Archive by Author

Coffee, Beer, Zombies, and the Future of Immersive Entertainment

30 Oct

Unfortunately, it couldn’t be all play, all the time in Atlanta. We had a full day of work ahead of us to set the record straight on a few items.

Does Octane deserve to be considered one of the nation’s best coffee establishments? Yes. Especially when paired with a popover from the adjoining Little Tart Bakeshop in the Grant Park location.

Will Rosebud provide a superlative experience for the discerning brunch enthusiast? We started with fried cheese grits with smoked cheddar and pepper jelly. Need I go on?

Can Porter Beer Bar live up to its reputation as one of Atlanta’s best destinations for enjoying a wide variety of amazing beer? Early results are extremely promising, but from a due diligence standpoint, we feel that it would be imprudent to end our investigation prematurely.

Atlanta is a flexible concept

“Atlanta” is a flexible concept

Refreshed and recharged, and in gratitude to Atlanta’s gracious hospitality, we thought it was only right that we do our part to assist them with their zombie problem. Atlanta Zombie Apocalypse promises an interesting variant on the standard haunted attraction. Unlike NetherWorld, which was incongruously located a few blocks from suburban strip malls, AZA is convincingly nestled in the woods off a deserted stretch of highway. The attraction is built on and around the grounds of a deserted motel and it didn’t take much effort to believe that zombies might be nearby.

For those who don’t frequent this type of entertainment, the haunted attraction industry is all grown up and embraces more than what we endearingly referred to as a “haunted house” back in the day. There are a growing number of variants on the theme of scaring people for fun and profit, including haunted mazes, haunted trails, scare zones, haunted hayrides, etc. Many attractions aggregate and even mashup several of these styles to make sure that you don’t get too comfortable. AZA provides three attractions which can be generally described as 1) haunted house/haunted trail mashup, 2) haunted maze + paintball and 3) haunted house/immersive theatre.

cdc-zombie-posterOut of respect for the organizers, I won’t give up any spoilers, but I will share some general impressions. Admission can be purchased on a per attraction basis. I was here from California and was in the middle of nowhere, GA. I was going to all three.

Although the attractions can be visited on a standalone basis, some of the employees had specific ideas on the order in which to experience them if you were seeing more than one. They were essentially imposing a meta-level of story and emotional engagement that hadn’t actually been accounted for in the overall design of the attraction. The best part is: different people had different opinions on the ideal order, and they were pretty passionate about their individual assessments. It was like having a personal team of horror sommeliers. More importantly, it was unscripted proof that the tendency to find story in our lives is central to the human experience. It also echoed my thoughts on the very personalized reactions that one can expect from immersive experiences.

Unlike many haunted attractions, which are essentially self-directed (i.e., here’s the entrance, proceed to the exit,) each of these attractions had a guided component. While the most memorable features of many attractions are the live performers, the level of interactivity is typically low and unidirectional: they scare, you scream, keep moving. The guides and performers at AZA added a sense of theatricality and interactivity which enhanced the the overall immersive quality of the experience. The first attraction we chose was called “The Curse,” and it took advantage of the ample, wild surroundings by using parts of the neighboring forest as the set. There was a backstory and a mystery to the attraction, and we were recruited as investigators and addressed directly by the guides and performers. Although I saw room for improvement, I was certainly entertained.

All in a day's work

The blogger in the line of duty

For me, the main attraction, and the reason I found myself in Conley, GA deferring my important research of Atlanta’s brewpubs, was the “Zombie Shoot.” We were provided with a semi-automatic AirSoft gun (essentially paintball, but using specialized BBs instead of paintballs) and protective headgear, and were told, “Aim for the head or the chest. Keep firing until they go down.” Pretty much the exact opposite of your standard preshow advisement, “Keep your arms and legs inside the vehicle at all times.” Also, in case it’s not totally clear, you’re firing at real people, I mean zombies, not cardboard cut-outs or animatronics. Did it work? Mostly. Was it fun? Definitely.

Maybe King Lear actually IS the future of haunted attractions

Maybe Shakespeare actually IS the future of haunted attractions

The final attraction was called “?” and I think it’s telling that it might have been my favorite even though on its surface, it seemed to be a standard haunted house. Why? Story. It was the most theatrical of the three and featured the most interesting and inventive story, while still remaining focused on trying to scare you out of the building. Granted, we’re not talking Shakespeare, but it was a refreshing and successful variant on what could have been an uninspired production.

