A Sequence of Possibilities
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New Media and Narratology in Cinematic Art James Anthony Ricci University of South Florida, [email protected]
University of South Florida Scholar Commons Graduate Theses and Dissertations Graduate School 11-15-2015 Now, We Hear Through a Voice Darkly: New Media and Narratology in Cinematic Art James Anthony Ricci University of South Florida, [email protected] Follow this and additional works at: http://scholarcommons.usf.edu/etd Part of the Film and Media Studies Commons Scholar Commons Citation Ricci, James Anthony, "Now, We Hear Through a Voice Darkly: New Media and Narratology in Cinematic Art" (2015). Graduate Theses and Dissertations. http://scholarcommons.usf.edu/etd/6021 This Dissertation is brought to you for free and open access by the Graduate School at Scholar Commons. It has been accepted for inclusion in Graduate Theses and Dissertations by an authorized administrator of Scholar Commons. For more information, please contact [email protected]. Now, We Hear Through a Voice Darkly: New Media and Narratology in Cinematic Art by James A. Ricci A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy Department of English College of Arts and Sciences University of South Florida Major Professor: Phillip Sipiora, Ph.D. Margit Grieb, Ph.D. Hunt Hawkins, Ph.D. Victor Peppard, Ph.D. Date of Approval: November 13, 2015 Keywords: New Media, Narratology, Manovich, Bakhtin, Cinema Copyright © 2015, James A. Ricci DEDICATION This dissertation is dedicated to my wife, Ashlea Renée Ricci. Without her unending support, love, and optimism I would have gotten lost during the journey. ACKNOWLEDGMENTS I owe many individuals much gratitude for their support and advice throughout the pursuit of my degree. -
Myth, Metatext, Continuity and Cataclysm in Dc Comics’ Crisis on Infinite Earths
WORLDS WILL LIVE, WORLDS WILL DIE: MYTH, METATEXT, CONTINUITY AND CATACLYSM IN DC COMICS’ CRISIS ON INFINITE EARTHS Adam C. Murdough A Thesis Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of MASTER OF ARTS August 2006 Committee: Angela Nelson, Advisor Marilyn Motz Jeremy Wallach ii ABSTRACT Angela Nelson, Advisor In 1985-86, DC Comics launched an extensive campaign to revamp and revise its most important superhero characters for a new era. In many cases, this involved streamlining, retouching, or completely overhauling the characters’ fictional back-stories, while similarly renovating the shared fictional context in which their adventures take place, “the DC Universe.” To accomplish this act of revisionist history, DC resorted to a text-based performative gesture, Crisis on Infinite Earths. This thesis analyzes the impact of this singular text and the phenomena it inspired on the comic-book industry and the DC Comics fan community. The first chapter explains the nature and importance of the convention of “continuity” (i.e., intertextual diegetic storytelling, unfolding progressively over time) in superhero comics, identifying superhero fans’ attachment to continuity as a source of reading pleasure and cultural expressivity as the key factor informing the creation of the Crisis on Infinite Earths text. The second chapter consists of an eschatological reading of the text itself, in which it is argued that Crisis on Infinite Earths combines self-reflexive metafiction with the ideologically inflected symbolic language of apocalypse myth to provide DC Comics fans with a textual "rite of transition," to win their acceptance for DC’s mid-1980s project of self- rehistoricization and renewal. -
Character Arcs—What About ‗Em?
