June 9th, 2010 by Mary Hamilton
Alison Gow recently wrote an excellent post suggesting that newsrooms should get rid of the dummy – the page plan that tells print new teams what space we need to fill in the paper and where.
She said:
Everywhere I’ve worked it’s been called something different – The Book, The Plan, The Dummy, the Flatplan – but recently I’ve started wondering if it should be called The Box, because we think inside it.
… the HOW of filling a newspaper can become more absorbing and demanding than the WHAT …
…I would love to hear the phrase ‘How many words do you want?’ replaced with ‘How do you want this told?’ Is that happening on any editorial floors in the UK’s regional press yet? I’d love to know – because that really would be a converged newsroom.
I’d love to know too. As a general print journalist without an official specialism – and as a trainee, too – I’m not yet at the stage where the demands of the dummy consume my day as much as they do the content editors who have to fill its hungry boxes.
But the demands are becoming more apparent. We’re in the process of switching from a Microsoft Word-based CMS to Atex, built around InCopy and InDesign – and designed to allow reporters to write directly onto the page.
In effect, that means many stories have to be written to an exact length. Things weren’t particularly flexible for us before – we were writing to imaginary boxes 30cm or 8cm or sometimes 450 words long – but we could tweak our stories if we discovered they were “worth less” than we thought. That’s still going to be possible, but not as easy. Instead of writing the story to whatever length reporters felt was best and letting subs pick the right story lengths to fill the page, we’re now starting to see a situation where we have to work out how long our story will be before we begin to write it and set pen to paper.
It’s a different way of working and it may well suit some journalists better than it does me. But for me, the psychological impact of writing a story into a box is that I find myself stretching stories to fit, squeezing an extra quote or two in or lopping off a few facts.
And I have to change that. If stories are too long or too short then they’re in the wrong box, and I have to move them to fit. But that process has illuminated for me the problems of writing for boxes in the first place, especially for the web. If we write the boxed-in print version first, the web version will never flow the way it could given the unlimited space we have there to play in.
Allen Ginsberg once said – though I can’t find a cite online for it, I’m informed by a university tutor – that the length of a line of poetry can be constrained by the paper you write on. (Another beat poet, LeRoi Jones/Amiri Baraka, wrote him a letter on a length of toilet paper afterwards.) His argument was that the words should fit the breath instead.
Boxes constrain and limit us, and force unnatural shapes onto the writing process. No matter how many journalists, editors and newsrooms begin to break away from the dummy and start asking how we can tell stories instead of what shape they should be, if the technology we use keeps dragging us back there, journalists will still be writing 30cm page leads first and thinking about everything else – including innovating for the web – as secondary.
May 25th, 2010 by Mary Hamilton
Yesterday, Nick Booth at Podnosh posted a transcript of a conversation on Twitter where he asked for useful analogies to describe the internet to people who’ve only experienced radio and tv.
The conversation – and the comments – got me thinking about the way metaphors limit what we can understand about the online world and affect how we use it, particularly the page/document conceptual metaphor that pervades our language.
We use print language constantly online. Web pages, archives, scroll, above the fold, inbox, email, post. The metaphor is pervasive and often goes unnoticed as we use the language that reinforces it, making it hard to tease out the implications and assumptions of this mindset.
But pages aren’t flat, static, words on the screen as we see in print papers. What happens if we call a page a node? Or a window? Or a stream, a fall, a flow, a conversation, a connection, a junction?
Conceiving of pages as stories, for instance, opens up the idea of letting journalists develop an entire story online, rather than in our notebooks. Posting complete transcripts of interviews, not just the quotes we think are important. Including raw footage alongside the edit for those who are interested. Asking at early stages of a project where users think we should be investigating more. Incorporating links to our research and visualisations of our data not when we think they are relevant but when we stumble across them.
Conceiving of pages as junctions makes flat print-like design stand out as inadequate – not fit for their intended purpose, which is to facilitate forward movement and choice for reader.
And what if, instead of a reader, we have a traveller? The idea of a reader implies commitment, passivity, and above all a text-based medium. A traveller is someone who can leave at any moment, and opens up the idea of the page as a literal place – a location that can be moved through and explored rather than a document.
Thinking of the web as a series of pages gets us print design replicated online, lacking the myriad subtleties that are possible in a space that is simultaneously a limitless sea of connections and a location and a conversation and a lot of other things. Essentially, it gets you the front page of the new Times website – pretty and clean, but flat and without the cues many travellers use to make meaningful journeys through the web.
