Narrativity: Experience & Event (Chapter 4)
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Transcript of Narrativity: Experience & Event (Chapter 4)
Narrativity: Experience & Event
A Dissertation Submitted to the Division of Media and Communication
of The European Graduate School in Candidacy for the Degree of
Doctor of Philosophy
By Deborah Katherine Griggs September 2013.
Table of Contents
1. Statement of Purpose (1)
2. Etymology & Genealogy of Narrat* (3)
2.1 Etymology: narrate, narration, and narrative (4)
2.2 Aristotle: Patient Zero (6)
2.3 Nietzsche: Chiasmic Mimesis and Control (7)
Mimesis (7)
Theory as Cultural Control (10)
2.4 Narratology: Arborescent Branchings (13)
2.5 Narratology: Play (18)
3. Narrat* Rhizome (23)
3.1 Historical Accountancy (26)
3.2 Dream Narrators, Linguistic Unconscious, & Archetype (27)
Dream Narrators (29)
Linguistic Unconscious & The Discourse of Other (36)
Archetype & The Hero's Journey (44)
3.3 Narrative Turn & Applied Narrative (48)
Corporate Narrative (50)
Political Narrative (52)
Narrative Medicine (54)
Enculturation & Narrative Competency (58)
3.4 Narrative Genealogies: Anti-climax (61)
4. Transmedial Thresholds: The Devil's Weed (63)
4.1 Game Design & Interactive Storytelling (63)
4.2 Virtual Drama (72)
4.3 Virtual Reality (76)
Immersion & Interaction (77)
The Virtual (80)
Poetics of Immersion (84)
4.4 Transmedial Narrative (85)
Narrative as Strategy (87)
Oral Narrative: Frames, Boundaries & Gesture (89)
Film Narrative: Material & Function (94)
Pictorial Narrative: Configuration (97)
4.5 Critical Thresholds (101)
5. Narrat* & Philosophy (104)
5.1 Interdisciplinary Landscapes (105)
5.2 Philosophy of Stories (109)
5.3 Narrative Perspective (113)
5.4 Narrative & Time (117)
Temporal Discordance (118)
Narrative Concordance (120)
Mimesis (122)
5.5 Narrative & Experience (126)
6. Narrativity (132)
6.1 Narrativity: The story so far… (133)
6.2 Paradigm (135)
6.3 Performativity (138)
6.4 Mediation (140)
6.5 Dynamic Processes (144)
6.6 Philosophy (147)
6.7 Narrativity Revisited (149)
7. New Points of Viewing (150)
7.1 Experience as the ground for narrative appearance (152)
4-Transmedial Thresholds: The Devil's Weed
The encounter of narrative theory with the so-called digital explosion
and consequently with Virtual Reality (VR) proved to be a critical threshold in
several core morphogenetic processes within narrative tradition. While the
digital explosion engendered much socio-academic skepticism regarding the
effects of digital media and life with the digitally virtual—whether fears
regarding social isolation, loss of privacy, and uncontrolled access to
information or the effects on standardized language and traditional
paradigms of learning—narrative theorists turned to investigations of digital,
virtual and, eventually, transmedial narrative and, in doing so, entered an
interdisciplinary realm that connected to media theory, psychology, and
philosophy. What lies between the explosion and the questions arising from
this interdisciplinary growth is what Deleuze and Guattari would call the
devil's weed—that nurtured in the gullies created by the run-off. One stream
fed rhizomes of narratological bodies, while another nurtured stray segments
carrying philosophical, psychological genes, leaving a bed of genetically rich,
bastard growth with potential to shake narrative's theoretical core.
4.1 Game Design & Interactive Storytelling
Much of the first popular and scholarly work on digital narrative was
undertaken by game designers or those investigating the nature of computer
mediated interactive stories: e.g., designer Chris Crawford's Interactive
Storytelling, scholar and designer Michael Bhatty's Interaktives Storytelling,
or programmer and scholar Janet Murray's Hamlet on the Holodeck. This type
of game-oriented analysis focused on such aspects of digital narrative as the
structuring and programming of multi-linear paths within an overarching
narrative, interactive production of storyline, character and storyworld
modeling, user immersion, and replay.
Basing its analytical paradigm on broad views of myth, brain function,
and computer processes, game designer Chris Crawford's Interactive
Storytelling describes narrative as a socio-linguistic phenomenon employing
mental functions of pattern recognition and sequential processing, one that
has naturally developed over the course of human evolution for the purpose
of storing and transmitting cultural information, as well as exploring or
explaining interpersonal relationships. Crawford's theoretical orientation
toward plot is both structural and archetypal, as evidenced by his references
to Propp's morphological sequencing, Georges Polti's list of dramatic
situations, or Aarne-Thompson's catalogue of tale types. His theory of
character or the "personality model" similarly begins with an archetypal core
but is further developed on the basis of programming constraints. The
resulting rules of characterization are that the model 1) cover the behavior
range of [the] storyworld, 2) [be kept] as small as possible [in terms of
data], 3) achieve conciseness through orthogonality, and 4) [mirror] the
behavioral universe of the storyworld. To this basic model, Crawford then
adds four variables: intrinsic personality traits such as "greed, lust, pride,
etc."; mood or "emotional state"; volatility or "readiness with which mood
variables can change; accordance or the "readiness with which relationships
change"; and relationship, i.e., with all other characters. (182-193)
Overall, the conceptualizations of both plot and character adhere to
narrative tradition and convention, focusing on morphological patterns of
structure that lend themselves to logical causal sequencing and patterns of
psychological structure that relate to standard (stock) views of character
motivation—factors that also respond to the demands of computer
functionality, mediation and programming. However, although Crawford does
not explicitly develop or even seem to note the psychological or philosophical
perspectives in his design model, his discussion of the conversion of plot
events into processing sequences or personality models into algorithms
suggests a view of plot and character as dynamic systems of interactive
exchange between user and processer or, in other terms, author and reader,
subject and Other. Crawford's conceptualization of plot shows a flexibility
similar to Barthes' structuralist paradigm, in which the space between fixed,
cardinal functions can be "opened up" to leave room for added subplots or
minor events. In Crawford's plot model, however, the spaces open up as a
result of participant choices or user-defined personality variables. Also
different is the way that interaction transforms plot into "a cyclic process
between two or more active agents in which each agent alternately listens,
thinks, and speaks" (29). All of these differences are potentially of interest to
philosophies of narrative. Rather than a view of an archetypal journey or set
sequence according to Jung or Campbell, we see the play of personality
variables, contextually unique conditions, and interaction between
programmer-program-user in forming a narrative sequence of events. The
result in the context of the game is that narrative is viewed as a complex
play of forces, even though there is ultimately potential to achieve only a
limited number of fates in an unalterable, pre-programmed world and the
"play" in this world is the play of gears in the storytelling engine.
Nevertheless, the game here adds the potential for new factors in narrative
theory, even though these are not here realized as such.
In the end, despite the potential for new narrative discovery,
Crawford's logical path-making rests firmly in a traditional essentialization of
narrative. He begins by dividing mental activity into functions that rely on
pattern recognition and those that rely on sequential processing, assigning
visual-spatial and social information to processes of pattern recognition and
natural history and language to sequential processing. Reasoning that the
mind recognizes patterns and that narrative has shown itself to employ
patterns, he concludes that pattern recognition is essential to the machinery
of narrative production. He then concludes that because narrative is reliant
on language, it is also fundamentally related to sequential processing. On the
basis of these two initial conclusions, the reasons that narrative must be
central to human experience because of its ability to allow the functions
based on pattern recognition to work with those based on sequential
processing. Language is seen to "make sense" of social information by means
of narrative, which incorporates both pattern recognition, say, in character
behaviors, and sequencing, visible in the plotting of events. Ignoring the
inadequacy of these mental modules to explain any aspects of being or
identity or to forge questions of how patterns are recognized or created by
the mind, Crawford's analysis of game design reveals where traditional
privileging of linear logic and views of human lives as neat, causal (and
teleological) packages have met computer generated narratives and won.
