in DM2006-NARRATIVES FOR INTERACTION (TUT), Research

Reflections: Hamlet on the Holodeck

It is interesting to see how multimedia was developed from the early days as a derivation of early cinema. In modern day, the change in how media is designed and delivered as an experience is more often more aesthetical than theoretical or conceptual.

Eliza as an early piece of work is revolutionary. I am particularly impressed by how convincing (though primitive by today’s standards) its conversations appear to its audience. This is all done by the simple yet effective mechanism of mirroring, which has roots in psychology and therapy. From this it’s evident to me that when humans interact, we are subconsciously ‘looking’ into a mirror of ourselves, constantly searching for answers to our deepest questions or fears. Many times, we feel as if we don’t have an answer, but when the same question is re-contextualised and mirrored back to us, we are mysteriously able to work through our thoughts and convey an understanding. Here, Eliza simply functioned as a soulless intermediary in bringing our hidden thoughts to the surface.

There is also something much more powerful with text-based adventure games of the past. The written word is infinitely much more expressive than any complex high-technology graphics-loaded game could ever be. Its fidelity, richness and believability, is only limited, by its authors’ choice of words and the players’ imagination(most have incredibly expansive ones). There is also unsaid power in immateriality; in the world of computer graphics, there is a constant definitive benchmark for what is believable, immersive. And there is always room for improvement. Yet, when left in the realm of unknown, imagination is boundless, promising infinite levels of richness and personalisation. Thereby lies the paradox of a creation that is not quite polished, yet it feels more complete than something that is definitely tangible and quantifiable.

There is also the issue of spatial limits. In prose-form, there is literally no boundary. The boundary extends as far as the player wants it to go. But for the graphically-enriched equivalent, it can only extend as far as the budget allows.

Vivid descriptions can draw an audience into a complex sequence of interactions and deep immersion, but when the same is attempted with visuals, every little detail that is invested has to be seen/heard to be fully absorbed and processed into the player’s psyche. Textually, no such obstacle exists. The player is singularly, reading and reliving every letter and word. Nothing is missed. Everything is ‘seen’ and ‘heard’.

There is truth in less is more after all…