Transmedial Play A thesis essay by Stephen Erin Dinehart May 2006 USC CNTV IMD Stephen Erin Dinehart USC CNTV IMD Thesis Paper 2006 “These elements, thus knit together, enclose the performer as with an atmospheric ring of Art and Nature, in which, like to the heavenly bodies, he moves secure in fullest orbit, and whence, withal, he is free to radiate on every side his feelings and his views of life- broadened to infinity, and showered as it were on distances as measureless as those on which the stars of heaven cast their rays of light…” Richard Wagner 1 Stephen Erin Dinehart USC CNTV IMD Thesis Paper 2006 I came to the USC School of Cinema and Television’s Interactive Media Division with a dream in my pocket, a dream that has driven me to ponder, what is narrative, what is immersive, what is interactive? These questions have led me on a path that artists began exploring long before the immersive stories of ancient Greek theater. From the time mankind first began to dwell in shelter, and ponder questions of existence, such as the caves of Lasso, the drive to escapist expression and immersion has bred storytelling in many forms. Architecture, music, painting, sculpture, song, games, ritual, all created by artists driven to make a ‘better’ reality through the craft of story. Today artists are driven by the same questions made anew by the post-modern era, reborn again in the heart of every modern artist. Each of us taken from Plato’s cave into the light of our subjective ethos, and brought back 2 Stephen Erin Dinehart USC CNTV IMD Thesis Paper 2006 again, struggling to communicate truth in the world of shadows. Today we have many tools for artistic expression, fused together by the equivalent of Alan Kay’s “Dyna-book”, the multimedia computer; which manifests itself in more ways than even Kay imagined. This mission of artistic fusion, begun by the artisans and playwrights of Greek theatre, was a torch carried by Richard Wagner when in 1849 he wrote his essay “The Artwork of the Future”. His aim was to create a future artwork that would unite every branch of art into a common artwork. It was in this Gesamtkunstwerk, or Total Artwork, that the true artist would create a space that would allow the audience member(s) to forget the confines of the theatre and be with all senses absorbed into the Artwork. Wagner believed then that “The true endeavor of Art is therefore all-embracing.” (Packer 4) This message has rung out over time, carried through the media explosion of the last two hundred years, from photography, to radio, cinema, and video games. It has even been adapted by Hitler inspired propagandist politicians, so that now our wars are great media events, uniting all the sister arts into a crafted picture, used to sway public 3 Stephen Erin Dinehart USC CNTV IMD Thesis Paper 2006 opinion. The same techniques are used to sell everything from burgers to action figures. Story worlds and characters traverse across great media divides from print, to screen, to sound with little effort. Transmedia experiences are now commonplace, as it would be of no surprise to see the same character in 4 media forms in any given day. As a child I was exposed to works that were crafted to cross over media formats, transmedia worlds such as “The Incredible Hulk”, “He-man”, “Dungeons and Dragons”, “Teenage Mutant Ninja Turtles”. These franchises to me were play worlds, immersive imaginative spaces in which I could transform myself, and my world, into a multitude of forms. To USC professor and new media theorist, Marsha Kinder I was a pawn in the biggest battle of post-modern American popular culture. She sees the morphing of modern day comic heroes, as Protean in nature; a relation to the Superman of Nietzsche’s “Thus Spoke Zarathustra” should also be drawn. In the poem, Zarathustra calls for a super-human intended to bring humanity to the next level of evolution; this is at the core of our modern mythos (see illustration 1). During the late 19th century, western thinkers began to look east for a new direction. Disenfranchised by the post- 4 Stephen Erin Dinehart USC CNTV IMD Thesis Paper 2006 humus transformations of Western religions, they sought transformation in this life. In the eastern traditions of Hinduism, Taoism, and more specifically Mahayana Buddhism, they found tales of great teachers, Bodhisattvas capable of transformations of being, in this life, through pious practice. Once enlightenment was achieved rather then escape from the cycle of samsara, life and death, pain and suffering, they return to help all humanity achieve a higher state of being. This transformation occurs at no other hand, but the Bodhisattva’s own, an active process that must be pursued if one is to achieve a higher, transformative, state. Armed with this eastern trope of transformation one could now empower oneself to pursue the subjectivity of individualistic truths, taking on a power once only preserved for the gods. “All the gods are dead: now we want the Superman to live…” (Nietzsche 23). From the academics and philosophers, to artists on down to children, this concept was culturally disseminated over the course of a century in various media forms. 5 Stephen Erin Dinehart USC CNTV IMD Thesis Paper 2006 illustration 1: the modern transformative trope In his Action Comics #1 debut, in 1938, Superman, a.k.a. Clark Kent chose to use his alien born powers to bring forth good, to save humanity from itself, acting as a Greek god in power, but Buddha like in nature. A seemingly average, albeit handsome, man transforms into a superhuman fallen from heaven, and rescues mankind from all it’s horrors (pain and suffering). He was born in a century during which new media, and individualistic subjectivity, was spawning in all shapes and forms. Since his inception Superman has seen comic books, radio serials, TV shows of various forms, films, board games, video games, the list goes on. Superman no longer exists as a mere comic book superhero; he is now a myth, held by so many in the recesses of mind. His stories stand as proof to the self that one can overcome the limits of humanity, and transform the world into a better place in the process. 