Thinking of it in any other way at all requires seriously examining the words we use, and playing with putting others in their place. Each conceptual metaphor has its own problems – calling the internet a brain inadvertently implies the organised hivemind that Twitter users protest does not exist, for instance – but we need a library (or bathtub, or pantry) that’s full of different options in order to open up new ways of thinking about what’s possible online.
April 26th, 2010 by Mary Hamilton
For those who don't know, on Saturday I and a team of others ran the seventh Zombie LARP game. We're hoping the next major event will be a big leap up in size, in ambition and in attendance. But before that happens I want to note down a few of our important principles – and important problems we need to solve.
What on earth is Zombie?
First, though, an explanation. Zombie is a live-action simulation game where people take it in turns to try to survive in an industrial complex overrun by the living dead. We run several scenarios over the course of the game, with a different group of people “surviving” in each one. When players aren't trying to get out alive, they're pretending to be zombies so that someone else can have a turn.
The game is a sort-of bastard child of traditional
live-action roleplay (LARP) systems, fast-paced video games like
Left for Dead, and the kinds of cowboys and Indians/summer water pistol games you played when you were a kid. The combat resolution system is based on Nerf guns (players shoot zombies) and a low-contact mechanic (zombies touch players on upper arms to represent biting, mauling etc.)
If you've read this and you still have no idea what we do, please leave a comment to tell me. I'm trying to improve my ability to explain the game to people who have never played a LARP or a video game before, so the experience would be useful.
How are we telling stories in Zombie?
Video games almost always have plot. Sometimes that plot is
stretched over 50 or more insanely complex hours; sometimes it's
over in minutes so you can get on with killing things. Sometimes the storytelling is so
deeply entrenched in the game that it's inseperable from it; sometimes it's abstracted from it so that the
gameplay and the overarcing story are essentially separate entities. And sometimes the plot is about football.
Almost all LARPs are plot oriented. Some big games have top-down storytelling systems where world-changing events are affected by the big players in the game, while others have grass-roots player-oriented plot systems that allow even the most minor player characters to affect the universe.
In Zombie, plot takes a back seat to gameplay. Players might have twenty minutes at most to survive, and most of them won't. That time seems a lot longer than it really is thanks to the game pacing and the adrenalin (much like the experience of riding a rollercoaster) but long-term character development is not an option, and neither is sticking around to watch the game world evolve. Zombie does have a wider plot system and the players can and do affect what happens, but when you're running screaming down a corridor pursued by the undead trying to eat you, it's impossible to take that in.
As refs and storytellers, we do several things to try and work with the game elements to make the game story rewarding. Most of these were worked out through trial and error and getting it badly wrong before we worked out how to get it right.
- Broad brushstrokes. We talk in bold black-and-white hyperbole. Every run is all-or-nothing, do-or-die. Players are given missions that affect the fate of the wider game world, so their actions carry weight and the game retains a sense of urgency.
- Metaplot and wider world. Zombie has an overarching plot framework that makes it possible to slot game events into place. There are several organisations in the game's world – a shady scientific corporation, an armed resistance unit – and the real-time games take place within a framework created by the actions of those organisations.
- Sandboxing . Runs in Zombie are set up to be sandboxes where the players can take many different routes to the goal. We have set pieces for players to encounter – a room full of injured survivors, or a super-powerful zombie intent on taking them down – but those are never static events that play out in a pre-defined way. They are elements of the game world that add authenticity to the run without scripting players' actions or requiring them to act in accordance with anything.
- Emergent stories. This is a common concept in video game design but in my experience is used much less outside specialist gaming environments. It refers to narratives that are uncovered or revealed during gameplay, and which require input from players to understand and piece together. For Zombie, I commonly use the term to describe stories about moments in the game that are unpredictable and unpredicted, that form unique and structured narratives, and that are the result of player interaction with their environment.
And this is the important one. We try and make sure that after the chaos of the run, players have their own, personal stories to tell. We give them space beforehand to construct back story for themselves – encouraging team action – and we give them briefing time and attention afterwards to help them construct individual and group narratives about what happened. We try to give them tools and communities in which to tell those stories, we respond to them and retell them and incorporate them into the structure of the game.
Some stories filter out and fall. Others become local legends – the tale of the player who leapt six feet over a group of zombies only to later be mauled to death in a dead end, or the player who hid from the zombies successfully for twenty minutes before his mobile phone went off, alerting them to his presence (he died shouting “Now is not a good time!”). Last night one player managed to obliterate about 40 zombies with a heroic show of power – that story too will be permanently recorded in the mythology and mythos of the game. We give people awards for creating brilliant stories – often those awards are nothing but a shout out, a retelling of their story and a biscuit or a sticker, but they carry value and people strive to obtain them.