The production value in these attractions was not award-winning, and the storytelling was not expert, but I’m still glad I checked them out. It was all produced with a lot of heart, and everybody from the people selling the tickets to the performers and guides and zombies seemed to be having a good time and wanted to make sure that we were too. By providing three very different, hybridized attractions, it was clear that the creators were willing to take some risks and try out some new ideas, which will always impress me more than playing it safe.

Crossing the line from a one-way performance to an interactive experience can immediately raise many expectations that are potentially difficult to meet. The biggest challenge becomes the reconciliation between the audience’s sense of agency and the practical and aesthetic parameters of structured entertainment. It’s a tricky balancing act between living an experience and playing along. To choose an extreme yet practical example from this show, being provided with a gun and an opportunity to fend off assailants is real and pulls you right into the experience. However, remaining cognizant of where you can and can’t shoot can temporarily pull you out. It trades the steady equilibrium of an evenly immersive but passive experience for one which attempts to balance instances of deep immersion within a more structured rules-based framework. The resulting dynamics suggest a hybrid with gaming, sports, and other experiences that would otherwise seem at odds with what (in this case) is essentially theater. Personally, I think that finding a satisfying balance in these intersecting sensibilities is a challenge worth taking on, and that we’re hopefully just scratching the surface of the types of experiences we can expect to enjoy in the future.

SATE ’13 & the Gross Anatomy of Haunted Attractions

23 Oct
Cutting to the chase at SATE

Cutting to the chase at SATE

Last week, I had the pleasure of visiting Savannah, GA to attend SATE ’13. SATE (Storytelling, Architecture, Technology, Experience) is the annual design conference of the Themed Entertainment Association, of which I am a proud, card-carrying member! This is my second year attending this event, and I can’t say enough good things about it. It would be well within the bounds of this blog to provide a full report of the conference, but rather than reinvent the wheel, I can vouch for the high-quality recaps posted at entertainmentdesigner and micechat. As if having my mind blown by the entertaining and informative presentations and panels wasn’t enough, I also hung out with industry pros and peers at events held at a haunted hotel and the courtyard of a former jail. It was two full days of encouragement, stimulation, and inspiration, and I left with a head full of ideas and direction. But I wasn’t going home. I was on a mission. I was heading to Hauntlanta!

It's my blog. I can plug my childhood friends if I want to.

It’s my blog. I can plug my childhood friends if I want to.

When my friend Ted Dougherty found out I was going to Savannah, he insisted that I had to go check out NetherWorld, a haunted attraction on the outskirts of Atlanta. When Ted talks haunts, I listen — he’s the author of an award-winning book about the history of Knott’s Scary Farm and he logs the miles to check out new attractions. NetherWorld is regularly ranked as one of the best haunted houses in the country and even enjoys a high position on a list of the Most Influential Haunted Attractions of All Time, alongside Disneyland’s Haunted Mansion and other legendary spots. The accolades made the 3 1/2 hour drive seem fairly inconsequential.

I don’t want to disappoint, but I don’t feel that it’s fair to provide a detailed blow-by-blow review. These types of attractions rely on the element of surprise, and I respect the importance of not spoiling the experience. I will share some high-level impressions though. NetherWorld 2013 consists of two mazes, and the combined experience takes approx. one hour. Apparently, the attraction changes every year, which itself is a horrific consideration, given its massive size and density of detail. I sometimes leave these types of attractions, including those with presumably far larger budgets at theme parks, with a disappointingly sizable mental list of missed opportunities and instances of ineffective execution. My experience with NetherWorld was the complete opposite; I was struggling to hold on to the inexhaustible list of everything that did work, and my brain was in spasms trying to retain the outrageous sensory overload that I had just experienced . . . in a good way.