6 Stephen Erin Dinehart USC CNTV IMD Thesis Paper 2006 As Kinder draws for Ishmael Reeds novel Mumbo Jumbo (1972), the pursuit of existentialist individualistic truths has carried over from our souls to media, in some evangelical fashion. “What Reed brilliantly demonstrates is the power that these transformative tropes have in discursive wars of American popular culture-where the stakes are not simply telling the “truth” but in presenting the most compelling version of one’s own mythology.” (Kinder 71) By the time I started watching cartoons and reading comics, say 1983, what was started with Superman had turned into a fanfare of worlds, stories, and perspectives. The battle continues, and may very well be perpetual as culture and media evolve to discover new subjectivities. This battle may have no direr front then the relentless attack on our children’s ethos by media powerhouses and individual artists. “There may be no more important battle field in these wars than that arena where conflicting versions of those myths are first transmitted to children” (Kinder). Media influences viewers, when messages are repeated, just like a good monkey, the human mind responds back in mimicry. A cognitive language is developed based upon these 7 Stephen Erin Dinehart USC CNTV IMD Thesis Paper 2006 experiences. Thus through media experience one comes to define oneself, and how one interacts with ‘reality’, through a common language that transcends cultural borders. In transmedia works the viewer/user/player (VUP) transforms the story and enables the Artwork to surpass medium, to become thought, both conscious and sub, in the fluid imagination of the VUP mind. It is in transmedial play that the ultimate story agency, and decentralized authorship can be realized. Thus the VUP becomes the true producer of the Artwork. The Artist authored transmedia elements act a story guide for the inherently narratological nature of the human mind. (see illustration 2). illustration 2: Transformative media 8 Stephen Erin Dinehart USC CNTV IMD Thesis Paper 2006 It is this all-embracing Transmedia Art that I have sought to execute in my thesis project “Journey of Jin” (see illustration 3), a mobile adventure, that seeks give it’s users agency through choice, responsibility and freedom, it allows the VUP to explore the transmedia environment and compose his or her own experience out of choice. As if the world was a puzzle never completed but always-whole living in the minds and hearts of impassioned viewers. illustration 3: Journey of Jin Given that I have created this world on my own and with little capital, I have chosen to use comic book, music, mobile video game, and web presence, as the core foundations of the project. It is meant for issue based, 9 Stephen Erin Dinehart USC CNTV IMD Thesis Paper 2006 episodic releases in comic, game and on the World Wide Web (www.journeyofjin.com). “Journey of Jin” is intended to assist in transmedial play. The project began in 2001 when I received a vision while in June Katzen’s course at the College for Creative Studies, “Visionary States and the Artist”. I was seeking out my greater purpose. I found it in the world known to me as “UD”. I have always known that I am a storyteller, craftsmen of mirror worlds in the hope that my works can help viewers reflect on their own humanity. A desert planet, spotted in jungle, UD is home to the Menwabe peoples. Comparable to the Iroquois of old, a vast network of tribal cultures that existed in a fine balance with each other and their planet, the Menwabe lived in harmony for ten thousand years before the sickness came. From the north a black smoke laid the land and many of UD’s people fell ill. The council of elders was called, and they in turn called the warrior Jin to seek out an answer, a cure. He traveled north through the dangerous deserts outside his home in Zigat village to find the dwelling of 10 Stephen Erin Dinehart USC CNTV IMD Thesis Paper 2006 Wei, channeler of the Great Wave, the desert herbsman. When he found the Hut of Wei, Jin eagerly sought out the channeler and found him inside over a cauldron brewing. To his dismay Wei seemed to know nothing more than stories of comet storms late one night some 300 cycles ago, the conversation seemed to be less about a cure and more about the universe. The frustrated Jin demanded an answer from the channeler. Wei laughed, and gave Jin a glass of tea, asked him to look inside. After a moment the channeler bid him fair well and teleported Jin away. Spawning him in a strange new land to the north; just outside a city overwrought with the wastes of a society bent on a viral techno-sprawling. The Veron, a species from another world whose hearts, or what remains of them, are bent of the fulfillment of a prophecy of the perfect being, which is said will come to them on UD. Over the course of the journey, Jin transforms, himself into a savior, and his world into a place of harmony. He not only returns UD to a peace once held, but also leaves behind him a way of knowledge; which for generations to come will lead his people, on a path to salvation. While his mission takes another two thousand years after his death to be completed, his is a legacy left 11 Stephen Erin Dinehart USC CNTV IMD Thesis Paper 2006 for future followers to overcome the dark technophile Veron culture that returns in their time. This is the core “Journey of Jin” story, the