Indie Filmmakers, Meet Interactive Fiction

There was a golden age of computer games.

A time just before video game graphics were all the rage, and just after home computers became a reality for many…the days of interactive fiction.

Filmmakers, it’s time to bring those days back. To find out why, read on…

What’s Interactive Fiction?

Imagine a book that you don’t just read…you participate in. A story in which you become the main character, and your choices and decisions advance the game, or “story.” That’s interactive fiction.

It’s played on a computer, iPhone, or other device that has some kind of keyboard. You make your way through the story by telling the computer–or “story”–what you want to do. Here’s a silly example of what the start of a story might look like:

You are standing outside the gate of Universal Studios, carrying a script.

>_

You would then tell the computer (the story) what you want to do by typing something next to that little carrot-looking thinggy.

Playing the game might look like this:

You are standing outside the gate of Universal Studios, carrying a script.

You type:

>Look at the script

Story answers:

Your opus, SPACED, something you've pitched as "Pulp Fiction meets Star Wars." If only you could get a studio executive to read it...

You type:

>Go through the gate

Story answers:

A security guard jumps out and stops you. "Name, please?"

You type:

>say Biagio

Story answers:

The guard frowns. "That name's nowhere on this list, son."

And so the game, or story, would continue, with me, the hapless Biagio, struggling to get my fictitious script SPACED into the hands of a studio exec.

This silly example gives you an idea of how interactive fiction works, but you should know that there’s a wide range of “games” or “stories” to play out there, everything from simple treasure hunts to character-driven stories that rival published literature.

Best of all, these games are mostly free to play and to download. If you’d like, you can learn more about how to play/read interactive fiction, or where to find great titles to play, or what kind of titles are out there.

Why Interactive Fiction is Good for Indie Filmmakers

First, off, and let me be clear, NOTHING is more important than producing a great project. All the buzz, bells, and whistles in the world mean nothing if your project sucks. So let’s assume (a big assumption) your project is AWESOME and brilliant all on its own.

In a cluttered landscape of filmmakers trying to stand out, we’re all doing anything we can to get noticed…Twitter, Facebook, Blogging, Tumbler, etc., etc.

This is fine for letting people know about your project…but does it really do anything to connect potential viewers to the story you’re trying to tell, the world you’re creating, or the characters you’re bringing to life? Does it help people connect with your project on a level other than “I’ve heard of that?” Probably less than we’d all like.

How Interactive Fiction Could Change That

What if instead of just watching a trailer, a potential viewer could wander through your amazing universe (just think how cool this could be for an indie film like INK.) What if they could play the interactive version of your movie? How fun (and different) would that be for a character piece like Snow Bunny by Julie Keck and Jessica King? What if you could become another documentarian making your way through the world of mercenaries in an I.F. version of David Baker’s Mission X?

Ways Filmmakers Could Use Interactive Fiction

Just a few ideas:

  • Create an interactive walkthrough of your amazing world with its own, unique story.
  • Write a prequel story that allows a player to “live” your film up until the beginning of the movie.
  • Create a one-room story where the player can hang out with a character from your movie. Could be the main character, or a colorful secondary character you wish you could’ve highlighted more in your film.
  • Give players alternate endings to your movie, where they get to make a different decision at a critical moment, and experience several different outcomes.

But isn’t Programming Interactive Fiction Hard?

It’s a scary time. After all, people are learning to make their own iPhone apps to help their films stand out (something Who Shot Mamba by Brian Spaeth is actually doing really well.)

Many filmmakers groan at the thought of learning such a complicated skill, or paying someone who has the skill a lot of money. After all, the code to program an iPhone looks like this:

@interface JNBRequest : NSObject {
  NSString*             _URL;

  NSString*             _httpMethod;
  NSData*               _httpBody;
  NSMutableDictionary*  _parameters;
  NSMutableDictionary*  _headers;

But what if I told you getting started programming interactive fiction is as easy as typing this:

"My Screenplay Adventure"

The player carries a script. The description of the script is "Your opus, SPACED, something you've pitched as 'Pup Fiction meets Star Wars.' If only you could get a studio executive to read it." Understand "screenplay" as the script.

The guard is a man. He is in a room called The Studio Entrance. "You are standing outside the gate of Universal Studios, carrying a script."

