Go Farther: Procedural Media

(Last week I suggested spontaneity and surprise were elements that people making media could use to add value and increase interest.  I wanted to explore that more.)

As I've suggested before, spontaneity and unpredictability is an element of a media product (a story, a game, etc.) that can get, maintain, and expand people's interest in the product.  Spontaneity, combined with relatively fast access to the spontaneous content, is a unique way to add value to a media product as its un duplicateable and plays on our love of the unknown and novel.  Getting that spontaneity is thus important – but varies from media to media.

Every kind of media has its different advantages and disadvantages in adding spontaneity to it.  Changing technology has also altered how this can be done, and changing expectations have altered what people expect.  I'm going to take a look at the different kinds of media and how spontaneity can be added to them.

Read more

The Competitive Edge of Surprise

I'm a fan of Reno 911!, a show about a lovable but flawed group of misfit policepersons in Reno, Nevada.  A parody of shows like "Cops", what makes it intriguing is a lot of it is improvised.  Though there's many running jokes, this level of spontaneity adds a charm to the series, and makes it more human.

There are other forms of media "spontaneity."  The Random House/Stardoll deal that allows for people to vote on the outcome of a story for instance.  There is the unpredictability of reality shows – much as I'm not a fan of most of them – that appeals to people.  I've been addicted to both Borderlands and Dragon Quest IX – games with randomly generated content to keep the games fresh.

Such things got me thinking about spontaneity and unpredictability.  These are things you can't really fake in media – and these are traits people like in their media, be it books, or shows, and so forth.  We love having an unknown to explore, something that doesn't fit our expectations (yet does).  In short, in an age where there's so much competition for attention, can the media we produce be more competitive if it adds spontaneity and unpredictability?

I think so.

Read more

Go Farther: Fiction Needs Irrelevance

When we build a world for our fictions, games, and shows, we construct cultures.  Cultures explain why people do what they do, how they think, why they eat, how they war, how they make peace, and more.  Culture is unavoidable when you make a setting – one could even argue that characters are often expressions of their cultures.

When we build these cultures we're often thinking about important things.  We want to know why characters believe as they do.  We want to explain why characters go where they go and do what they do.  We want to explain why magic is the prerogative of the ruling class, why there's a different language spoken on this distant space station, and so on.  We want to explain what matters – in short, cultures explain the Big Plot.

This is short-sighted.

Read more