Applied to the creation of a digitally based game, narrative is once again
bundled up in a scientistic conceptualization, this time in concepts of data
processing and binary logic.
In his dissertation Interaktives Storytelling, game designer and
theorist Michael Bhatty similarly leans on archetypal situations, plots, and
characters, although because his dissertation is written for a scholarly rather
than popular audience, much of the speculation about narrative that fills
Crawford's instructions to future game designers is replaced with discussion
of the way that computer games fit into game theory and narrative
paradigms as such. Identifying narrative as an art form that aside from its
desire to entertain, also transmits information, Bhatty introduces elements
familiar to narrative theory: his narrative tree (Erzählbaum) immediately
reminds one of Deleuze's hierarchical, arborescent structure, just as the a-
plot (A-Handlung)—an essential 'trunk' of plot that cannot be affected by
player input—calls to mind Barthes' core structure of cardinal functions, once
again revealing the usefulness of structuralism to computer-mediated game
designers. That yes-no choices of the user in the branch-plots will lead to the
expansive pockets of variation or sidebar explorations of character, location
and subplot as well as to interruption or delays is evident, although in the
process, Barthes' fugue becomes a web.
The reference to narrative and dramatic theory is also explicit in other
areas. The game-world designer is portrayed as the godlike creator of a
physically comprehensible, livable environment, and the designer of the play
is seen as director-dramaturg. Bhatty spends much time discussing such
aspects of the game as spectacle and mise en scene, evoking thoughts of a
phenomenological perspective on user experience. Rather than setting and
description, we see the term "texture mapping" or the term "isometric view"
to describe the ability to see in a 360-degree view without the ability to see a
horizon. This blending out of the larger view as a visual experience suggests
aspects of narrative thought that though not developed further by Bhatty
have the potential to aid in the re-thinking of narrative concepts of point of
view and spatio-temporal experience.
Another part of Bhatty's discussion that diverges from Crawford's focus
on programming alone is that on game theory. Beginning with a discussion of
chess and strategy games as such, his theoretical description of the field of
play and the rules of the strategy game reveals provocative terminology,
among them Bewegungsgrundlage (rules of movement); Bewegungsfeld
(field of movement) (9); Schiedsrichter or referee that decides winners of
conflicts in multi-player games of contest (11); and Umgebungsparameter or
environmental parameters which affect such aspects as physics, laws, social
mores or customs, etc. (12).
Both Crawford's and Bhatty's analyses reveal ways in which digital
processes have been influenced by convention, as well as by the cultural
view of life experience or path as strategic movement in a pre-defined field of
play in which a sequence of yes/no choices lead to a finite set of potential
outcomes or objectives. While more complex programs add higher degrees of
difficulty and complexity, they do not lead to any sense of a non-causal free
play. Bhatty's example of the demand for "improvisational and combinatory
capabilities" in Star Trek: Next Generation – A Final Unity (28) explicitly
reveals the web of path complexity as more than a metaphor of form, but a
metaphor of entrapment within a storyworld conforming to the definitions of
literary Naturalism. The sense of danger and/or excitement is heightened by
the addition or "real-time" play in which choices, correct or incorrect, are not
accompanied by pauses or game interruptions, an interest of contemporary
narrative convention that one can also see in the fast-paced digital editing in
cinematic action sequences and one that implicitly leads to thoughts of
temporal tension as a narrative force.
While scholar Janet Murray does not primarily focus on the
programming of game design in Hamlet on the Holodeck, her
conceptualization of hyperlinked story development and structure largely
overlaps with that of game designers. Bhatty's range and manner of motion
(Bewegungsgrundlage, Bewegungsfeld) find equivalents in Murray's elements
of procedure and participation (agency), while his designer concerns of
isometric views and texture mapping may be found in Murray's description of
user experience or immersion, part of which results as a result of the
encyclopedic nature of the storyworld, that is, its capacity for incorporating
immense amounts of data that become available to the user/player. Murray
underplays any focus on a designer-god, choosing instead to focus on user
desire—desire that the interactive narrative (game) satisfies by offering
occasions for self-expression, choice, replay, and transformation or "shape-
shifting"—a term with which Murray most closely approaches the issue of
perceived freedom in the limited storytelling engine.
In the hypertext narrative, Murray sees a kind of recipient-
empowerment and potential for fascination with a seeming mise en abyme of
variation, foregrounding the interactive dynamic and its potential for creative
variation in plot, character modeling, and response to environmental
parameters. For this she depends on the participatory and interactive part of
the user in co-creating the story as opposed to the reader of the fully
determined narrative in a traditionally authored novel. However, although the
player physically embodies choices and is afforded an agency of expression,
Murray ignores or underplays the fact that these are limited and, to the
extent that they lie within the environmental parameters and character
modeling are limited, designer-defined choices and expressions.
It must also be asked to what extent the experience of limited player
choice in the game narrative is more profound than the experience of
unlimited reader imagination in the traditional written narrative. While the
interactive participant-player can materially construct fragments of
programmed personality models and affect segments of plot by varying path,
character choices can extend only as far as the personality model can stretch
and plot choices can extend only as far as the next fixed event. On the other
hand, while the reader of the fixed narrative is led down a predetermined
path, this reader is not constrained by time restrictions or pre-programmed
points of attention (e.g., the need to find the proper weapon or tool or clue).
Also, because the location of the narrative visualization is in the mind of the
reader, she may consider choices a traditional character might have made
and explore completely other paths through imaginary extrapolation.
Finally, it is important to remember that along with the scripting of an
intelligent agent such as Massachusetts Institute of Technology's (MIT)
Eliza—whose deceptively human interaction plays a large part in Murray's
discussion of immersion—comes the scripting of the participant, who by
virtue of the common attitudes, values, and scripted communication gestures
attributed to the generic, has become a kind of stock character. This true,
the question remains whether the computer-afforded expressivity, like the
apparent freedom of choice within the storytelling machine, is in any way
more freeing than the imaginative exchange between book, painting, or film.
That it seems real and that it interacts with real-world perceptions and
behaviors is attested to by the use of computer simulations in the military to
train humans to control emotional and physiological responses in fast-paced,
life-endangering situations and focus instead on the task at hand. However,
the cynicism inherent in this computer-based, military desensitization
conditioning, a cynicism also apparent in the explosion of doomsday
automaton cyberpunk dystopian narratives that accompanied our cultural
digitalization, is something that Murray underplays by portraying interactive
storytelling as a flight toward expression and recipient empowerment in co-
producing story in a sensory and logically immersive spatio-temporal
environment.
The fears and fascinations related to interactive stories and user-
experience are significant for theorists in that they can mask other concerns,
such as the underlying adherence to or break from tradition. From the
discussion of game design, for example, we can see the fascination with the
sensory data and concretization of imagined spatio-temporal environments
as well as the fear of images becoming self-referential with no relationship to
the real but constituting their own reality as in Jean Baudrillard's critique of
simulacra. What might pass by less noticed, however, is the adherence to
traditions of structural and archetypal views of stories and their purpose or
role in human society, although because the first investigations of computer
narrative in games tended to take much of the focus away from the linguistic
connection to narrative theory, new genetic transfer in things narrative also
became possible.
Though the point remains implicit in her preface, Murray describes an
earlier scholarly experience in which she augmented her fiction-based
knowledge of Victorian society by means of cross-referencing information and
perspectival viewpoints in feminist or anthologized autobiographical texts.
She then remarks that, although she did not know the term at the time, she
would retrospectively term this structure of this body of information as
hypertext. (4) In this description she implicitly attributes to flat information
topologies the power to transform purely sequential research-experiences
into a series of associative connections between diverse informational sets.
However, because she does not analyze potential connections between non-
computer-directed experience and computer-human-interface-experiences,
she does not consider whether the configuration of the participant-
designer/writer-reader as co-authors and the possibility of replay are present
only in the computer-generated narrative games or whether the same
machinery might not be present in non-computer-based narrative systems,
say, in systems of intertextuality: i.e., in literary, cinematic, and artistic
allusion, in cross-referencing, or in other rhizomatic narrative transference.
In this scenario hypertext would merely be the short game; intertextuality
would be the long game.