Photo by Riccardo Romano Contents Character arcs—what about ‗em? .................................................................... 3 Starting and ending the character arc .............................................................. 3 Finding the character arc .................................................................................. 4 Shaping character arcs—the middle ................................................................ 6 Micro character arcs in scenes ......................................................................... 7 Micro character arcs in sequels ....................................................................... 8 Are character arcs necessary? .......................................................................... 9 Character arcs and gender .............................................................................. 10 Everything you ever wanted to know about character arcs .......................... 11 Why characters should arc ............................................................................. 11 Finding your character arc ............................................................................. 12 Developing the character arc ......................................................................... 13 Testing out your character arc beginning ....................................................... 14 The middle of the character arc ...................................................................... 14 Ending the character arc ............................................................................... -
DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES a Dissertation Submitted in Partial Satisfaction of the Requirements for the Degree Of
UNIVERSITY OF CALIFORNIA SANTA CRUZ CHANGEFUL TALES: DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Aaron A. Reed June 2017 The Dissertation of Aaron A. Reed is approved: Noah Wardrip-Fruin, Chair Michael Mateas Michael Chemers Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright c by Aaron A. Reed 2017 Table of Contents List of Figures viii List of Tables xii Abstract xiii Acknowledgments xv Introduction 1 1 Framework 15 1.1 Vocabulary . 15 1.1.1 Foundational terms . 15 1.1.2 Storygames . 18 1.1.2.1 Adventure as prototypical storygame . 19 1.1.2.2 What Isn't a Storygame? . 21 1.1.3 Expressive Input . 24 1.1.4 Why Fiction? . 27 1.2 A Framework for Storygame Discussion . 30 1.2.1 The Slipperiness of Genre . 30 1.2.2 Inputs, Events, and Actions . 31 1.2.3 Mechanics and Dynamics . 32 1.2.4 Operational Logics . 33 1.2.5 Narrative Mechanics . 34 1.2.6 Narrative Logics . 36 1.2.7 The Choice Graph: A Standard Narrative Logic . 38 2 The Adventure Game: An Existing Storygame Mode 44 2.1 Definition . 46 2.2 Eureka Stories . 56 2.3 The Adventure Triangle and its Flaws . 60 2.3.1 Instability . 65 iii 2.4 Blue Lacuna ................................. 66 2.5 Three Design Solutions . 69 2.5.1 The Witness ............................. 70 2.5.2 Firewatch ............................... 78 2.5.3 Her Story ............................... 86 2.6 A Technological Fix? . -
Plot? What Is Structure?
Novel Structure What is plot? What is structure? • Plot is a series of interconnected events in which every occurrence has a specific purpose. A plot is all about establishing connections, suggesting causes, and and how they relate to each other. • Structure (also known as narrative structure), is the overall design or layout of your story. Narrative Structure is about both these things: Story Plot • The content of a story • The form used to tell the story • Raw materials of dramatic action • How the story is told and in what as they might be described in order chronological order • About how, and at what stages, • About trying to determine the key the key conflicts are set up and conflicts, main characters, setting resolved and events • “How” and “when” • “Who,” “what,” and “where” Story Answers These Questions 1. Where is the story set? 2. What event starts the story? 3. Who are the main characters? 4. What conflict(s) do they face? What is at stake? 5. What happens to the characters as they face this conflict? 6. What is the outcome of this conflict? 7. What is the ultimate impact on the characters? Plot Answers These Questions 8. How and when is the major conflict in the story set up? 9. How and when are the main characters introduced? 10.How is the story moved along so that the characters must face the central conflict? 11.How and when is the major conflict set up to propel them to its conclusion? 12.How and when does the story resolve most of the major conflicts set up at the outset? Basic Linear Story: Beginning, Middle & End Ancient (335 B.C.)Greek philosopher and scientist, Aristotle said that every story has a beginning, a middle, and an end. -
Relationality and Masculinity in Superhero Narratives Kevin Lee Chiat Bachelor of Arts (Communication Studies) with Second Class Honours