This kept happening

This kept happening

However, after leaving SATE, my head was full of story. Among other things, talking shop with Chris Huntley for an hour will have that effect. He promised that my brain would instinctively expunge his heretic theories so that I could resume normal functioning, but so far (thankfully) that hasn’t happened. As he pointed out, using the Haunted Mansion as an example, the story for most haunted attractions goes something like, “You’re in a really bad situation, and you need to get out, or bad things will happen. Good luck.” This would seem to justify an approach in which a haunted attraction is essentially an empty container for a potpourri of arbitrary horrific offerings. In fact, at NetherWorld, although the two mazes are distinctly themed, it was difficult for me to articulate anything more than the skeletal plot above for either of them. It seems that the lack of a compelling or unique story should have caused my emotional engagement to border on disinterest, but that wasn’t the case. So why did I love this attraction so much? I’m not exactly sure, but I’m going to take a crack at it.

I thought we were talking about haunted houses.

I thought we were talking about haunted houses

Without getting hung up on specific terms of art, understanding how we respond emotionally to stories may involve unwinding the relationship between “what” is being told and “how” it’s being told. This relationship is arguably more symbiotic and therefore less forgiving in non-immersive modalities. For example, while it’s possible to temporarily lose yourself in a great book or movie, it is almost impossible to totally forget that the story is happening to other people. If the art or craft of the storytelling falters, we quite readily fall back to the default state of being ourselves. Also, we instinctively and sometimes unconsciously act as critics and connoisseurs when we experience stories told in these ways. On the other hand, because an immersive experience inherently requires a material level of involvement by the audience, it begins to experientially resemble life or dreams. While we may form an opinion of the experience as it’s happening, it will be less natural for us to disengage and evaluate it critically. If some traditional storytelling components are missing or unbalanced, we tend to fill in the blanks ourselves and move forward, just as we do in life.

disbeliefIn short, stories that do not have a deeply immersive component must suspend disbelief so that you can accept the story that is being told to you. On the other hand, immersive experiences must suspend disbelief so that you can accept the story that you end up telling yourself. This is a key insight for me as a storyteller. As a writer and filmmaker, I recognize that I often try to direct and control my audience’s reactions. For instance, I might evaluate the success of my piece based on how many people laugh or jump or cry at specific points that I have crafted. However, as an experience designer, that approach might not be ideal. A successfully designed experience may encourage a viewer to integrate what she is experiencing in a very personal way and with a highly individual outcome. To paraphrase Asa Kalama, another speaker at SATE’s story segment, sometimes the most effective approach in developing a successful experience may lie in providing a compelling framework for a guest’s creativity to blossom, and then getting out of the way!

Slow news day

Slow news day

Back to NetherWorld. A haunted house is a classic immersive experience. I may have been more forgiving of “what” was being told to me, because I was captivated with “how” it was being told. This is not an argument for style over substance. A total disregard for story and plot will cause a haunted attraction to be indistinguishable from a fun house, and would not be successful in my opinion. Nevertheless, an exceptionally designed experience may emphasize the “how” by expertly employing abstract narrative tools that are not necessarily story-driven. For instance:

Pacing:  There needs to be a rhythm of emotional flow to the experience. Thrills should escalate and punctuate with an unpredictable but considered periodicity.

Cohesion: Although I couldn’t really put my finger on the details of the plot, there was something generally “demonic” about the scenic design which provided a baseline of thematic continuity. To clarify, in this particular attraction, it would have been jarring for me to if I had encountered a vampire or an alien in the attraction, because it wouldn’t have “fit.”

Variety: Within the cohesion, there must still be a diversity of stimulation that doesn’t feel repetitive.

Spatial Design: The space should be designed to obfuscate, disorient, reveal, etc., as required by the other narrative components.

Motion/Body Engagement: Moving through a physical space, crouching, running, walking in a circle, fatigue, fluctuations in temperature, etc., all have the potential to influence emotional engagement.

I’m not suggesting that the above elements are absent in less immersive storytelling. However, while there is no formula for accessing the magic of emotional response, as storytellers, we can still draw meaningful conclusions about the effectiveness of certain techniques for certain experiences. This may sound very obvious and automatic until you encounter an attraction that has been ineptly executed. Bottom line: NetherWorld probably wouldn’t make a very good book, but it’s so effective as an experience that they make it look easy.

But that was over and done with, and I understand that Atlanta has a bit of a zombie problem…

To be continued.

Shhh, There’s a Speakeasy Coming to San Francisco!