All in all, computer-generated narratives and strategic games based on
storytelling seem to have initially adhered to structuralist and archetypal
ideas about plot, traditional typologies of character, and predictable schemes
of psychological motivation. Moreover, while promising free play and co-
authoring in the interactive digital environment, they end by confining
players to a pre-determined story, albeit one in which they may take runs at
the parametric walls. At the same time, they introduce concepts of potential
interest to narrative theory, e.g., dynamic exchange, character and plot
systems, territories of movement, texture mapping, or environmental
parameters.
Traces: Bewegungsgrundlage. Bewegungsfeld. Umgebungsparameter.
Schiedsrichter. Sequential processing. Pattern recognition Data mining.
Temporal tension. Isometric view. Texture mapping. Flat-topology narratives.
Shape-shifting.
4.2 Virtual Drama
Generically speaking, hypertext narratives consist of webs of story
fragments through which participants navigate in order to create a
personalized, interactive story, while, as Crawford and Bhatty reveal,
computer-generated, game narratives employ nodally organized multi-path
plot structures embedded in digital storyworlds through which the participant
navigates via avatar in order to earn points or achieve other objectives. Due
to the required specificity of game objectives (points, accumulation of
objects, victory over foes, etc.) and the flow necessary to the hypertext story
experience, careful construction and programming of plot events to ensure
progress in the game or continuity in the story become necessary. These
constraints lead to significant limitation in the pallet of choices with which the
participant is confronted. In the face of the need to offer choice while
conforming to story expectations and conventions, use of structuralist models
(nodal in nature) and archetypal characters (predictable and recognizable on
the basis of minimal data) in game design and hypertext is unsurprising.
Virtual drama, however, took on a different focus—that of providing
interactors with a more authentic role-playing experience.
Early experiments in virtual drama (or virtual, dramatized narrative)
proposed to loosen plot structure in order to allow for more authentic 'play'
on the part of the interactor, who in the game or hypertext narrative was
largely relegated to binary yes/no decisions and binary successes (points
attained, objects gathered, tasks achieved) or failures. In order to achieve
more differentiated computer-generated co-characters, Carnegie-Mellon's OZ
project began by employing human actors and directors on stage, the
experiment proposing to explore the effect of multi-character improvisation
on plot and the level of directorial control that would have to be input for the
interactor to achieve a satisfying dramatic experience. Considerations related
to interactor satisfaction were the interactor's feelings of immersion and
sense that co-characters were 'real,' along with the perceived balance
between free choice and clear direction. As in the case of Murray's discussion
of immersion, the focus of this OZ project experiment was interactor
perception of presence or the real.
First, we asked how the interactor felt when immersed in a dramatic
virtual world filled with character and story. In addition to the basic
question, we had questions about the nature of the experience. For
example, would the interactor be able to entire into a world we created,
become emotionally involved, respond, then leave with a feeling of
satisfaction of having experienced something of value?...Would it feel
real, contrived, involving, interesting or boring? (Bates, Kelso, and
Weyrauch 3)
The nodal plot structure, here termed the plot graph, was a field
through which the interactor moved forward, the progress defined as the
frontier of the story. While the interactor influence on the path through the
interactive plot graph is similar in this respect to the hyperlinked story, there
are major differences in the concept. First, rather than the hyperlinked
context in which there are fixed fragments through which a participant can
move according to limited choices, in the virtual dramatized narrative there is
a combination of organic (interactor) and synthetic (programmed) characters
as well as a drama manager, the latter two categories of which can react to
specific and individualized actions by the interactor. Second, the movement
through the story frontier is conceptually different than path through the
hyperlinked labyrinth.
As a consequence of the properties of the graph, it is traversed by
means of a moving frontier. The frontier begins at the left edge of the
graph. As each scene occurs, it moves behind the frontier. A scene can
reach the frontier if and only if all of its predecessors are finished, i.e.,
behind the frontier. (5-6)
While, as the authors admit, the overarching structure limits real
choice and while in stating that any customized path "should be dramatic"
without further definition presumes an adherence to traditional ideas of plot,
there is still a new element here for the narrative, i.e., that of moving
through the frontier of the narrative. This term provides a different image
than that presumed by those who see the plot as a logical or causal or
teleological driving forward toward the "proper" ending. As in Bhatty's 360-
degree view in the game, we do not focus on beginnings or endings here, but
envision a clearing or limited emergent field in which we stand, our
movement prodded by a combination of the graph-story and our own
attention—our free and limited field of potential. Furthermore, the chiasmic
forces of the organic and the synthetic in the virtual realm provide much
provocative thought not only to phenomenology of narrative reception but
also to an indication of how narrative dynamics might interact with
perception as such.
That virtual drama still adheres to Aristotelian theory about plot is
evidence by an early article by Michael Mateas, "A preliminary poetics for
interactive drama and games." Mateas begins by taking on Aristotle's
assumption that prose narratives tend toward the episodic (story as a
"collection of causally unrelated incidents") while dramatized narratives
possess a unity of action. This, of course, disregards logical and causal plot
structures in the novel as well as episodic structure in both traditional and
modern drama, but follows a traditional generalization that is important to
recognize as still forming the basis of much theory regarding digital
narratives or dramas.
Nevertheless, as in other early theories of digital storyworlds or
narrative structures, there are new points of emphasis in Mateas' first work
at a digital poetics. One lies in his focus on material and formal causes. The
formal cause of the play is the "plot that attempts to explicate some theme."
This first cause then determines the characters, which determine the
language they speak, which calls up the spectacle. The material cause is "the
audience view of the play," i.e., that which is taken in as sensory experience,
building patterns of enactment, leading to thought, and, if well done, ending
up at the author-defined formal cause (143). According to Aristotle, the
highest-ranking cause is therefore plot or action, followed in second place by
character, the material cause enactment, then pattern. In the interactive or
virtual drama, Mateas sees the same structure, with the exception that the
formal cause becomes "inferred" rather than explicit. Explicit for the
interactor (i.e., participant) in the virtual drama, however, is a second
structural shell consisting of "material for action" and "user intention" (144).
The "material resources for taking action"—aside from the storyworld and its
properties—are the affordances incorporated into the interface design,
resources that are not only "made available" by the interface but those that
"in some sense 'cry out' for the action to be taken" (144).
All in all, although we have a rather strict adherence to traditional
assumptions made by Aristotle in terms of the 'nature' of prose or dramatic
narrative and a further acceptance of the necessity of the causal plot for
dramatic effect or experience, we have new thoughts regarding character
intentionality and the affordances of storyworlds.
Traces: Narrative frontier. Plot graph. Synthetic character.
Affordances. Material resources. Character intentionality.
4.3 Virtual Reality
In general, game design and hypertext theory focused on how
narratives were affected by digital contexts, game objectives, and/or
participant interaction. Elements particularly under consideration were the
design of computer-generated storyworlds; the modeling of believable,
consistent, yet flexible synthetic characters; and the development of
paradigms for variable yet stable plot structures that offered varying levels of
participant choice or co-authorship. Though similarly concerned with
participant immersion and interaction with digitally created environments,
theories of virtual reality (VR) focused more decidedly on the phenomenology
of the interactor's narrative experience as well as on expanded perspectives
regarding the concepts of immersion, interaction, and presence. Marie-Laure
Ryan's Narrative as Virtual Reality further identifies immersion and
interactivity as aspects of VR with a capacity to shed new light on a
"phenomenology of reading" or theories of "experiencing" narratives and
narrative aspects of art as such.
