your-own-adventure story that works well as a 1980s nostalgia piece but little else? Or could it gain enough attention to finance some bolder experimentation, something that moves beyond self-referential fiction into a more developed form? Maybe Netflix already has the answer.
Sunday, October 26, 2014
Fictions
In writing about virtual worlds and video games recently, I found myself reaching deep into 'the canon' to illustrate the enduring appeal of imaginary worlds. Using the Tempest I rehearsed the idea that dramatic performance, and the imaginary world that is conjured up by it, is an 'insubstantial pageant', with a cast of characters involved in a sequence of events that we temporarily believe in. Following this I argued that a play could be seen as a prototypical virtual world - as an event-space that is real enough, and takes place in real time with all the material supports of a theatre or similar venue. Members of the audience are embodied and present, but yet the world they are transported into is constructed in their individual imaginations, and filtered through their own particular lived experiences. Of course video games are different in all sorts of ways- ways which I won't go into here, but my intention was to argue for the familiarity (and cultural history) of what you might call imagined worlds. Attending the launch of the Reading Digital Fiction exhibition on Thursday evening, I was struck by how a different discipline works its way into the same territory. In her succinct opening remarks Astrid Ensslin reminded us how digital fiction sits somewhere between literary fiction and video gaming, as well as how print fiction lives on whilst digitally-born narrative continues to evolve. The common thread of how new and old narratives work to engage our imaginations emerges again, along with the idea that digital technology often end up troubling existing categories such as the distinctions between games and stories, art and life, the real and the imagined. It was a successful thought-provoking event, and underscores the fact that digital fiction is now old enough to have a history.
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