On Stage
Imagine God walking on stage. He needs no spotlight because the glow from his body illuminates the dark room. Sitting down in a black, comfy chair, he glances over at the stack of books on the mahogany table. He crosses his fingers and grins. “I won’t be needing those,” he gestured.
Before reading the words of Chris Crawford, I have thought of God as a creator, a force to love and fear, but not a storyteller. Does he control our every move? Is there freewill? “Every event that takes place in the universe happens according to His benevolent design. There are apparent evils in the universe, buy they are all part of God’s greater intentions…a terrible disaster is an “act of God,” but so is a murder.” If a murder was an “act of God” and all living beings are ruled by the concept of determinism, are we solely responsible for all forms of punishments?
After reading Inkheart by Cornelia Funke, I find the relationships between the author and his/her more complicated than just the mind of one individual producing the realm of the others. “Like some omnipotent god, the story builder decides their actions and predestines their fates. Conversely, the history of the universe is nothing more than a huge story written by God that we act out.” There is a saying in Chinese that the pen is more powerful than a sword. Sure, with a sword, a warrior can slice through ogres and disable a fiery beast, but with a pen, an emperor can end thousands of lives by signing a single execution document.
I find that playing the game of “interactive” storytelling with children is the most fun, because like Annie, they are “forgiving audiences.” Similar to Annie’s grandpa, I enjoy my younger brother’s interruptions. I “come in with basic principles of storytelling, and then…makes up the story…in response to,” my brother’s, “needs and interests.” However, I can understand why designers of games, writers, and authors would want to hold the reins of the story. “If the story is to be truly interactive, the player must be able to change they story, but if the player changes the story, the artist cannot control its development, and the player will likely ruin the story.” If players or fans could contribute their ideas to the storyline Friends, would the success of the show increase or decrease? Instead, would the story just branch out like a tree on hormones and then tumble down because of all the weight?
In a recent post, I mentioned the games Soulcalibur III and Ark the Lad Twilight of the Spirits. Both are constructed around a constipated story. True, the games are not truly interactive, because like a movie, there is more reaction than interaction. However, despite this flaw, I enjoyed the games. After leaping through the “hoops” by fighting ridiculously strong villains and/or searching for more than half an hour for an item, the short clip is a worthy reward. Dissecting this concept further, I find the relationship between the game designer and player much like a trainer and his/her animal. For performing the correct task, the animal receives a reward. The animal anticipates the reward and the trainer can keep the animal “on its toes” or entertained by making the rewards random (not following a pattern). Would a designer make a game show a clip only every five complete task? Would that make the player lose interest or keep them playing because they know when the video will show? Should each clip only last a certain amount of time? Think of a trainer giving a lion only beef. What about the other meat varieties?
Source: Chris Crawford on interacting storytelling
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Mundo” (The Great Theatre of the World), the author begins by giving the
performer responsibility for the execution of the work:
Pues soy tu Autor, y tu mi hechura eres
Hoy, de un concepto mio
La ejecución a tus aplausos fío
“For I your Author am, and you my work
Today, from a concept of mine
Its execution to your applause I trust.”
Applause in this case might be considered the approval of the task in question.
In his role as God, the Author creates a world, which is a reflection of his will and intellect. It distributes roles and lets the world of his creation provide the vestments (appearances) that define the character with which man will try to reach at the end, his destiny.
Further, Calderon has the world itself state that it only obediently executes that which, although brought about or created by it (the world) the miracle belongs to the actor that enacts his/her given role. There are no spectators in Calderon’s play. Each of us is an actor, and thus responsible for our own image and creation.
The Author in Calderón’s “Gran Teatro del Mundo”, anticipates our confusion with the notion of “virtuality” and reminds us that all life is a drama, a performance:
…aquello es representar,
aunque piense que es vivir,
Pero yo, Autor soberano,
Sé bien qué papel hará
Mejor cada uno; así va
Repartiéndolos mi mano.
"…that, is representation,
though you might think it life,
But I, sovereign Author,
Know well which role each player
Will play best; and thus
I hand them out."
Although the actor believes it is life he is enacting, the Author reminds him that it is all a representation, where we all perform the optimal assigned role. This “performance” is obligatory, since “it is mandated by universal, or God’s laws”. Therefore it is the actor’s responsibility to effectively fulfill the role with the character and the means he or she has been given to execute it.
This binding to act, this being by design, strikes me as the root of the ethics question and an essential and ineluctable element of our own creations.
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Pedro Calderón de la Barca y Henao (January 17, 1600 – May 25, 1681), was recognized as the foremost dramatist of the Spanish Golden Age.
Autos sacramentales( Spanish auto, "act" or "ordinance"; sacramental, "sacramental, pertaining to a sacrament") are a form of dramatic literature which is peculiar to Spain, though in some respects similar in character to the old Morality plays of England.
The Text above is a quote from my thesis "Roboethics and Performance" (Linz, 2008)