Immersion & Interaction
Distinguishing the "symbolic representation of the spiritual essence of
things" in pre-Renaissance painting from the "illusion of their presence" in
perspectival painting, Ryan uses this historical shift in the manner of
representing objects and environments to introduce a parallel distinction
between signification and simulation and the way in which these speak to the
inner or the embodied eye respectively. (2) With this conceptual pallet as a
foundation for a discussion of immersion, Ryan describes the means with
which perspective draws the embodied eye into the painting by "assign[ing]
spatial coordinates—the center of projection, or physical point of view—to the
body of the spectator...[and thereby] immerses a virtual body in an
environment that stretches in imagination far beyond the confines of the
canvas" (3). In this fashion, Ryan sees visual immersion in terms of an
"illusion of penetrable space," one that is a continuation of the physical space
of the spectator. (3) Using the same logic, she describes the manner in
which, conversely, modern, two-dimensional art "[expels] the body" of the
viewer from the pictorial space or the manner in which cubism "[shatters]
the physical integrity of both space and the body by forcing the spectator to
occupy several points of view at the same time." (3) Replacing "the
projection of the virtual body in the virtual space" with the "purely mental
activity of grouping shapes and colors into meaningful configurations,"
conceptual art is more concerned with the "eye of the mind" rather than the
"eye of the body,"(3) and surrealism become a partly mental, partly
embodied experience. With the advent of the installation then comes the
subject's physical entrance into the virtual work. (4)
That Ryan places the discussion of visual immersion before the
discussion of linguistically achieved immersion is significant. Unlike theories
treating language or writing as the privileged medium of narrative, a virtual
theory of narrative provides the means to oust language from its privilege
simply by viewing it as one among many means of expressing narrative
experiences such as the visual, mental or even physio-digital relocation of
the recipient-interactor into a virtual-fictional realm. Virtual reality provides a
springboard for this shift: from the view of narrative as an inherent part of a
system of linguistic codification or as the decentered play within codified
structures of meaning as such, to a view of narrative as mediated sensory
experience and a means of interaction or play between subject and text or
subject and narrative space. Ryan's idea of involvement is neither
destabilizing nor decentered. In fact, although not presented as such, the
focus on play between creates the potential for a system paradigm that is all
center, encompassing the author and the work or the recipient and the work
in a realm of dynamic of exchange.
Further implicit in Ryan's discussion is the idea that a conceptualization
of narrative as play-between may allow us a new view of traditional narrative
devices, such as the popular 18th century practice of shifting between
immersive technique and the (self-)conscious narration—e.g., the epistolary
novel's voyeuristic distance from the correspondence vs. the transparent
internal scenes within the letters or the direct address of an overt narrator
vs. the invisible omniscient narrator. Embedding such devices in a historical
description of the 'taste' for immersive experiences, she contrasts the
preference for transparent transition to the illusory storyworld in the 19th
century with the distancing play of the 20th century avant-garde narrative (4-
5). Had she discussed the theater, similar points would have emerged: issues
of the fourth wall, the desacralized stage, theatricalist devices, or agitprop in
avant-garde theater would have supported similar perspectives on varying
practices and points of view regarding spectator immersion in dramatized
narrative played out in spaces of theatricality. The importance of immersion
is seen to wax and wane with intellectual movements, conventions, or
cultural concerns, e.g., the fascination with the play of the senses, a 'falling
for' the illusion vs. the fear of losing oneself in the work, thereby losing
critical distance or even sense of self. Thus the perceived nature of narrative
as evident in much of its tradition is revealed as reflective of cultural
concerns rather than reflective of element essential to narrative as such.
Of equal interest is Ryan's configuration of the play between the
physically embodied-eye and the mental-eye/inner-eye and the potential of
this play to evoke new perspectives on Lacan's concept of the linguistic
unconscious: while she focuses on a playful opening between the
possible/virtual world of the artwork and the embodied world of the recipient
in terms of phenomenological experience of the recipient, it is just as
possibly applicable to apply the play between the work and the artist. To see
such interplay and exchange between work and artist, as well as between the
work and recipient, potentially changes the nature of Lacan's discourse of
Other, positing a balanced, dynamic system where he saw split and discord
between the subject and the discourse of Other. It brings into question the
accusations that language is a violence against the subject or that semiotic
imprinting or inscription is by necessity (rather than by practice) damaging to
the 'natural' subject. Viewing this relationship as immersive, interactive play
allows for a fluidity that echoes the structuralist fugue described by Barthes
or the interplay of narrative modalities described by Genette; however,
rather than placing this play in the structure or the modes of the narrative
product, it assigns play to the experience of the making, viewing, reading, or
otherwise receiving narrative. This difference also has the potential of
thinking about multiple gazes differently, transforming the reflective gaze of
Lacan's mirror and its potential for creating a mise en abyme of ever more
distancing gazes into a play of lights arising from prismatic reflections, that
is, the play of light on the multiple surfaces of a unified object.
Aside from providing potential for new thought on the production and
reception of narrative otherness, this play redefines the nature of interaction
already described by game designers—that amounting to choice and self-
determination in plotting paths—for the new meaning that arises from each
new assemblage of the hypertext can also be seen as not merely a new path,
but an occasion for discovering new coherencies, causal relationships, or
identities. According to Ryan, hypertext is the rhizomatic (re)organization of
the narrative (7), and it is with this idea that the same choice or limited
freedom described by game designers and virtual dramatists comes to a
different activity—that of bricolage.
The Virtual
Looking at immersive, interactive aspects of fictional spaces and
narrative experiences provides a first step away from theories that portray
the function, structure or play of language as the goggles through which one
must by necessity study narrative. A second step away is accomplished
through the focus on the virtual and the search for its relations to narrative
experience.
Ryan's approach to a definition of the virtual intends to unite historical
conceptualizations of the virtual with those found in the digital context. From
the world of early programming, she extracts a definition of virtual machine,
i.e., the "machine with which users and high-level programmers think they
are communicating," this as opposed to the underlying material processes
(25-6). At first glance, this seems to coincide with the position of those
media theorists who say that when we communicate via digital networks it is
not "we" who communicate but the computers who are talking. However, in
the context of Ryan's discussion of immersion and interaction, it can just as
easily call to mind the difference between the body's physiological sensory
machine, the function of mind that reflects and processes thought, the
limiting and shaping mechanism of language and gesture, and the physical
apparatus that expresses by moving, speaking or writing. We constantly
employ various communicating devices in our own virtual and physical
apparatuses. Thus, in Ryan's sense of the mediated virtual, there is no need
to separate the human from the computer, but rather to see them as
mutually influencing mechanisms of thought and communication. Similar to
her conceptualization of immersion as play between the embodied-eye and
inner-eye or spatio-temporal play between object and subject, the virtual is
studied in its relation to the actual and as a force of potential.
The classic example of the virtuality, derived from Aristotle's distinction
between potential and actual existence (in poentia vs. in actu), is the
presence of the oak in the acorn." In scholastic philosophy "actual" and
"virtual" exist in a dialectical relation rather than in one of radical
opposition: the virtual is not that which is deprived of existence but that
which possesses the potential, or force, of developing into actual
existence. Later uses of the term, beginning in the eighteenth and
nineteenth centuries, turn this dialectical relation to actual into a binary
opposition to real: the virtual becomes the fictive and the nonexistent.
(26-7)
In this passage, besides getting a first glimpse at Ryan's ideas on the
virtual and its relation to the actual, we can see the kind of cultural shifting
that affects schools of thought and artistic movements—e.g., realism,
surrealism, or expressionism—in which conceptual frameworks desire to
judge the nature of literal representations as they relate to commonly
accepted, everyday reality, classifying these as possible and plausible, as in
literalist realism; as representations of alternate, physically impossible,
realities, as in surrealism; or as expressed by subjective distortion of
commonly perceived everyday realities, as in expressionism. In Ryan's
portrayal of literary theory, the work of art and the concept of virtuality have
lost connection to the realm of the potential, a connection that may be
theoretically reconnected by the virtual narrative.
Ryan further reveals virtual narrative's threshold position with regard
to the literary, the psychoanalytical, and the philosophical in her discussion
of the virtual as simulacrum. Citing Jean Baudrillard's "The Precession of
Simulacra," she considers the four stages of the fake described therein—from
the simulacrum as a reflection of the real, the denaturing mask of the real, or
a cover-up of the absence of the real, to its position as a completely
unrelated replacement of the real. Rather than taking on the view of the
double or simulacrum as a deceptive, inauthentic or uncanny copy of the
real, however, Ryan examines the interaction or exchange between the real
and the simulated, or in the terminology of the post-digital theoretical
landscape, the real and the virtual. The change of vocabulary that came with
the virtual reality (VR) is not insubstantial as Ryan's discussion reveals.
