Rebooting

12 April 2006

Exciting news of the day: I’m going to be speaking at the Reboot conference in Denmark this summer.

Looking forward to it lots, though obviously I need to start working on the talk soon. Still, following ETech, I don’t think I’m going to let myself get quite so stressed.

What follows is the rough pitch I outlined in an email (written, as ever, in conference-abstract-ese); final version may vary, obviously, but I think it conveys the gist of what I want to discuss:

“Telling stories – what social software can learn from Homer, Dickens, and Marvel Comics”
or: “Social software as serial narrative”

Social software is playful, and much ludic analysis has been made of it. But what of narrative analysis? After all, we use this software to tell the grand serial narrative of our lives – cataloguing them via Flickr, journalling them (in whatever form) via our blogs. And then consider the wealth of parallel narratives many people have – a delicious account, a Flickr account, multiple blogs, LiveJournals, MySpace accounts, some contradictory, some anonymous, some fictional, some fact. This isn’t a bug, it’s a feature; we should encourage parallel storytelling, encourage the formation of personas, and make the interaction between these different platforms as complete as it needs to be to support this.

We should design our software around these narrative impulses. In ten, twenty, thirty years time, for good or ill, we will want to look back at the stories we told – for they are part of our greater story. So as well as encouraging parallel narrative, we need to consider how best to support the long ongoing narrative that we weave.

So: let’s look at how, over history, serial narrative has been told, distributed, and retrospectively altered, and see what it tells us about the tools we build to tell our stories.

So at the weekend I picked up Far Cry: Instincts. It’s a very good game – pushes the Xbox graphically in ways you couldn’t dream (trumping even Riddick) and has a great fun set of multiplayer modes.

What’s really interesting, though, is that it has an excellent mapmaker. Far from letting you just move around tiles, it lets you mould terrain, build structures, and plan complex maps – and then play them online with your friends. It’s been really well designed – the controls are superbly mapped to the Xbox pad. It still takes a while to make a map, but it’s not tricky to make some quite complex ones.

Anyhow. When you’ve made a map, you “publish” it – this doesn’t upload it anywhere, it just seems to verify it with your online name (Gamertag, in Xbox parlance). And then you can host games with your friends, with your map. They will, of course, have to download it from you, but that takes a few minutes, and then everyone can play.

Here’s where it gets clever. When they come to host a game, they’ll find your map – which they just downloaded – is on their list of maps. So they can host a game with the map you created. And if it’s a good map, they may well do.

And so then everyone they play with gets to use your map. And so, if you’ve created something really good, it’s going to spread virally very quickly; players will say “this map is good, man, you should play it”. At its logical conclusion, as many people will have your map as the ones the game comes with, and then you’ve entered canon. Wheras PC games (which are usually very moddable) have a distribution network of the Internet, Xbox games don’t have the same freedom for downloading new content. So Ubisoft should be applauded for letting the players become one big viral network, in which they ‘catch’ maps off one another.

The game’s online implementation has the customary Ubisoft online flaws, but in terms of how easy it is to make brand new content – and, more to the point, how easy it is for that content to propagate based purely on merit – it’s really something special. I can’t wait to see what happens when the map-makers get really good…