7 Oct

No, not that one. Nope, not that one either. This one’s the real deal, and it’s opening in January 2014, but I might be able to get you a sneak preview!

A couple weeks ago, I was wrapping up a meeting with an associate at Cafe La Boheme in San Francisco, a suitably appropriate place to evaluate various plans for making the world a more entertaining place. At the end of the meeting, he asked me what I was doing the following night, and proceeded to give me a silver pocketwatch with a dog tag conspicuously attached to its chain. He said, “Call the number on the dog tag, they’ll tell you what to do.”

Once I got home, I called the number and received further instructions on where to show up and what to say when I got there. The following evening, we left the nighttime streets of 21st Century San Francisco, walked through the doors of a nondescript building, right into the year 1923 and the world of The Speakeasy.

The Speakeasy will be a work of immersive theatre. Like many newly-minted terms in art, technology, culture, etc., it’s both challenging and somewhat pointless to attempt to concretely define immersive theatre because every new show seems to expand the scope of what it can encompass. Generally though, it refers to a theatrical experience which “breaks the fourth wall,” which is a fancy term for saying that the conceptual, invisible barrier that typically separates the audience from the players is understood to be nonexistent. In short, when you come to an immersive theatre show, you should expect to find yourself onstage. I am personally very interested in this concept, because it employs many of the storytelling sensibilities that are found in the world of themed entertainment and theme parks. If you think of a theme park as a giant work of immersive theatre, then you can start to get a sense of the exciting possibilities for both of these types of entertainment.

Back to 1923. I can’t really tell you what went on in there, but it was a lot of fun. It might have involved classic cocktails and casino games. If you’re curious though, the theatre company that is producing the show had a successful Kickstarter campaign that will give you a flavor of what they’re creating without spoiling any surprises. As I mentioned, The Speakeasy will not be open to the public until January 2014. However, in the interim, they are running exclusive previews on Friday nights to test out ideas, generate buzz, and engage potential supporters. These aren’t actual performances, but if you’re interested in the bleeding-edge of the local theatre scene, it’s a great opportunity to meet the creators and producers and get involved in the early stages of a very unique experience. If you would like to attend a preview, please contact me and I’ll see if I can let you borrow the pocketwatch for a night.

Breaking Bad: Need a Third Eye For My Second Screen

20 Sep
I Heart Breaking Bad

I Heart Breaking Bad

I finally got a chance to experience Story Sync for AMC’s Breaking Bad.

DISCLAIMER: I’m a big fan of Breaking Bad; it’s one of the few shows I can remember watching from inception instead of telebinging my way into a state of catatonia.

RANT ALERT: I have almost nothing good to say about this, so if you’re generally having a nice day, and would rather not read about someone complaining about television, then feel free to check in later when I’m in a better mood.

Quick! Breaking Bad is about to start!

Quick! Breaking Bad is about to start!

Story Sync is a “second screen” experience, which refers to the use of an additional device (e.g., smartphone, tablet) while consuming a primary source of content (e.g., TV). Despite the high-tech sound of it, Story Sync actually requires you to recalibrate your habits by a few decades. That’s right, prepare to depart the world of DVR, Hulu, VOD, Netflix, iTunes, and any other means that you regularly use to consume content at pretty much ANY OTHER TIME than the exact moment in time when it originally aired, because Story Sync only really works as designed during the show’s original broadcast. Aside from the Super Bowl, I can’t remember the last time I watched a TV show during its scheduled airtime. At least the Super Bowl is a live event, broadcast once annually, with an unknowable outcome that will be spoiled within about five minutes of your engaging the outside world. On the other hand, it makes no sense for me to drop everything I’m doing in my life to watch a pre-recorded, serialized, dramatic show, but that is what AMC requires if you want to experience Story Sync.