Resting on Pierre Lévy's conceptualization of the virtual as a "fecund and
powerful mode of being that expands the process of creation, opens up the
future, injects a core of meaning beneath the platitude of immediate physical
presence," (qtd in Ryan VR 35) and Gilles Deleuze's conceptualization of the
virtual in relation to the actual, Ryan conceives of the phenomenological-
virtual as a dynamic event (one might add, of consciousness) rather than as
an inauthentic deception.
In contrast to Baudrillard, Lévy does not seem alarmed by this
exponentiation of the virtual because he sees it as a productive
acceleration of the feedback loop between the virtual and the actual
rather than as a loss of territory for the real. (37)
The potential of this view of VR to inspire a retrofit of linguistic theory
with new perspectives on play and new views on "nature" of language is
evident in Ryan's text:
Language originates in a similar need to transcend the particular. The
creation of a system of reusable linguistic types (or langue) out of an
individual or communal experience of the world is a virtualizing process
of generalization and conceptualization. In contrast to a proper name, a
noun like cat can designate not only the same object in different
contexts but also different objects in different contexts with different
properties: my cat, your cat, the bobcats in the mountains, and the
large cats of Africa. It is this recyclable character of linguistic symbols
that enables speakers to embrace, if not the whole, at least the vast
expanses of experience with a finite vocabulary. (38)
Together, her ideas of immersion, interaction, and the virtual have
profound ramifications for an attitudinal shift toward play. Rather than a
violent naming, a tortuously unstable shift of meaning, play here is exchange
between the subject and the object, the naming, re-naming, re-experiencing,
re-casting of the real through a view to the potentiality and flexibility of
linguistic defining, semantic combinations, and syntactic play. Accordingly,
the virtual, the simulacrum moves from E.T.A. Hoffman's fear-inspiring
automaton in "The Sandman" to the more subtle questioning of the
relationship to the simulacrum in Blade Runner, Ridley Scott's adaption of
Phillip K. Dick's Do Androids Dream of Electric Sheep? Rather than
Nathanael's scream of dismay when, seeing Olimpia's mechanical eyes
exposed, he realizes he has become enamored by an automaton, Blade
Runner lets us ask the question, if we love or desire, does it matter if that
which arouses this feeling is human or simulacrum? The question becomes
less a neurotic search for the real and may become a desire for a certain
being at rest with oneself in the stance toward the world and its objects—real
or simulated.
Poetics of Immersion
The poetics of immersion that follows Ryan's analysis of immersion,
interaction and virtual, presents many points of long-term interest to
transmedial narrative and suggests significant connections to the
phenomenology of perception and philosophical problems:
The idea of textual world presupposes that the reader constructs in
imagination a set of language-independent objects, using as a guide the
textual declarations, but building this always incomplete image into a
more vivid representation through the import of information provided by
internalized cognitive models, inferential mechanisms, real-life
experience, and cultural knowledge, including knowledge derived from
other texts. (91)
The acknowledgement of multiple influences in the construction of
story is significant to this new manner of poetics. In shifting focus from
arguments on language as resulting from thought or determining it, by
allowing for cultural purpose, linguistic and nonlinguistic cognitive models,
inference, and so forth, the study of narrative here neither a plot moving
toward an end, a character moving toward fate, a set of techniques, nor a
pattern of structure, but a dynamic assemblage, always in motion, always in
the process of territorialization. Ryan goes on:
The world metaphor thus entails a referential or "vertical" conception of
meaning that stands in stark contrast to the Saussurian and post-
structuralist view of signification as the product of a network of
horizontal relations between the terms of a language system. In this
vertical conception, language is meant to be traversed toward its
referents. (91-2)
This assertion further supports the idea of play-between, negating play
in the unstable, self-alienating codified discourse, but the topology of the
story traversing vertically toward its referents—the play between subject and
object echoed in the play between language, story and world. This centrally
important aspect is reinforced by the first element in her poetics, i.e.,
transporting or the act of the readers transporting themselves to the virtual
or possible world, the second element in her poetics of immersion. Elements
three and four are make-believe and mental simulation, involving the use of
props to transform the virtual into the imagined actual and the talent for
empathetic simulation as a means of projecting self into characters. The
poetics takes into consideration both spatial, temporal and emotional
immersion as well as interactivity. In this immersion within the textual world,
Ryan says, the words do not "disappear"— the medium not becoming
completely transparent—but that the virtual "emerges out of words" in an
acknowledged aesthetic experience.
Out of this study of the virtual arises a view of the narrative as a
dynamic system of expressivity and exchange between subjects (whether
author/designer or recipient/interactor): mediated, virtual worlds; and
actual/real worlds.
Traces: Prism. Phenomenological presence. Illusion of presence.
Traversing. Potentiality. Possible world. Play between. Emergence.
4.4 Transmedial Narrative
Investigations of virtual reality and interactive storytelling, such as
those by Crawford, Bhatty, Murray, or Ryan opened up new perspectives on
narrative, for although each of the paths through the nodally connected
events of the hypertext narrative was clearly modeled on traditional concepts
such as logical sequencing, continuity, dramatic tension, suspense, or
consistent character, the introduction of participant choice and with it the
material co-production of text strengthened an interest in narrative
experience. Also, rather than concentrating on poststructural problems of
texts—disparities between an intended meaning, an unstable set of linguistic
signs, and the recipient's signature interpretation—theorists concerned with
narrative in digital environments began investigating dynamic systems in
narrative experience, interaction between participant and text, the traversing
of the subject to virtual spaces, or the virtuality of a text at different stages
of its inception, production, mediation, and reception.
These new areas of investigation gave rise to reevaluations of core
elements in the narrative tradition. As spectacle, the materiality of the
dramatized narrative took last place in Aristotle's prioritization of formal
causes. In the time of transmedial narrative, the material in which narrative
is embedded and the means of its transmission takes on as much importance
as issues of logical or causal sequence—or even ordering as such. With this
focus on mediation and accompanying interests in interaction, immersion,
virtuality and narrative experience, we move from the etymologically evident
purpose of ordering and come closer to the association with knowing or going
beyond etymology, to experience and expressivity.
The burgeoning of transmedial narrative theory that came about in the
first decade of the 21st century, only partially took advantage of this the
openings created by theories of the virtual, often taking the more traditional,
looking-back, looking-forward stance of theoretical self-referentiality. Looking
back led to previous considerations regarding the purpose and nature of
stories while looking forward aimed to study the interaction between story
and medium, and eventually to an increased interest in a concept of
narrativity that could produce theoretical underpinnings applicable to all
mediated narrative. The following essays all stem from the anthology
Narrative Across Medium from 2004.
Narrative as Strategy
The desire for a bridge between traditional and transmedial
narratology is explicitly evident in David Herman's essay "Toward a
Transmedial Narrative." Herman begins by looking back, asserting the
inability of structuralist theory based on literary products to "account for the
complexities of larger, suprasentential units of language" or provide
adequate "conceptual and methodological resources to substantiate its claims
to generalizability" (47). Less abstractly phrased, he is saying that any base-
level structure, e.g., Propp's steps of "the hero leaving home" or "the hero
meeting a helper," cannot account for the subtlety of the structure of, say, a
narrative in which what happens is arbitrary and what is thought or felt is
primary. Looking at City of Glass or Kafka's The Castle, we may easily
questions the significance of any actions of plot in comparison to the
significance of the state of consistent doubt expressed by the protagonist. In
both of these novels, doubt permeates literalist reality like a fog, and the plot
or ordering is significant only in that it supplies the fodder for doubt. This
inability to get at the 'heart' of narrative through structure seems the kind of
inadequacy to which Herman's statement refers.
Herman similarly considers the sociolinguistic approach to narratives
of "personal experience," only to reject this as quickly as he rejects
structuralism, this on the basis of sociolinguistic theory's inability to explain
the full range of "narrative possibilities," e.g., the complex use of flashbacks,
the ability to portray both actual and perceived time, and so forth. Herman
begins his search for a transmedial concept of narrative by judging both
studies of form variation and studies of "naturalistic use of stories in
everyday communication settings" as inadequate accounts of narrative as
such. While structuralism limits itself to sequencing or structure,
sociolinguistic theory limits itself to strategies of natural language and telling.
