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What is Hypertext? Storytelling in the Electronic Age
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Linda Aukett

 

  STORYTELLING IN THE ELECTRONIC AGE


The Medium and the Message

Storytelling and World View: Modern and Post-Modern

The Post-modern Age

Characteristics:

  • => production and distribution of information rather than goods;
  • => electronic rather than physical transport of the product (information);
  • => workplace defined as an electronic network rather than a physical location.

    Values:

  • => thinking outside the box--or rejecting the notion of boxes altogether
  • => cooperative problem solving
  • => tolerance for ambiguity, uncertainty,open-endedness
  • => associative rather than linear (logical)thinking

    What does this have to do with storytelling?

  • To some extent, the medium is the message -- or at least the medium affects the message.
  • The media available for storytelling depend the state of technological development.
  • The prevailing world view privileges some media over others.

    Stories and Media: The Oral Storyteller

  • Mnemonic devices (repeated phrases, choruses, etc.) help the storyteller keep track of where he is.
  • The storyteller has the flexibility to adapt the story to the given audience and situation.
  • Audience participation, especially in the form of singing choruses, cheering or hissing, etc, are an expected part of the storytelling.
  • Oral storytelling is often a ritualized community occasion.

    Stories and Media: The Print Text

  • Writing and reading are essentially solitary activities.
  • Unlike the audience during oral storytelling, the reader does not actively participate in creating the story.
  • Writers and readers may be separated by thousands of miles and hundreds of years.
  • The text is unchanging and thus seems unchangeable, giving it a kind of authority.

    Stories and Media: Non-print Texts

  • Generally, non-print texts don't have the physical and thus the psychological permanence of print texts.
  • Non-print texts such as recorded music and films are produced by a number of specialists working together; there is no single "author."
  • Hypermedia texts
    1. => have no physical permanence;
    2. => may incorporate graphics, sound and motion;
    3. => may be interactive, making the reader a co-author.

    Mutable Texts

  • Stories told through electronic media tend to aim at creating a complex, variable, open-ended experience rather than a fixed, author-controlled, plot-driven sequence of events with a specific ending.
  • Because an electronic text has no physical permanence, it can be altered and manipulated by both the author and the reader.
  • Hyperfiction usually offers choices for the reader to determine what they will read next, what characters will do, etc. The reader, in effect, co-authors the story.
  • Films re-released on DVDs often contain additional background and supplemental material that then becomes part of the text.

    Conventional Story Structure

    Characteristics of Conventional Plot

  • Conflict creates suspense, which drives the plot toward a resolution.
  • The structure is linear and time driven.
  • The resolution essentially closes down the story by resolving the climax and thus releasing the suspense.
  • In a print text, the plot is fixed--like it or not, that's the way the story ends.
  • Irrelevant details are omitted.

    "Realistic" Fiction and Real Life

    So-called realistic print fiction is highly unrealistic:
    1. => details the author deems irrelevant to the plot, character development, setting, etc. are omitted;
    2. => resolution of conflict creates tidy package;
    3. => reader always knows when it will all be over (how many more pages to be read).

    Metafiction

  • Does not pretend to duplicate reality;
  • Calls attention to itself as constructed or mediated reality.

    Characteristics of "new" electronic storytelling:

    1. => Web-based hypertext can create very rich stories with links to related background material on any aspect of the story or related stories;
    2. => links between incidents can be based on association or chance rather than cause and effect;
    3. => readers can often make plot choices, thus, in effect, co-authoring the story.;

    The Post-modern Age--Again

    Values:

  • => thinking outside the box--or rejecting the notion of boxes altogether;
  • => associative rather than linear (logical)thinking;
  • => cooperative problem solving;
  • => tolerance for ambiguity, uncertainty,open-endedness.

    Can you see how hypertext stories embody these values?

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Special thanks to Judy Hakola for these notes.