AMC Executive Headquarters

AMC HQ

To get started, you must download the AMC Mobile app to your supported device of choice and keep it handy as you enjoy one of the best shows on television. As the show progresses, your device will play an alert sound whenever it has new synchronized content for you to consume, and the interface also provides a running countdown to when the next tantalizing update will be served. The second screen content is in the form of “cards” which contain a unit of content which is typically one of the following:

– relevant still photo from the current or a past episode

– relevant video clip from a past episode

– interactive multiple choice trivia question

– interactive poll

– advertisement; yes, advertisements.

imagesLet me just cut to the chase. Breaking Bad is an intense show. It has successfully navigated the murky waters of long-format television to create an epic story that has momentum and feels real without getting mired in its own intricacies. On the whole, the aggregate experience can be as visceral and emotionally satisfying as watching a great movie. The level of technical artistry from the writing to the cinematography to the editing, sound, music, etc. is exemplary and all of it is brought home by incredible performances by a very talented and well-cast collection of performers. [PING] Hold on, it’s Story Sync, be right back, I need to answer a trivia question. Dammit! Oh, that’s the right answer? Right, now I remember. OK, where was I? Without giving anything away, characters do unexpected things and the plot never fails to enthrall over literally dozens of hours. Particularly in these final episodes, there are moments of great pathos and emotional catharsis as [PING] Let’s see here, a poll: how would I rate Walt’s ethical decision here on a scale of 1-5. Hmmm. Well, could be a three, but I’m leaning toward two. Two? Three? Umm. OK, two. Cool, 31% of Story Sync’d America agrees with me; I feel so . . . connected.  Even the arguably relevant content which is designed to refresh your memory about a pertinent detail from a past episode is usually an inappropriately timed distraction.

You’re probably wondering why I don’t just pause the show so I can focus my attention on the poll and not miss what’s happening on the “first screen.” Well, this is a “live TV” experience, and pausing would cause me to lose my sync, not to mention run the risk that my second screen updates might actually end up SPOILING something I haven’t seen on the first screen yet. Also, while you can technically experience Story Sync on a non-live version of the show, it is provided as an unsynchronized “archive” version of all of the second screen content. This means that spoiler information for the entire show that you are about to watch is just a swipe away.

ya-voteBefore you write me off as a Luddite, (actually a pretty audacious proposition if you’ve read any of my other posts) I admit that the concept of second screen might have its place. I’m an unabashedly huge fan of Project Runway, which has a second screen feature that allows you to vote about whether you agree with the judges or whether you think a particular contestant is headed for disaster. Chances are, you’re probably already thinking or talking about the exact question and it takes about a second to form a quick opinion and cast a vote. The results are shown on the air in a corner of the screen in real-time and then they disappear. This works because Project Runway is a reality show and a competition. There is no disbelief to suspend and the second screen experience provides a brief, intermittent outlet to your inner judge with instant gratification. This type of entertainment has a familiar and expected structure (setup, competition, drama, judging, victory/loss, reflection) that is simply more compatible with a second screen experience that can enhance those inherent emotional beats.

The opposite is true with a dramatic show. The level of impact of your emotional experience with the created world of the show is directly correlated to your engagement and attention. Every detail that is seen and heard on-screen is deliberately designed to deepen and retain your immersion in the story as it unfolds. But it’s a two-way street. While I can see that the idea behind Story Sync was to encourage a deeper level of engagement, unfortunately, it seems to have the opposite effect. Moreover, even the smallest amount of analysis or audience-testing would have yielded the same conclusion before it saw the light of day, or at least the dim lighting of your living room.

Walter White disapproves of Story Sync

Heisenberg votes “No” on Story Sync

Plain and simple, Story Sync represents an extraordinary lapse of judgment on the part of the decision-makers who thought this would be a good idea for Breaking Bad. When this show premiered more than five years ago, I’m pretty sure that the creators did not intend for the attention of their audience to be dissipated into a Chinese water torture of inconsequential irritations and distractions. I’m sure that there must be a creative and compelling way to keep fans immersed and engaged with this world, but I’m also sure that this isn’t it.

Choose Your Own Adventure: 21st Century Edition

13 Sep
Where's the Spoiler Alert?

Spoiler Alert!

I have many fond memories of the Choose Your Own Adventure series of books. I whittled away many hours of post-recess silent reading wandering through myriad outcomes in my imagination. I always wondered why that experience had to be limited to the world of books, and I thought it would be so cool if that sensibility could be woven into movies. Well, as it turns out it’s happening . . . . sort of.