i Being a Superhero is Amazing, Everyone Should Try It: Relationality and Masculinity in Superhero Narratives Kevin Lee Chiat Bachelor of Arts (Communication Studies) with Second Class Honours This thesis is presented for the degree of Doctor of Philosophy of The University of Western Australia School of Humanities 2021 ii THESIS DECLARATION I, Kevin Chiat, certify that: This thesis has been substantially accomplished during enrolment in this degree. This thesis does not contain material which has been submitted for the award of any other degree or diploma in my name, in any university or other tertiary institution. In the future, no part of this thesis will be used in a submission in my name, for any other degree or diploma in any university or other tertiary institution without the prior approval of The University of Western Australia and where applicable, any partner institution responsible for the joint-award of this degree. This thesis does not contain any material previously published or written by another person, except where due reference has been made in the text. This thesis does not violate or infringe any copyright, trademark, patent, or other rights whatsoever of any person. This thesis does not contain work that I have published, nor work under review for publication. Signature Date: 17/12/2020 ii iii ABSTRACT Since the development of the superhero genre in the late 1930s it has been a contentious area of cultural discourse, particularly concerning its depictions of gender politics. A major critique of the genre is that it simply represents an adolescent male power fantasy; and presents a world view that valorises masculinist individualism. -
The Narrative Structure Booklet
ACT 1 The opening of a narrative typically establishes characters, setting, themes and engages the audience. It features a catalyst that sends the character on their journey. By the end of the Act 1, the main character reaches a turning point where they commit to the action. o Establishing genre and tone. The opening of a narrative plays an important role in establishing genre and tone. When filmmakers establish genre, they enter into a contract with the audience. If a narrative doesn’t deliver on the promise of genre, the audience will be dissatisfied and disappointed. In a horror film, for example, expects suspense, a few scares and a hefty dose of gore. Anyone who has ever seen a film that is too formulaic or cliched will understand how tedious slavishly following genre conventions can be. o Establishing character. All stories are about a character trying to achieve a goal. Narratives always establish characters – their traits, motivation and goals – within the first act. To become involved in a story, the audience needs to know who the characters are and what they want. Establishing character also means establishing their flaws. Characters always change. Screenwriters often refer to this change as a ‘character arc’. As noted in Writing Movies: “Another mark of protagnoists is their ability change. In pursuing their goals, protagonists meet obstacles that force them to adjust and adapt and, in turn, they grow or transform in some way. This progression is called an arc.” o Establishing setting. The first act of a narrative also establishes the setting. The setting is where the narrative unfolds. -
The Post Infocom Text Adventure Collection
The Post Infocom Text Adventure Collection Many of us played and loved the text adventures produced by Infocom in the 1980’s. They were rich in story and puzzles, and contained some excellent writing. In the years since Infocom’s demise in 1989, there have been a lot of good games produced using the Z-Machine - the game format that Infocom was using. This gives us a chance to make these modern-day games run on the computers of the 80’s, like the Commodore 64. I decided to create a collection of Z-machine games for the C64, and this is it. All in all, it’s 31 games, released in 1993-2015. Each game has been put into its own directory, in which is also an empty disk for game saves and a file called AUTOSWAP.LST to make life easier for people using the SD2IEC diskdrive substitute. If you haven’t played text adventures before, or feel that you never got the hang of it, you should read the chapter How to play a text adventure. If you want more of a background on Infocom and the game format they used, you should read the chapter about The Zork Machine at the end of this document. There is also a chapter about the process of porting Z-machine games to the C64 and, finally, a chapter about writing your own games. I created this documentation as a PDF, so that you could easily print it out and keep it nearby if you’re enjoying the collection on a real C64. -
Pixar's 22 Rules of Story Analyzed
PIXAR’S 22 RULES OF STORY (that aren’t really Pixar’s) ANALYZED By Stephan Vladimir Bugaj www.bugaj.com Twitter: @stephanbugaj © 2013 Stephan Vladimir Bugaj This free eBook is not a Pixar product, nor is it endorsed by the studio or its parent company. Introduction. In 2011 a former Pixar colleague, Emma Coats, Tweeted a series of storytelling aphorisms that were then compiled into a list and circulated as “Pixar’s 22 Rules Of Storytelling”. She clearly stated in her compilation blog post that the Tweets were “a mix of things learned from directors & coworkers at Pixar, listening to writers & directors talk about their craft, and via trial and error in the making of my own films.” We all learn from each other at Pixar, and it’s the most amazing “film school” you could possibly have. Everybody at the company is constantly striving to learn new things, and push the envelope in their own core areas of expertise. Sharing ideas is encouraged, and it is in that spirit that the original 22 Tweets were posted. However, a number of other people have taken the list as a Pixar formula, a set of hard and fast rules that we follow and are “the right way” to approach story. But that is not the spirit in which they were intended. They were posted in order to get people thinking about each topic, as the beginning of a conversation, not the last word. After all, a hundred forty characters is far from enough to serve as an “end all and be all” summary of a subject as complex and important as storytelling. -