Each 'tells' a part of the story but is finally unable to encompass the
complexity of narrative.
Still looking back, Herman pits Gerald Prince's argument that story is
independent of both narrative and medium—the same story capable of being
related in narrative or non-narrative modes and also communicated through
different media (52)—against ideas of communication theory positing that
each (re)telling "alters the story told," the argument here echoing certain
positions on media determinism. Is the story media independent? Or, in
reshaping content to fit the constraints of its semiotic pallet, does medium
(re)create a different story altogether?
Ultimately Herman comes up with what he calls a gradient view, that
"medium dependence is a matter of degree" with varying degrees of
translatability (54-5). Taking on Deborah Tannen's view of oral storytelling as
a narrative medium emphasizing interpersonal relationships or "involvement"
and written stories as a narrative medium emphasizing "content," he looks
away from the kind of involvement examined in studies of narrative and
virtual reality or in virtual drama experiments. Those examinations viewed
involvement as that taking place between interactors-participants-readers-
viewers and virtual environments, i.e., that involvement enabled by dynamic
systems of immersion and characterized by the traversal between the actual
and virtual as well as by the relocation in the spatio-temporality of
storyworlds. The exploration of the virtuality or experience of narrative,
however, is not the focal point of Herman's essay, which attempts to
distinguish between translatable, i.e., stable elements of content from gaps
created by untranslatable content or additions induced by media conversion.
By looking back to look forward, Herman ignores many of the doors
opened by the study of narrative in digital environments and virtual reality.
He does, however, suggest new theoretical trajectories. By looking at what
he terms story logic, in which narrative is a "strategy for structuring and
thereby making sense of experience...for problem solving in the broadest
sense" (56), Herman opens up the possibility of looking at narrative
strategies rather than generalized structural elements. His approach to story
logic looks at such factors as discourse context and shifts in time and space,
as well as at the narrative encoding of perceptual, material, relational, and
verbal processes that are embedded in participants or participant interaction.
Consequently, while Herman's transmedial conceptualization of story logic
moves back to a traditional, essentializing view of narrative as a function of
ordering or making sense of experience (a view harmonizing with
anthropological, cultural, and communication theories), it moves forward by
implicitly involving narrative in a dynamic system of perception,
intersubjectivity, materiality, and expressivity.
Oral Narrative: Frames, Boundaries & Gesture
Narratologists have long studied the world of the story or storyworlds
as coherent, possible worlds, in which character behavior occurs within the
framework of the fictional storyworld, adhering to its rules of physics, law,
society, relationship, and so forth. Formalist or structuralist studies have
often acknowledged moments of transition between the reader's world and
the world of the story, whether through the differentiation between
modalities of narrative voice or through the recognition of structural frames.
In studying virtual reality and narrative, Ryan expanded the study of reader
response or interpretation to the study of participant/interactor experience,
i.e., the phenomenological experiences of immersion, traversal of virtual
spatio-temporalities, or presence within the virtual. Theories concerned with
oral storytelling have roots not only in narrative theory but also in
sociolinguistic and communication theory. Transmedial theory of oral
narrative therefore looks back to interpersonal aspects of storytelling,
discourse analysis, and structuralist perspectives on narrative grammars
while looking forward to examine unique aspects of medium.
In keeping with sociolinguistic and communication theory, Katharine
Young's "Frame and Boundary in the Phenomenology of Narrative" posits
storyrealm and taleworld frames as elements of metacommunication. Frames
are separators between the spatio-temporal realms of the here and now of
conversation and the there and then of the story world and also indicators of
the relationships between communicators or attitudes toward the story.
According to the theory, the frame of the taleworld (the place in which
events of the story occur) separates it from the surrounding storyrealm (the
place in which stories are told), the frame of which separates it from the
realm of conversation as such. Her narrative grammar is structured in terms
of openings and closings between these framed realms, orientations, and
laminations.
The frame of a story is a hard border that can define the parameters of
various dimensions, whether those separating narrative from other forms of
discourse, those distinguishing one genre from another, or those identifying
the type of narrative event. The frame also delineates attitudes toward
events as real or imagined or defines modes of affect toward the story, e.g.,
humor or melancholy. Like Derrida's description of theoretical centers that lie
outside of the object of which they claim possession, the frame lies outside of
the thing it frames and is therefore foreign to it. This structure of multiple
frames presents an interesting paradigm of layers which might be used to
examine relationships between story and nonstory discourse or other
taxonomies of communication; however, it seems unlikely to further the
study of narrative experience and the implied view of narrative as a dynamic
system interacting with other dynamic systems—those areas opened up in
the study of the narrative in interactive, digital contexts and in relation to
virtual reality.
Young uses the concept of boundaries to represent "cues, or, more
closely, metaphors, for conceptual frames" – that which "open and close an
alternate realm of experience" (79). While there seems a sense of potential
for traversal to and from the taleworld in this concept, Young's narrative
grammar is very different from the fluid experience of immersion in the
virtual narrative and follows a rigid theory of structural discourse. Narrative
is a "technique for recapitulating experience" in which narrative units (or
clauses) "match the temporal sequence" of the events (81). The cues for
opening and closing realms are studied as codified signals to manipulate
attention to the proper frame just as grammatical cues within the story
reveal signals for the movement from beginning to end.
Young's conceptualization of boundaries has potential for a connection
to the virtual that remains unrealized, for unlike frames, boundaries do not
lie between realms, thus remaining external to both and emphasizing
separation or difference; rather, boundaries lie within a territory and thus
emphasize the "boundedness" of that which lies within. "Events are bounded;
realms are framed" (76). The potential connection to the virtual lies in the
rejection of Young's structural theory of discourse and rigid
conceptualizations of opening and closing to discrete, separate realms. If,
instead, events within the story are viewed as bounded by the soft border of
the more porous boundary, that is, if they designate a story territory rather
than a hard-edged storyrealm, the result is a model reminiscent of OZ's
virtual drama, in which the events lie on a plot graph and the movement of
the participant through the graph becomes a mapping of the story frontier.
Moreover, by replacing all of Young's frames with such boundaries, also
viewing the taleworld as bounded rather than framed, we would have a
completely open, breathing system allowing the dynamic exchange between
the actual and the virtual. By using frames—separators that do not belong to
either realm—Young prohibits overlaps in presence, asserting that although
both the storyrealm or taleworld are "available at any given time" during the
telling, only one can be "apparent" to a listener at any one moment. If,
rather than accepting the storyrealm as a static, framed space, we envision
the separation between storyrealm/conversation and storyrealm/taleworld as
frontiers, we again have fluid play between, as well as dynamic relationship
and exchange.
This kind of fluidity and crossing-over between physical, interpersonal,
and virtual spaces in the narrative is more explicitly present in Justine Cassell
and David McNeill's discussion of gestural techniques in oral storytelling,
where the narrative product is physically embodied by the storyteller.
Although the narrative theory that the authors present clearly rests within
structuralist and linguistic traditions, their typology of gestures implies an
overlap of virtual and actual spatio-temporal zones that complements ideas
from theories of virtual reality and narrative. Moreover, if we went a step
further to view the narrative as embodied in the storyteller, we have a
chance to gain new perspective on location of story, interaction, and
immersive transformations. Of primary importance is the fact that Cassell
and McNeill are not talking about fixed, codified gestures, but spontaneous,
often unconscious gestures.