What's so good about emergent stories?
Zombie is an activity that, at heart, is very difficult to share. It's designed and conceived as a completely immersive experience while you're playing, making it very hard to film video or take pictures. Backchannel chat, feedback and social sharing in real time are impossible. Very few images or films survive from our early events (though a couple of Youtube videos do get a steady stream of views and bring in occasional new interest three years later).
But even in the first game, our players found a way to share their experiences. They told stories to each other and to their friends, passing on their favourite experiences orally. Almost everything we've done with our storytelling framework since then has focussed on creating the brilliant moments that make those stories, and encouraging people to tell them.
In planning meetings we make lists of “moments of awesome” that will be memorable if they work right, things that will stick in the mind. We put single zombies in weird situations just in case a player stumbles across them. We make tableaux, design interesting characters for players to meet and memorable situations for them to meander into.
We try not to dictate the stories. More often than not they happen organically. We can't make the player team split up and get lost; we can't force someone to go to incredible lengths to avoid in-character death; we can't ever guarantee that what we do will be the focus of player attention. More often than not our efforts simply go to create a better atmosphere for these experiences to occur. We make it easier, but it's the players who make it work.
And we can't dictate how the players ought to tell stories. We try to give them as many routes as possible online, both by creating our own community area and by using Facebook (and Twitter to a lesser extent) to curate and collect and encourage. Stories like this are ephemeral, and while we want people to tell them and we want a long-lasting record, we know we can't rely on ever having one.
Many non-gaming events rely on video and images for a record. Increasingly, conventions and similar (relatively passive) events are relying on backchannel chat and the wider analysis of that conversation to provide useful data and a lasting record of what occurred. For us, the record lies in memory and in oral channels that are hard to replicate online – because of the immersive nature of the experience along with various technical issues, it's impossible to get an idea of “what it's like to be at Zombie” from any one medium. But when our players tell their emergent stories, that has immense value for us. It's the best marketing possible because it comes with a direct endorsement and genuine enthusiasm. It's an elusive currency but it's vital to our survival and it's been integral to our growth.
There are four main areas of uncertainty for me that arise from our approach, with questions that I don't yet know how to answer. They are:
- How do we continue to foster personal, individual experiences and therefore stories while scaling our game upwards? If there are 180 players instead of 60, how does that affect our model?
- How can we encourage people to create and share content online that resonates with their emergent stories without sacrificing our immersive in-game experience? We already have teams going in with cameramen to film them, but the footage is necessarily low-quality and shaky and never reflects the full experience. How can we depict the game in ways that encourage emotional response and act as anchors for emergent stories in the same way that text can?
- How can this model apply to other events? How does it fit with (un)conferences and industry events? Networking events? Rallies? Fetes and carnivals? Riots and demonstrations? Is this another way of looking at and describing oral history? Or does this work to foster, encourage, document and curate emergent stories have journalistic potential?
If you have any suggestions for answers, or any more questions, please share them in the comments.
Posted via email from InterMediaMary
April 3rd, 2010 by Mary Hamilton
It’s not the most beautiful meal in the world, but it’s one of my favourites: garlic soup.
The idea for this meal came from book called Outlaw Cook by John Thorne – both the initial recipe and the approach I tend to take when cooking it. The recipe as given is very simple, based on a Spanish dish eaten by those too poor to eat much else, and nicknamed ‘Water of Life’ for its heartening, comforting qualities.
One thread running through the book I the idea that cuisine is intensely personal. Outlaw Cook tells John Thorne’s own story of learning to want to eat and cook well – from eating packaged foods in bed to the discovery of pasta to building a bread oven in his back yard. And though my journey has been different there are elements that are very familiar to me. When I stood in my own kitchen for the first time age 16 I too had no idea where to begin.
Perhaps the hardest thing to learn so far has been how to improvise, understanding textures, tastes and flavours so that it becomes possible to conceive of a taste, go to the kitchen and create it from raw materials. Outlaw Cook was the first food book I read to revel in that sense of play in the kitchen. And that’s what garlic soup is about for me.
There are a few elements that remain constant every time I make it.
Garlic is the base, usually a combination of fresh and smoked, sometimes pickled, generally crushed or very finely chopped. Often there will be beans involved – kidney or butter beans usually, but sometimes others. Almost always I will grill strong cheese on top of stale bread and line the bowl with it, pouring soup on top. Rarely if ever will I add anything to thicken it.
The rest is pure invention every time, and a glorious way to bring fun to cookery.
To make today’s incarnation:
Crush together pink and smoked garlic, bird’s eye chilli, dried red chilli, sun dried tomatoes, sea salt and fresh thyme, to make a paste.