With the 24Th Annual Ifcomp Just Around the Corner (July 1St) We Spoke to the New Organizer Jacqueline Ashwell to Get Some Histo
With the 24th annual IFComp just around the corner (July 1st) we spoke to the new organizer Jacqueline Ashwell to get some history on the event and what to expect from the overlooked niche. Q - What is IFComp and what is its purpose? IFComp, formally called The Annual Interactive Fiction Competition, is a game design competition that welcomes all kinds of text-driven digital stories and games, which are made freely available in order to encourage the creation, play, and discussion of interactive fiction. Q - For the sake of the competition what counts as IF? The IFComp defines interactive fiction in fairly broad terms as videogames whose player interactions center on text. We’ve watched interactive fiction evolve over the decades, and we’re not out to constrain that evolution. Q - The competition has been running since 1995, how do you feel it, and other competitions have affected the IF landscape? The competitions give authors two key things: structure and venue. Anyone at any time can write and release anything they want to. Some people need a deadline to make that passion project happen, and the comps provide that. Some people, left unchecked, will endlessly add to the scope of their game, possibly to the point that it would otherwise never see the light of day, and the comps can help constrain that sprawl. Some people don’t know how to promote their game to ensure people can find it or get the feedback to learn and grow, and the comps help with that. Q - The IFComp has an interesting prize pool system where donors can enter prizes ranging from cash to food to professional services. -
Electronic Literature” Was Going on at the Boston Public Library That Evening of April 25, 2001
one THE PLEASURE OF THE TEXT ADVENTURE It was strange enough that a reading of “electronic literature” was going on at the Boston Public Library that evening of April 25, 2001. About a hun- dred people were gathered in the main auditorium, lured by the publicity from sponsoring organizations—the Boston Cyberarts Festival and the Electronic Literature Organization—and clearly interested to see what new sorts of literary works people were creating for computers. The focus was not only on the author on stage, but also on the image being projected from a computer beside the author. But was something wrong with the screen as the first reader looked up to introduce his work? Instead of a Web browser or some sort of e-book interface, as one would expect from contemporary computers, there was an obsolete-looking command line.Was this going to be some homage to antiquated entertainment software of the 1980s? A nod to the influence of Pac-Man, or something, before the more serious stuff kicked in? It may have been hard to tell what it was, for Adam Cadre had only a few minutes to start in on a reading of Photopia, a work of interactive fic- tion in different segments, each of which is told in a different voice. The work, winner of the 1998 Interactive Fiction Competition, used an inter- face that would be familiar to players of the famous early interactive fiction Zork, but Photopia was in many ways unlike anything that had been done in the 1980s or at any time before. -
Judas As Tragic Hero in Film
Journal of Religion & Film Volume 8 Issue 3 October 2004 Article 3 October 2004 Servant of the Story: Judas as Tragic Hero in Film Kaile Shilling [email protected] Follow this and additional works at: https://digitalcommons.unomaha.edu/jrf Recommended Citation Shilling, Kaile (2004) "Servant of the Story: Judas as Tragic Hero in Film," Journal of Religion & Film: Vol. 8 : Iss. 3 , Article 3. Available at: https://digitalcommons.unomaha.edu/jrf/vol8/iss3/3 This Article is brought to you for free and open access by DigitalCommons@UNO. It has been accepted for inclusion in Journal of Religion & Film by an authorized editor of DigitalCommons@UNO. For more information, please contact [email protected]. Servant of the Story: Judas as Tragic Hero in Film Abstract Judas is perhaps best defined and best understood through mythic mediums such as story and film, as opposed to historical, scriptural studies that adhere strictly to the gospel texts alone. Judas, as seen in story and film, is not estrictedr to or defined exclusively by a series of actions that characterize him as a villain. Rather, especially in filmic depictions, he shifts from a villain to a tragic hero, and as such, allows for a fuller discussion of the various influences and choices with which Judas may have been faced than is possible in the genre of gospel text. This article is available in Journal of Religion & Film: https://digitalcommons.unomaha.edu/jrf/vol8/iss3/3 Shilling: Servant of the Story Judas Iscariot, the betrayer of Jesus Christ, the thief, the sinner, the conniving, hunched over, sinister, red-haired, selfish man, the one who sold out the Messiah for thirty pieces of silver, is perhaps the most loathed person in history.