Wait…am I claiming those regular looking sentences are computer code? Absolutely…if you’re using a language known as Inform 7, a computer language that uses natural looking sentences to help you program your interactive stories. We’ll talk more about that in part 2, coming soon. (Be sure to subscribe to Joke and Biagio or follow us on twitter so you don’t miss it!)

For now, I want to know from you, filmmakers…is interactive fiction a cool, different way to connect with your potential audience? What do you think?

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  • http://www.FuzzBucket.org Dave Charest

    Love this, Biagio.

    Engagement is always a lot more fun and interesting than being passive with your audience.

    I always recommend clients try to create an extension of their work. You offer some great ideas here to get started.

    Thank you.

    D.

  • http://www.jokeandbiagio.com Biagio

    Dave,
    Thanks for your comment! I think I.F. is seen by some as a dying art form. Not me, and I’d love to see some new blood adopt I.F. for cool and different uses. Filmmakers are just one group that could benefit.

    Great to see you, thanks for stopping by.
    Biagio

  • http://www.jeffdolan.com Jeff Dolan

    This reminds me of the Choose-Your-Own-Adventure book series I read growing up. This is definitely a concept that has not been totally figured out yet.

  • http://www.jokeandbiagio.com Biagio

    Jeff,
    I loved those, too. I know some I.F. is very Choose-Your-Own-Adventure in nature, giving you an a or b choice, while others let you wander and find your own way.

    What’s cool to me is the idea that you could use this system to create anything from a fun, silly adventure to full-on character-driven stories.

    I also think big movie franchises have the benefit of building all sorts of games, interactive web-sites, and bells and whistles that help people “step into the story.” Indies don’t usually have the means to pull that off, but interactive fiction and a free, easy to use programming tool like Inform 7 could change that.

  • http://kingisafink.com King is a Fink

    Oh my goodness! A SNOW BUNNY world? Horrifying! (But intriguing…)

    We love this idea. Definitely something for us to think about for TILT, our new thriller with Phil Holbrook. Ooo, the possibilities!

  • http://www.jokeandbiagio.com Biagio

    Hey, Julie and Jessica! (King is a Fink) Let us know if you do something…we’d love to report it on the blog…and play it!

  • http://www.missionx.co.uk david baker

    Hi Biagio,

    Thanks for the mention my friend! Woww! I know exactly where you are coming from, and yes, in a world where interactivity with the games market is huge, it would make sense to open up our imaginations, possibilities to these other areas.

    My objective is to get a remake of MX, and do a small sequel, and I am already coming up with multiple ideas on how to present the movie in many different ways. I have a solid transmedia streucture already set out, but this interactivity idea is getting my mind going in other ways too.

    I think if filmmakers don’t think about changing, adapting with the times, we are seriously in trouble of being exstinct! To be honest, for a long time I was very much old school way of thinking. I liked my movies as movies, and that was it. And even if people said it makes sense to think of all these new ways of story telling, I was stubborn, was not interested.

    But in the last twelve months, as I see the technology evolve, viewing habits change, my mind has naturally changed to the new possibilities. Not because I feel its the way to make money, but because I get moments where I get excited by new ways of story telling. And I think that is when its REALLY exciting, because it is inspired for the right reasons.

    A lot of people dont like the idea of say transmedia, but I have a way I want to present it the next time, to really present my next movies in a fresh light. Interactity is another germ you have just thrown into the mix. I was thinking about it, but you got me thinking more!

    Another great post!

    Thanks!

    David

  • http://www.jokeandbiagio.com Biagio

    David,
    As always, thanks for your passionate reply! I do think filmmakers must keep finding new and cool ways to connect with their audience. You are on the cutting edge of coolness when it comes to new ways to reach audiences with your work. I’d love to see Interactive Fiction as part of your creative strategy.