When people talk, they can be seen making spontaneous movements
called gestures. These are usually movements of the hands and arms
(although occasionally the rest of the body participates, especially so
with child speakers), and they are closely synchronized with the flow of
speech. (114)
Casell and McNeill identify four types of such gestures: iconic,
metaphoric, beat, and deictic. The iconic gesture is a symbolic acting out of a
story element. The example provided is the sentence "And she dashes out of
the house," accompanied by a hand gesture in which the hand begins as a
fist, but then stretches out, all fingers forward, the arm propelling the hand
forward, away from the body (115). A metaphoric gesture is similarly
representative but does not point to a "concrete object or event," for
example, the opening up the arms to present a space in which an event is
taking place. A beat is a gesture of rhythm or emphasis indicating significant
story elements or occurrences, while a deictic gesture points to a person or
object that is being described or affected by the story. As described, these
comprise elements of a nonverbal language system that interact with
storytelling purpose, copying similar structuralist theories based on linguistic
grammars of telling. Different here is, however, the physical embodiment
and expression of dual spaces. In an example of combined narrative spaces,
Cassell and McNeill describe a situation in which the storyteller says, "and
you see him swinging down [across a rope]," and simultaneously clasps his
hands, which then "move from a location in front of the narrator's right
shoulder to the front and left" (127). The authors analyze this narrative act
as follows:
From this trajectory we infer the perspective of an observer who is
standing in the middle of the space that the character is swinging
through and is watching him swing from rear to front. The space was
thus inside the fictive world, with the narrator not as one of the
characters but as a participant observer. The speaker in this framework
is playing the role of a fictive entity, the narrative observer. The
gestures puts the narrator right in the middle of the action, while the
speech…distances him with reference to the viewing of the even with
"and you see…" (127)
This spontaneous, uncodified movement will not fit in a structuralist
theory identifying characteristics of language such as tense or characteristics
of plot structure such as sequence. If in telling a story, the narrator opens
her arms and looking at this space makes an assertion about occurrences in
that space, the gesture can be see to open up the virtual location in exactly
the same manner that Ryan sees in the case of perspectival painting opening
up to draw in the embodied eye. While such gestures are generally handled
as narrative levels or modes, they can just as easily represent the opening of
the virtual, the conflation of time and space, the fluid and simultaneous
system of narrative experience occurring between author, speaker, text, and
recipient.
Traces: Intersubjectivity. Expressivity. Narrative strategies. Gestural
spaces.
Film Narrative: Material & function
A prominent break-out artist among transmedial narratologists is film
theorist David Bordwell, whose critique of structuralist theories is well known.
In an analysis of neo-structuralist claims that the shot is the quasi-atomic
unit of film narrative, Bordwell, writes the following:
Of course, in practice the shot does tend to function as a unity of
narration; ellipses within a shot are rare; disjunctions of time and space
are often covered by cuts. But these are empirical goal-oriented
choices, the result of the common practices that have grown up in the
course of film history. It is an interesting and important fact about films
that the shot has tended to serve as a narrational unity, but the
theoretical point remains: any narrative relations can in principle be
manifested in any configuration of shots, including a single shot. (Neo-
Structuralist 206)
Surprising here is the simplicity with which Bordwell describes a much larger
tendency in the narrative tradition as a whole—the confusion of convention
or practice with essence. Another run at this problem is phrased as follows:
It is an error, then, to assume that a material unit…or string of such
units…ipso facto constitute a narrative unit. This is to take contingent
norms for logical necessities. Narrative structure and narration mobilize
all sorts of material properties of the medium in a wide variety of
manners. This occurs because narrative structure and the process of
narration are both function driven, and in varying historical
circumstance different functions have come forward and have been
fulfilled in distinct material ways…but there always remains the
possibility of fulfilling the same functions in other ways.
To illustrate his point further, Bordwell refutes a neo-structuralist claim
that the preterit tense is a stable signal of narration in early silent film
intertitles, citing the case of The Virginian, in which the first expository
intertitles appear in the past tense, but then move to the present tense as
the film progresses. As is evident in the above quotes, however, the point of
this criticism is not merely to refute the accuracy of a theoretical claim: it is
to critique the reduction of narrative or narration to structural units and the
confusion of practice with necessity. Bordwell then argues a much more
flexible and holistic view of functionality, still using The Virginian as an
example. Besides the shift from the past to present tense, the density of
intertitles also changes during the course of the film, from very dense during
the exposition, to less dense in the middle of the film, to almost nonexistent
in the last part of the film. Bordwell takes both practices together to indicate
a function of absorption, one we might call a shift from information to action
or distance to proximity. He cites a very different technique of absorption in
the practice of "fading" into the film action through such means as, say,
establishing shots or character-orienting montages. His point here is that
tense and density of intertitles are not isolated elements of narrative
structure but material techniques functioning in a framework of viewer
sense-making and shared narrative competency.
Narrative competency demands sense-sharing, in Bordwell's case,
sharing between filmmakers and viewers. Further distancing himself from a
"taxonomic impulse," but not joining the post-structuralist view of a gap
between intended meaning, language, and recipient, Bordwell rejects the
"[tendency] to look for isolable aspects of the film, treating it as a static
array whose elements and relationships may be subsumed with a paradigm
of difference," (212) and focuses on the viewer activity that is necessary to
the making sense of the narrative.
When The Only Son or Play Time represents the passage from night to
dawn [in a single scene and/or without noticeable ellipsis], the spectator
presumably grasps the action because she or he has the night-to-dawn
concept stored as knowledge. (212)
A similar ability to make sense of techniques that go against the grain
of narrative practices is noted with regard to a major element of structuralist
theories of literary narration—tense. Citing works in which narrative
continually shifts between the past and the present tenses without confusion
of temporal sequencing for the reader. Shared knowledge is the sense in
which the film is said to "[seek] certain intersubjective regularities." For
Bordwell, there are insubjective regularities external to the film and also
internal to the film in which the filmmaker, the film, and the spectator
participate in the process of narrative sense-making. Here again, we have an
image of narrative as dynamic system of exchange at each phase of the
narrative's existence.
For narrative at large, the significant aspect of Bordwell's approach to
the critique is not any one particular refutation of neo-structuralist
generalizations but the overarching premise that techniques, elements, and
practices are contextual and that practice or convention is not essence. Along
with many other transmedial narratologists, in looking back to look forward,
he makes the transition from taxonomies to experience, in this case narrative
sense-making and a focus on material functionality.
Traces: Material functionality. Material potentiality. Narrative
competency. Sense-making.
Pictorial Narrative: Configuration
Wendy Steiner's discussion of pictorial narrative is a good example of
what happened when the new media awareness and the advent of virtual
reality hit narratology. While Ryan's examination of immersion notes the
manner in which perspectival representation allowed the painting to open up
its virtual space to conjoin with the spatial reality of the viewer's embodied
eye, thus occasioning spatio-temporal openings and crossings-over, Steiner
focuses on structuralist concerns of sequencing, temporality, and
configuration. The looking forward of the text lies in her new idea of
configuration, which integrates issues of narratives as flat topologies rather
than linear sequences and which attempts to integrate aspects of media
perspectives on an overarching view of narrative or narrativity.
Steiner begins her text with a quote from Albrecht von Haller: "Nature
knits up her kinds in a network, not a chain; but men follow only by chains
because their language can't handle several things at once" (145).
Connecting this picture to Ariadne's thread unwinding in the Minotaur's
labyrinth and Hansel and Gretel's pebble trail, designed to lead them back
home, Steiner shows how myth and folktale "echo" Haller's idea of
knowledge as a "path cut through a maze, a line attempting adequacy to a
plane, a mere chain seeking dominion over a network" (145). If we consider
the connection between narrative and knowing, as indicated in the
etymological root of narrative in gnarus, then it is a short jump to view
narrative as inherently sequential. Steiner uses the quote to address a
traditional view of temporal arts as sequential and spatial arts as
configurative, a view that Steiner sees as having broken down on the side of
literary theory with the contemporary acknowledgment of configurative
elements in language-based narratives. Perceiving the lack of a similar
breakthrough in the area of visual arts theory, Steiner uses various examples
to address pictorial narrativity.
Moving from established definitions of narrative art as that depicting
events or scenes that suggest a narrative framework, sequences of images,
and so forth, Steiner shifts her attention to the "knowledge potential" of
pictorial narrative. In shifting her focus, she also acknowledges the school of
narratology concerned with the narrative strength (also discussed in terms of
levels of narrativity) of texts, a judgment call often based on the density of
what have been identified as essential narrative elements by structuralists,
e.g., Prince's claim regarding tense and certainty:
If narrativity is a function of the…specificity of the (sequences of) events
presented, it is also a function of the extent to which their occurrence is
given as a fact (in a certain world) rather than as a possibility or a
probability. The hallmark of narrativity is assurance. It lives in certainty.