Sweat the paste in butter with bacon lardons and finely diced shallots.
Add a tin of butter beans, water, tomato purée and vegetable buillion, and simmer till it is tasty, not watery but not too thick or reduced.
In the mean time grill a slice of stale bread spread with tomato purée and topped with mature cheddar.
Serve the soup ladled over the bread and garnished with cherry tomatoes and a few very thin slices of fresh pink garlic.
Posted via email from InterMediaMary
March 23rd, 2010 by Mary Hamilton
My copy of February’s ICON magazine finally arrived – including a selection of microfiction written by readers in response to a prompt. Here’s my entry, which you can find on p82.
She walks to town. I make maps from her iPhone’s footprints.
Her geocodes build a city for me to explore. Height. Plans. Street View. Sales. She pushes a cold nose up against hard glass, desiring. Each window is a tab.
I stride her steps at home between the hours. She sees new graffiti. I see blurred cyclists. She sees the grit and people. I see usability.
She looks up.
At night I move my small hands across the vast city of her skin.
Posted via email from InterMediaMary
March 10th, 2010 by Mary Hamilton
All gamers now are accustomed to the linear narrative, playing through a sequence of events with no choice or impact on the direction the story takes.
Most of us are getting used to branching narratives, simple option systems that open up differing dialogues, games areas and endings.
But Assassin’s Creed 2 is the first mainstream game I’ve played to make parts of the plot entirely optional and intentionally obscure.
First things first: I’m going to focus on Assassin’s Creed 2 in this post. There’s a lot to be said about narrative in the first game, but I’m the wrong person to write it because I found the cut scenes impossibly dull. So dull, in fact, that I generally went to put the kettle on while they happened. There are still plot points I’m unsure of as a result.
On the other hand, the second game cut scenes are slick, interesting and – crucially – well-voiced. Assassination scenes are limited to two or three sentences at most – sometimes still very incongruous, but much less flow-breaking and tea-inducing.
There are two congruent narratives running through the game – the story of Desmond, living in the present day, who has just escaped from the evil Templars who were forcing him to relive his ancestral memories, and is now working with the good Assassins, who are, um, asking him very nicely to relive his ancestral memories.
The second narrative is that of Ezio di Auditorre, the subject of Desmond’s memories and the main focus of the game. Desmond learns the Assassin skills he needs through living Ezio’s life, learning how to use a hidden blade and fall off incredibly tall buildings while suffering absolutely no ill effects. Oh, and some stuff about 15th-century Florentine intrigue and conspiracy.
Where things get interesting is the third narrative. The game doesn’t force you to get involved in what it neatly describes as “The Truth”. At no point does it force it on you. There are signposts but no map markers, hints but no spoilers, and not once are you hindered by choosing not to explore the hidden story.
At a fairly early point, Desmond is asked to find a weird glowing glyph on a building. If you do, you discover a password-protected encrypted file, and must solve a simple puzzle to reveal a snippet of narration and a video file.
There are 20 of these, each puzzle more difficult than the last. The videos and narration add up to reveal a vital and tantalising slice of the Assassin’s Creed backstory that provides clues to the next game and rounds out the game’s cliff-hanger ending in a very satisfying way. It leaves you with answers that lead to more questions.
But even within the puzzles there are more stories. Each puzzle takes real-world historical events, or great works of art, or scientific breakthroughs, and links them intricately to a massive web of conspiracy. Combined with Ezio’s narrative – which tallies closely with real-world events throughout – the game edges closer and closer to alternate reality territory.
And then you find the puzzles within the puzzles. Messages encrypted in Morse code within paintings within the glyphs, never acknowledged or explained. There are dozens of these, easy to miss, even easier to ignore, but each one is decipherable.
The impact of these little asides is not merely to problematise the existing story – adding vignettes and asides that most players simply are unaware of – but also to trouble the relationship between the game and the real historical events it links to. Forcing players to go beyond the fourth wall to decipher puzzles opens up the structure of the story to deeper interpretations than are possible in most games. Assassin’s Creed 2 positions itself, like Dan Brown’s Da Vinci Code, as part fiction, part fact, and hence blurs the lines between the two. Complex analyses are springing up, not only solving the obvious puzzles but the hidden ones too, and players are using those analyses to attempt to uncover the “true” story of the game – the history of the Assassins and Templars. In effect, gamers are creating a fictional backstory using factual history and pointers from within the game. It’s a collaboration and a fascinating puzzle – and entirely optional.
Also it’s a lot of fun to throw yourself off tall buildings.