When I was looking for apps to purchase for my NeuroSky MindWave EEG headset, I couldn’t resist Paranormal Mynd: Exorcism from MyndPlay. Before I go any further, if you aren’t familiar with what’s currently happening with consumer-grade EEG technology, a brief background will be helpful. Electroencephalography (EEG) is the detection and recording of the electrical activity generated by the brain. For this information to be useful in a medical context, it is not uncommon for a recording device, typically worn as some form of headgear, to have anywhere from 16 to 256 electrodes. This grade of equipment can be expensive as well as generally impractical for casual/recreational use.

Medical grade data and great for metal night at the karaoke bar

Medical grade data and great for metal night at the karaoke bar

In the past few years, NeuroSky and other companies, including Emotiv and InteraXon, have developed consumer-grade devices that have 1-4 electrodes and range in price from $80 – $300. The tradeoff pertains to the quantity and quality of the data collected. NeuroSky’s MindWave headset uses a single dry electrode, but can be worn and activated in less than one minute. Their proprietary algorithms currently interpret one’s brain activity as variable levels of FOCUS and RELAXATION. From an application development standpoint, this allows for the conditional execution of routines based on either or both of those levels as needed.

Possession or just caffeine withdrawal?

Possession or just caffeine withdrawal?

Paranormal Mynd: Exorcism is essentially a movie that contains “decision points” which launch different scenes based on the outcome of some period of EEG analysis. The story is told primarily from a first person point of view. As the viewer, you are an exorcist, and the decision points require you to maintain a threshold level of focus for a period of time in order to successfully exercise your powers. In this title, there are only two decision points, and the entire experience takes less than ten minutes.

On one hand, It’s easy to dismiss this as something that I paid a buck for that entertained me for fifteen minutes. However, I found it unique enough to also see it as a proof-of-concept that raises some interesting questions about the potential for this style of storytelling.

The plot goes something like this . . .

The plot goes something like this . . .

Even more than the old Choose Your Own Adventure books, there is a game aspect to it that makes it more than just a story. While some of those books had multiple satisfying outcomes, others seemed designed to encourage you to exercise your judgment to find a single outcome that felt like “winning.” The MyndPlay title adds a new dimension by requiring some level of “skill” to trigger a desired outcome. In other words, your decision to access a certain outcome is separate and different from your ability to access it, which certainly amplifies the game quality of the experience. While a good game often has a great story component to it, I still make a distinction between when I’m in the mood to “play a game” vs. “enjoy a story.” This experience essentially combines the two, and it’s still an open question as to whether it works for me.

Other questions that I had:

Do I want to see all the outcomes? Even the ones where I don’t win? Do I want to try harder to see a different outcome? How does this meta-level of engagement change my emotional relationship to the story? Does it matter?

This title employed classic horror tropes with very little subtlety. Girl is possessed. Bad things happen if she stays that way. You need to save the day. Could this format be effective in the telling of more sophisticated stories?

Co-author of this post

Co-author of this post

Do the nuances of the decision mechanism enhance or detract from the experience of the story? For instance, I actually found it very easy to achieve threshold levels of focus, because my attention was riveted on the possessed character on the screen. In fact, I found I had to try harder to trigger a threshold of non-focus just to explore the alternate outcome. What if the threshold tests were structured in counterpoint to the content, e.g., what if I had to trigger a threshold of relaxation while watching the same intense scene? Would that make it too much of a game?

Basically, if this is an intermediate step in the exploration of a new style of storytelling, where do we go from here?

A Chorus Line: An Immersive Paradox

26 Aug
Need I dignify this with an answer?

Need I dignify this with an answer?

Recently, I had the privilege of enjoying the final performance of a local production of A Chorus Line. It was produced by Woodminster Summer Musicals, and their venue, the Woodminster Amphitheater, is yet another stunning reason why Oakland is such an awesome place to live. August night, sun going down, ridiculous views, surrounded by trees, being entertained by highly-trained, talented people. Did I mention that they encourage you to bring your own beverages, without restriction?

Anyway, back to A Chorus Line. I had never seen any prior production or version, and didn’t know too much about it, so I was essentially experiencing the show for the first time. I guess this is the musical equivalent of somehow managing to have never seen Avatar. After all, this was the sixth longest running show in Broadway history. I won’t bore you with the details, but the five that are higher on the list essentially redefined the concept of “theatrical spectacle” for their respective time. Also, every single one of those other shows is based on or inspired by some well-known pre-existing work, such as a book or a movie, which basically provides instant cachet. Amazingly, neither is the case with A Chorus Line. I won’t rehash the historical significance and origins of the show, but I will share my impressions of experiencing it for the first time, almost 40 years after it opened on Broadway.