  • David Olsen

    You presume to lecture me on interactive fiction? Oh, April Fools’ indeed! You realize my roommate is the acclaimed author of the minimalist and award nominated “Pick Up the Phone Booth and Die,” one of the classics of interactive fiction. And other close friends (to which I’ve even given a little feedback) have developed Choice Of Games, which has become quite a popular Droid application (try out the brand spanking new “Choice of Broadsides” just released yesterday). And then there’s the ultimate form of interactive fiction: LARPing (at least until holodecks are invented), which I seem to recall being the amongst the first to tell you about :)

    Ah, but combining this art-form with film, now that’s a challenge. I’ve seen some interesting attempts, experiments you could say, but I have yet to see a really good collaboration. Maybe it’s because film is too passive a medium, or maybe it doesn’t work well with group interactions (how does one read a choose-your-own adventure with 10 people?). There are some other more subtle reasons: film is conducive to narrative while interactive fiction is predisposed to a game-ist mindset (I know Greg Costikiyan, the great ludology theorist believes the two forms should stay separate; he makes a powerful argument, but I’m not sure I entirely agree with it). For instance, you could be presented with a choice of pursuing adventure or going home to do your chores; the former lends itself to a great story, but while the latter is rather boring, it’s necessary so that the audience has a decision to make. My belief is that the true masters give the illusion of choice while telling a great story.

    Still, just because I personally haven’t seen a good combination of the two forms doesn’t mean we should give up the quest. It’s a problem I’ve obviously thought a lot about; I’d be curious to hear your thoughts on the matter as you definitely come from the other side. A dialogue between us could prove fruitful.

  • http://www.jokeandbiagio.com Biagio

    David Olsen,
    One of my personal heroes! Nice to hear from you.

    I agree…I don’t think one can just “convert” a film narrative into interactive fiction. To me, the real gold for filmmakers and “players” or “readers” alike is another way to experience the story world or characters. It’s something big Hollywood features do in a way (some better than others) by licensing their brand to video game companies. People everywhere can become Harry Potter or Spiderman, connect with the story in new ways a film doesn’t provide, and then probably (my guess, no stats to back this up at the moment) stay more loyal to a film franchise over the years.

    But how can an Indie compete with that?

    I think that interesting side games, or interactive conversation pieces with different characters from a film, using the relatively easy to learn Inform 7 and, most importantly, great writing, can help indies reach viewers on a whole new level.

    In a way, it’s like what the web did for Blair Witch so many years ago…people found a new way to embrace a story before it even hit theaters, and the results were impressive (I also realize Blair Witch is both a skewed example and an anomaly, but I think it bears mentioning since at the time, it was really the first film to build a web presence in the way it did.)

    I wonder if a great piece of interactive fiction could both build a huge buzz about an indie film, and at the same time introduce new generations of people to IF.

    One of the things that lead me to this post, BTW, was the fact that three of my Scream Queens editors had never heard of interactive fiction, had no I idea what I meant when I said “Go west” “get lamp” or “Come on, Infocom!” So part of my motivation here is to see if all these “young kids today” would embrace a medium that requires reading and appreciation of storytelling.

    Sheesh, I sound like such a curmudgeon!

  • John W, Bosley

    Great post. Yes, I could see this as a possibility for most of my films. I think it really has a lot to do with your story. You need to create some sort of a world/universe around your story. I’m not saying it has to be sci-fi or fantasy, but it needs layers of depth of some sort. That way you can branch out in the options for this to really take hold. Would be great as an app idea with facebook since half of that crowd spends their time with farmville or mafia or some other facebook app game.

  • http://blog.justinwhedges.com Justin Hedges

    Those are some really good ideas on interactive fiction; I never thought of it that way. I wonder if screenwriters might use such a tool to help sell their screenplays, as James Dalessandro used real pictures of the 1906 San Francisco earthquake and fires to help sell his book and screenplay on the subject, or would it become one of the taboo selling techniques like dressing in costume?

  • David Olsen

    Never heard of IF!? Someone get them a copy of “Zork,” stat! Geez, kids these days. I don’t blame your curmudgeonly attitude.

    So, if I understand you correctly, you’re thinking mostly about using IF as a marketing tool. Interesting, but as you point out, such a strategy has been used by the big studios for years. Unfortunately, most of the video game adaptations of huge features tend to suck. It’s still unclear to me if this is merely a financial issue (such projects don’t usually get the care from the bigwigs to do it right) or something more fundamental about game-ifying (to coin a term) a story is involved.