This happened then that; this happened because of that; this happened
and it was related to that (Prince qtd in Steiner 147).
Steiner uses the quote to identify the central attributes of pictorial
narrativity: temporality (focus on action or event) and specificity (specific
rather than generic action). According to Steiner, while the representation of
generic action is low or weak in narrativity, the portrait of a specific person
performing a specific action is judged to be stronger or higher in narrativity.
Another aspect separating so-called sequential arts such as literature, film,
drama, comics from painting, a so-called configurative art, is temporal
sequencing, an element that narratologists also generally consider essential
to narrative or narrativity.
However, as Steiner reveals, configurative arts also have means of
expressing sequence, for example in the "repetition of the subject." The
temporality here is not forced by medium (i.e., the demand that we move
forward through from sentence to sentence or watch a series of frames pass
before our eyes) but is brought about what Bordwell would probably call
spectator sense-making. If spectators share the knowledge (or belief) that
they cannot be in two places at once, they will get the implicit message that
the image of the repeated subject is to be understood as a sequence (154),
although this interpretation also depends on tacit agreements regarding
literal realism (as opposed to psychological or social realism) and its basis in
a shared sense of everyday plausibility and possibility.
Another element of narrative configuration (which might also be called
configurative narrativity) is revealed in Steiner's analysis of Benozzo
Gozzoli's The Dance of Salome and Beheading of St. John the Baptist. The
painting juxtaposes three distinct temporal instances – the dance, the
beheading, and the presentation of the head – in one configuration.
The repetition of figures, so crucial to narrative recognition, is especially
obvious here. Salome not only appears in both the first and third scenes
with the same clothing, but her face is repeated in exactly the same
profiled attitude (except for her streaming hair in scene 1). Like a
cameo relief, she connects the beginning of the story with the end, and
so similar is her face in each case that one wonders how to construe the
fact that the same look that bewitches Herod is trained on her
approving mother [during the beheading]
This bivalent look is all the more significant when compared to the
mother's appearance in each of her two occurrences. Unlike, Salome,
Herodias wears different clothes and headdresses in the two scenes in
which she figures. Although Salome should have been unveiled in the
course of her famous dance, the painting instead uncovers the mother
to reveal the harlot's red below. She looks away from her dancing
daughter in scene 1 toward the cubicle where John is being beheaded.
Of course, at the time that she looks he is not being beheaded, but in
the simultaneity of the painting she does appear to have her eyes upon
him, while her daughter, with the same colored clothing as the
executioner, her arm raised in a mirror image of his arm clenching the
sword, looks away from the future scene. (163).
Following this passage, Steiner states that although the connections
revealed in her analysis of the painting—e.g., the focus on the mother's
"pimping" of her daughter at the saint's expense—are "implicit" in the story,
they are "explicit" in the visual associations (gaze, repetition of color and
posture) within the painting.
Implicit in this analysis, however, is also a suggestion of the manner in
which a fixation on linear, causal sequencing in narrative structures is
countered merely by shifting the analytical attention to alternative
connections between actions or to implied sequences—those appearing in the
peripheral, in the visual conflation of time and space, or in a collection of
experienced and projected (imagined) views.
Steiner's essay is relevant here for a number of reasons—not only
because it applies elements of narratological theory to painting, but also
because she reveals the ongoing, pervasive presence of structuralism in
contemporary transmedial theory—one might add, despite post-structuralist
ruptures. In fairness, it must be noted that the passage quoted from Prince,
asserting that narrative "lives in certainty," was written in the 1980s, before
popular mainstream film narratives such as that in eXistenZ, Memento, or
Inception began not only to reveal themes of fundamental uncertainties
about reality but also to firmly embed elements of uncertainty within
narrative structure and within the image itself. However, while the post-
digital, post-virtual mainstream doubts about reality came after Prince's
article, pre-digital-age novels such as Calvino's If On A Winter's Night a
Traveler, Paul Auster's City of Glass, absurdist plays by Samuel Beckett,
Eugene Ionesco, Jean Genet or Edward Albee, as well as early expressionist
and surrealist plays, films, or novels would require a re-evaluation of
temporal order or logical certainty as the key essential elements of
narratives. It is perhaps not odd that Prince wrote that in the 80s, but that
Steiner is still compelled to focus on these structuralist claims decades later.
Traces: Configurative narrativity. Repetition.
4.5 Critical Thresholds
Like the rupture in structuralist thought that Derrida occasioned with
his paper on structure, sign, and play, the explosive developments of digital
culture and new media in the 1990s and 2000s, together with the ensuing
prevalence of studies in media theory, the virtual and the digital, have
created new areas of focus in narrative studies. Where the study of
relationships between natural language, consciousness, cognition, writing,
communication and narrative dominated structuralist and then poststructural
theories, the shift of focus to medium and mediation represents a rupture
with potential to uncover new perspectives on what the core of narrative and
narration might be, a core that includes but does not privilege language or
structure.
David Bordwell puts the ongoing dissatisfaction with structuralism
aptly when he writes that while theories of "isolable, static elements" in static
structures show much about common practice or what is commonly called
convention, the mere validity of the descriptions of practices, structural
patterns or narrative modalities present in existing narrative products does
not prove that these structural paradigms are a logical necessity of narrative
as such. This is not to discount the value of studying narrative modalities or
linguistic signs of the narrative in traditional Western narrative products, nor
the value of investigating the potential relationship of the unconscious to
linguistic structures or a discourse of Other. It is, however, to claim that new
experiences of digital technology, media, or the virtual, along with a newly
directed study of phenomenological aspects of narrative experience, are
bringing with them new thoughts or reemerging old thoughts about
narrative, narration, and narrativity and thereby opening up investigative
paths that may allow us to go beyond the study of structure or the nature of
linguistic meaning.
With the study of narrative as mediated experience, for example,
come new perspectives on materiality, relationality, spatio-temporality,
mediation, and the virtual. With a focus on medium and materiality comes a
new respect for technique, style and rendering that since Aristotle were
generally handled as "fine points"—perhaps of importance in studying a
particular artist's work, but not the central focus in understanding the nature
of 'the beast' as such. In this light, when Bordwell discusses film technique,
he discusses the elemental nature of expression via the material at hand, the
eye of the camera, the rhythm of the cut, the focal point of the frame, that
with which the spectator interacts, and when Ryan discusses the techniques
of immersion and the perception of the virtual, she is discussing the web of
sense and perception that weaves our embodiment into the world and to
which our minds respond.
With this expansive sandbox and the openings explicitly or implicitly
introduced by transmedial narratologists and virtual reality theorists, it is all
the more surprising that traditional interests and perspectives still build the
core of narratological discussion, as revealed in the transmedial theories
explored in this last section. While the phenomenology of the reader-
recipient-viewer-interactor has come under closer scrutiny, the narrative
experience as interaction between author-text-reader and the way that this
exchange might dovetail with events of perception, expressivity and
consciousness, do not appear to have been fully exploited.
With this in mind, the question becomes, how might we move more
decidedly to the new ground without merely arguing against individual points
of fundamental aspects of traditional theory? One readily available approach,
the one that has organically appeared in this investigation is to exploit the
intensification of cross-pollination between narratology, media, and the
philosophy, a practice that has crept into transmedial narratology without
fully showing itself but one that has been of interest to philosophers for some
time. The other is to consider not only the empirical vivisection of the fallow
text or its consumer, but to revive interest in the inception of the text in the
artist's experience, relating this to the narrative as dynamic system and
event.
The path that this investigation will now take is one that avoids
reference to previous narratological or linguistic theories but instead
investigates narrative experience and makes use of impulses explicitly or
implicitly present in philosophical and theoretical discussions of perception,
virtuality, spatio-temporality, and the embodied consciousness, in order to
arrive at a concept of narrativity that is not bound up in theories of structure
or language, but rather is directly connected to phenomenological
consciousness, experience and the mimetic event.