Aside from the title, does not have much in common with A Chorus Line . . . except greatness

Aside from the title, does not have much in common with A Chorus Line… except greatness

For those who are unfamiliar with this show, the entirety of the story occurs on-stage during an audition for positions in the ensemble (“the chorus”) of a hypothetical Broadway show. The characters are the auditioning dancers and the director/choreographer who is running the audition. That’s it. I don’t have a point of reference for how this show has been produced anywhere else, but I think it’s safe to say that this production’s minimalist scenic design was fairly typical. The set literally consists of an empty stage backed by mirrors. With the exception of a few technical modifications that occur during the course of the show, there are no set-changes to speak of. No windows, no doors, no “furniture”, no nothing. One even gets the sense that the action is approximately occurring in real-time. In other words, while there might be some amount of time compression, there isn’t a sense of action occurring tomorrow or next week. It’s pretty much all happening right in front of you. The plot is very straightforward: the director needs to cull the group down to four men and four women, and he uses the audition to get the dancers to open up to him. The show is basically the chronicle of that session, told through dialogue, song, and dance. It’s like the reality show of musicals, except about 20 years before the term lamentably emerged in widespread use.

Doesn’t sound very interesting, does it?

Oops, sorry inside joke.

Sorry, inside joke, you had to be there

But it is. And that’s what I’m trying to figure out and explore. There are so many characters on-stage that it’s hard to identify any as “main.” True, quantitatively some necessarily get more lines than others, but it’s hard to put your finger on any subset of characters and assign their motives and struggles as the lifeblood of the story. What about the director, you ask? Sure, he’s in every single “scene,” except he spends 85% of the time off-stage speaking to the dancers. Arguably, the entire cast of characters, which essentially share a common motive (to get hired), is the “main character.” That might sound interesting in an abstract, postmodern, academic way, but is any of this entertaining?

Yes. And here’s why. The dancers are led to believe that being honest and open with the director represents their best shot at getting the job, and that’s exactly what they do. Whether they are saying or singing something sad or funny or painful or shallow or reflective, it all comes across as incredibly raw and honest and vulnerable, and therefore compelling. Because there isn’t much of a story to speak of, there isn’t any way for a first-time viewer to anticipate who will speak next, or what they will say, or what greater significance it will have. As a result, it’s very liberating to not have to “keep up” with myriad plot machinations, twists, and intrigues. You’re encouraged to just sit back and relax and listen to what each character is telling you, and if you’re not totally into it, no problem, there are about 20 other characters on stage, and someone new will be rotating in shortly.

For me, where the creative concept of the show came full circle and ultimately succeeded was oddly enough in the minimalist scenic design. Because there is almost nothing to distract you visually, you actually don’t sit back and relax. You give each character your full attention and listen to their story, because there are no other distractions or competitions for your attention. This is the immersive paradox I refer to in the title of this post. You are provided with so little “information” to absorb and even less “metadata” about how to process or anticipate what is being presented to you, yet somehow the effect is to actually draw you in even further. It is the opposite of being overwhelmed, yet you are. And it somehow allows the truth of what the characters are saying to hit home even harder.

As I mentioned, I choose to interpret each character as a facet of a single conceptual main character, which I conceive as “the daring dreamer.” Each of these characters approaches their personal challenge from a different angle and has a different story to tell, but every single one of them shares a common drive to put it all on the line to realize their dream. Most are honest about the fact that they’re not looking past the here and now, and some even have the courage to admit that this may not even be a stepping-stone to anything except professional disappointment. But that doesn’t stop them from dreaming. I believe that the mirrors, which arguably constitute the one “prop” in the entire show, intentionally reflect the audience back to itself as if to say, “This is you onstage.” I believe that the reason why people lined up for 15 years to see this show is that every person who watches it finds at least one character that speaks for them and challenges them to ask themselves, “Where is that daring dreamer that once was?” I know I did. Even if that resonance exists for only a handful of minutes, as represented by a single character, that feeling of being “spoken to” is powerful. That said, there may be any number of reasons why none of these characters truly speak to you, and that is at the heart of the beauty and mystery of art. But if the very notion of the daring dreamer is a hollow concept, then you may as well cancel your insurance and pack it in, because chances are, you’re already dead.