    The big form of interactive fiction that I have seen work well in conjunction with marketing is Alternative Reality Games, though that’s quite an undertaking and possibly outside the scope of independent film. However, both “Halo” and “Lost” have done well with supplementing their story with ARGs, by simultaneously getting their fan base excited for an upcoming release and giving a little extra to those who take the time to participate.

    In general, I don’t think the hard part is learning the computer code (though Inform 7 looks interesting enough that I should spend time on it), but designing a good game, which takes a particular skill set. Now that I want to discourage those who attempt such endeavors, but it can be just as challenging as the original project.

  • David Olsen

    Silly lack of proofreading. My last sentence should have started with “Not” not “Now.”

  • http://www.jokeandbiagio.com Biagio

    John: Facbook app=GREAT IDEA for this. Wonder if there’s a way to play IF as a facebook app yet? I (sadly) admit to not being a FB expert…that’s more Joke’s territory…but that’s a very accessible platform if IF were to be playable on it.

    Justin: That’s an interesting idea. As much as I hate to admit it, execs would probably never find the time to play the game. That’s not to say none of them would, but the kind of engagement you is more likely to come from the fans who are looking to be entertained as opposed to execs who are so over-worked they’ll just want to be pitched in as succinct fashion as possible. That said…if you had an IF game that became an internet hit, an exec WILL pay attention to that. Anytime you have an asset that draws extra attention to your project, it’s a selling point.

    Dave: I don’t know if my hope for IF and indies is simply to use IF as a marketing tool. Rather, I think in its best form, it would be a real way for audiences to experience the story on a different level. Yes, marketing is a side benefit, but if that becomes the main purpose, I think the game will feel shallow. If instead it’s about building a group of supportive fans and providing them with MORE, then it’s a good thing. For instance, it’s one thing for us to shout from the roof tops “look at me, I’m over here, I’m a good project” (which is what a lot of indie marketing comes down to) and instead saying, “here’s another fascinating way to participate in this story.” To your point about the skill set: YES…it is a different skill set. I’ve been posting over at rec.arts.int-fic about this, and am thinking of putting together a forum where indies and IF authors can connect–if there’s any interest in that.

  • http://www.michaeltapp.com Michael Tapp

    Interactive Fiction/Transmedia/ARG fascinates me.

    I can’t wait to see how filmmakers weave geo-location apps(Foursquare, Gowalla, etc.) into their work.

  • Luci Temple

    Interesting, though agree that ARG & transmedia are probably the more modern version of IF. ARG needn’t be big budget, it’s greater attraction is simply that story is not limited to text only. We communicate much more visually than we did 30 years ago, and when technology is such that you can easily include pictures, sound, video, typography, to give a richer experience, the plain old text on screen option seems a little dull.

    E.g. Which gains a stronger audience reaction: reading “as you interview the old woman you hear a creepy scratchy sound coming from the roof”; or hearing the sound on an audio file?

    So while I agree with you that we should be finding creative interactive ways to invite audience into the story world as a precurser to film release, growing a fanbase around it, and by necessity it most likely must be low budget, I think we need to make best use of what is currently available to us – and that includes graphics, photos, audio, video, web, – rather than fall back to base.

  • http://www.nicalderton.com Nic Alderton

    It’s breathtaking how far ahead of the curve Douglas Adams was, having already produced a radio series, a set of novels, a TV series, and then a text adventure in collaboration with Infocom, for the Hitch-Hiker’s guide to the galaxy, over twenty-five years ago.

    Single player ‘Interactive Fiction’ games had already turned into independently produced, complex, sprawling multi-player adventure and trading environments before the infancy of the internet (e.g. Gods, The Zone, Avalon, MUD). These latter games already encompassed truly collaborative gameplay in that some players wrote sections of the narrative themselves, even engineered the logic of the code.

    Curiously the evolutionary pressure upon both kinds of game was to include graphics, sound and animation. Every step forwards into multimedia took us along the path to modern gaming. The narrative drives of modern equivalents (e.g. WoW) have not changed substantially.

    There is a primary creative force in an author writing IF; it produces an undiluted vision for the narrative which really connects a reader/player with the story. As a form of literary fiction it can plunge a reader much more deeply into a relationship with the story by the simple nature of its non-linear form and the exploratory way one is forced to interact with it. However, I think Luci is closer to the truth when she says that a contemporary audience expects more; particularly an audience whose focus is the visual and immersive.