first game episode of which I have executed in Adobe’s FlashLite 2.0; a vector based interactive solution for mobile devices. The game itself is based on the traditional D20 Role Playing Game’s (RPG) of TSR’s Dungeons and Dragons, as well as the early Nintendo Entertainment System RPG series by Japanese developer Enix, “Dragon Warrior”. The primary difference being that rather than a home theatre experience, intended to last hours and even days, the transmedia system, I have crafted, on mobile, web and print, is intended to be used as a brief distraction portal, meant intermittent for 5-10 minute experiences. Through this media mix I provide a spectrum of experiences that seek to facilitate the needed elements to allow for transmedial play, as described above (see illustration 2). The mobile game engine I produced is a 2d10 RPG, that is, the primary method of determining the outcome of user actions is the ‘roll’, or as in this case the random generation, of two numbers between one and ten. These are then added together, and modified by others variables 12 Stephen Erin Dinehart USC CNTV IMD Thesis Paper 2006 associated with said action, to determine failure or success, and to what degree. illustration 4: Three Play Modes The game has three primary modes, a) Explore, b) Encounter, c) Comatic (see illustration 4). Explore is a wondering and discovery experience where the VUP can find new story points and encounter friends and foes. The Heads Up Display (HUD) consists of a stats window for Jin, and an Explore specific actions menu of, Travel, Spell, and Ponder. Travel being the method for moving through the world, Spell, a menu of non-combat spells, and Ponder, a method of interjecting story tidbits and Menwabe philosophy into the game system. Upon an encounter, the game system cuts to the Encounter mode and presents the user with a series of encounter specific choices. Attack, Spell, Retreat, Defend, Speak, these actions are remixed by the VUP, based on random choice, or as I hope, strategy. 13 Thus, Stephen Erin Dinehart USC CNTV IMD Thesis Paper 2006 this system of choice creates a dynamic experience, which varies in outcome based upon user action. The flow through the gameplay experience consists of a user-driven path through the system as described below (see illustration 5). illustration 5: Play Flowchart As a vector based cross-platform solution, Adobes Flash Platform is ideal for exploring a transmedia network, as described by Marsha Kinder and The Labyrinth Project. Due to its’ cross platform capabilities and it’s native handing of vector-based artwork, the world is easily transported to other mediums. Combined with the power of Nokia’s N-series Smart Phones, the world, as authored, can remain consistent from pocket to desktop. The same revolution that was experienced in the 1990’s, of 14 Stephen Erin Dinehart USC CNTV IMD Thesis Paper 2006 multimedia machines invading the home and workplace, is now being seen in small portable devices invading life in all it’s facets. When I began developing this project I could barley get 8 frames per second on the Nokia 3650 I was working with, but with my current device, donated by Nokia, the N70, I can achieve a higher frame rate and more processing power. Both of which lend to a creation of a Rich Mobile Experience. With the proliferation of platforms, like Adobes Flash, the near future will see a blurring in the line between home, mobile and theatre experiences. Consistent Transmedia will become commonplace and allow for continuous intellectual property (IP) development across media spaces. In these truly immersive media experiences one will be able to disengage from media, at any given time, and still enjoy the richness provided by the Transmedial play experience. The center of the experience then is in the VUP head, a median between the spectrums of perceivable media events. Giving the VUP the ability to choose and remix from the Transmedia network, allows said VUP to produce a subjective media experience, as in life. 15 Stephen Erin Dinehart USC CNTV IMD Thesis Paper 2006 Thus a true next generation story is experienced and interpreted, not told, but VUP produced, allowing a decentralization of authorship, and an active experience of agency; at the same time allowing for creative direction on part of the originating author. Open systems are a bore, to play in and produce; a spectral Transmedia system allows the perception of an open system between the closed authoritarian produced media artifact. Stories are ancient and predate civilization, yet they still drive humanity to change, explore, and better the world. No matter how advanced technology may get, it will remain incomparable to the vividness of the human imagination, the true author of the story perceived as life. The best media allows the VUP to make their own conclusions and bring individualistic subjectivity to the table, while still communicating a message. It is my hope that my Transmedia experience “Journey of Jin” does just that. 16 Stephen Erin Dinehart USC CNTV IMD Thesis Paper 2006 Bibliography: Packer, Randall. Multimedia: From Wagner to Virtual Reality. New York and London: W.W. Norton & Company, Inc., 2001. Nietzche, Fredrich. Thus Spoke Zarathustra. Trans. R.J. Hollingdale, England: Penguin Books, 1969. Kinder, Marsha. Playing with Power in Movies, Television, and Video Games: From Muppet Babies to Teenage Mutant Ninja Tutrtles. Berkley, Los Angeles, and Oxford: University of California Press, 1991. 17 Stephen Erin Dinehart USC CNTV IMD Thesis Paper 2006 Thanks to all those that believe in me, past and present, and have made this possible through their support and love, also to haters, for which without I would have no one to prove wrong. May the future bring us all many blessings. 18