    Yet we can offer them more, these days. A story written in many different media, across a wider canvas and involving more of them simultaneously. We’re not quite there yet, partly because the understanding of those narrative forms is still forming and partly because the software to stitch together the different elements is still just ideas. However, understanding is unfolding and software can be written.

    To put it another way, the sort of interactive fiction that we could, and should, be offering an audience hasn’t yet been created. So *we* should be setting the architecture in place ourselves.

  • http://www.aegisstudios.com travis Legge

    A few ideas spring to mind:

    A “Choose your own adventure dvd” Why not? it would be a little complex to program the menu, but i think its well within the tech capabilities available to indie filmmakers.

    A text based I.F. online, with cinematics strewn in, like Final Fantasy video games. Program that sucker in Flash and BANG! Web-based I.F. video content….

    …that sadly you can’t watch on the iPad (curse you Adobe!!!)

    An I.F. based trailer. Depending on what choices the audience makes, they see different clips of the film.

    Thats just off the top of my head. I think I.F. is an ASTONISHING tool.

    Good call, Biagio.

  • http://www.jokeandbiagio.com Biagio

    @Luci: I agree that any kind of interactive, immersive experience is going to help an audience connect with a filmmaker’s project. Being a producer, I have a love of great graphics, sound design, and visual experiences. However, what I like about IF is that in some forms it can be a throw back, something simpler…and because of that, a straight up text game may cut through the crowd a bit–especially with the audience that embraces indie films. I believe that text, on it’s own, can ben an interesting alternative, something “different.”

    For some audience members that will be a tough sell–no doubt. That said, there are IF platforms out there right now that allow one to incorporate video, pics, sound, etc (we’re going to do a follow up story on that in a coming post.) What scares me off blogging about those in great detail here is how technical the programming for those games can be. The nice thing about Inform 7 is it’s made with writers in mind…so as not to freak new adopters out with lots of “programmy” looking code. I think a lot of filmmakers would be willing to take a leap with it. Those who are tech-savvy enough to program the kind of work your talking about (or have the budget to hire someone else to do it) are probably already doing it. Hopefully, I7 can be a cool alternative, and a neat way for filmmakers to reach out.

    Your thoughtful comment is much appreciated, and thanks for stopping by, Luci! I’ll definitely consider all your points in an upcoming post.

    @Nic You make an excellent point about the author being the primary creative force in producing IF–part of what’s so exciting about I7. I believe if an authoring system could combine I7s ease of use and relatively low learning curve with the ability to include video, sound, etc, it would be the perfect tool for filmmakers. Hopefully, I7 (or something similar) can fill the gap soon. Thanks for stopping by.

  • David Olsen

    Biagio, I’m in complete support of you establishing a forum to hash out ideas that are a little too complex for a blog comment thread. There’s a good chance I’ll even participate. By the way, I’m curious if you had a chance to check out the games I mentioned in my first comment (though I know you’re a busy guy, so I’ll understand if you haven’t had the opportunity yet). Perhaps we should reverse expectations and see if a film adaptation can grow out of one of those works :)

    Jeff mentioned the CYOA books, a staple of most geeks who grew up in the ’80s and close cousin of IF (if one cares about splitting hairs). http://samizdat.cc/cyoa/ presents some interesting analysis of Choose Your Own Adventure books.

    I’m reminded of an old project I was tapped for that was never fully realized. Shortly after BATG4, someone from UGO contacted me (via a mutual friend) about doing something with them that was more interesting than just a run-of-the-mill interview. The idea was that I would play me (and avatar of the player) opposite an attractive female model in a few different settings (comic book shop, bar, etc.). It would be the goal of the player (through me) to successfully ask out the girl via various dialogue trees. We would film the different attempts and reactions and some programmer was going to make it all blend together smoothly to give a video-based IF game. Unfortunately, the actress’ grandfather died at the time we were supposed to film and I was falling ill myself, so the project was shifted to a rather cliched video interview regarding Valentine’s Day. I was promised that things were merely postponed, but what I thought was a clever idea never actually came to be.

    Say, wasn’t this entry on IF supposed to just be part 1? We’re still waiting of part 2 :)