Isaac Asimov: Great Uncle of Themed Entertainment? Part 2

21 Aug

In Part 1 of this post, I made a provocative assertion about Isaac Asimov’s Foundation Trilogy being related to Themed Entertainment and then did absolutely nothing to back that up. I guess I’ve got some catching up to do.

SPOILER ALERT

This post will continue to categorically ruin any initial joy and surprise that you may derive from reading Isaac Asimov’s Foundation Trilogy for the first time. If you didn’t heed my warning last time, then be aware that I’m really giving up the goods this time.

THE MULE’S SECRET

Another Mule that has been known to affect emotional state

Another Mule that has been known to affect emotional state

Presumably, you have exhausted some wild orgy of violent fantasies about what terrific power would allow an individual to single-handedly, and against all odds, execute a conquest of unfathomable scope. As it turns out, The Mule’s extraordinary success hinges on his capability to adjust the emotional balance of human beings. As one of his recent converts quips, “It sounds like a little trick, but it’s quite unbeatable.” The Mule himself elaborates further, “Men’s minds are dials, with pointers that indicate the prevailing emotions. … I learned that I could reach into those minds and turn the pointer to the point I wished.” As the story progresses, we witness the dramatic military effects of what happens when The Mule can cause unwavering loyalty in his generals, or more interestingly, overwhelming despair in a targeted population. You may be thinking that this power which I have hyped is a hyperbolic literary hack, a shadowy deus ex machina which seems to have exerted its fearsome will on the voters of the Hugo Awards. However, Asimov imbues this absolute power with some caveats wherein which lie some clever and telling nuances.

It's good to be The Mule

It’s good to be The Mule

First, when the aforementioned convert is accused of having lost all power of objective thought, he replies, “Only my emotions are fixed. My reason is at it always was. It may be influenced in a certain direction by my conditioned emotions, but it is not forced. And there are some things I can see more clearly now that I am freed of my earlier emotional trend.” The admission of this duality of emotion and reason is an irresistible concept for me, because it suggests that The Mule’s power does not require total subjugation of an individual’s mental function. It is only necessary to affect or redirect the underlying emotions, and allow the individual to reason and function in an otherwise normal fashion. Put another way, our personal emotional truths are an inextricable part of the set of assumptions that we apply to everyday reasoning and function. While certain environments, such as school or the workplace, might suggest that we ought to conduct ourselves in a precise and logical fashion, The Mule understands that ultimately our actions are influenced, and in some cases dictated by our feelings.

The second nuance of The Mule’s power is the idea that the experience of a hunch, insight, or intuition, which we tend to experience as a flash of greater power, can be treated as an emotion, and thus be induced or controlled by The Mule. The implication is that those breakthrough moments where everything seems to come together and make sense don’t necessarily need to percolate from some deep, inner place, but can actually be triggered from outside oneself. I think the rest of the book concerns itself with some minor plot point concerning the evolving likelihood of millennia of dark ages, but by this time, I had set the book down, lost in my own reverie of insight.

It occurred to me that The Mule’s power is both what we strive for as storytellers, and what we seek every time we open a book, enter a theatre, or otherwise immerse ourselves in someone else’s creation. When we open ourselves to a story, it’s because we crave that tweak or that twinge, that insight and indignation, a shock or just a hush of reflection. And we’re voracious about it, because it makes us feel, and feeling is what reminds us that we haven’t quite had the life choked out of us by the doldrums of the everyday, quite yet. We are changed on the other end of it, and we might be changed in different ways each time it’s told to us. And we take that change with us back to our lives and the people in them.

Pink Floyd Busts Out The Visi-Sonor . . . Again!

Pink Floyd jamming on the Visi-Sonor

The craft of storytelling implies a sense of neutrality wherein no medium can be considered superior to any other in an absolute sense, although the choice of medium and related artistic decisions should always support the spirit of the story. Personally, I have a strong interest in themed entertainment, and I feel that immersive experiences provide a number of new tools and modes for creative narrative expression. While The Mule could exercise his emotional control more or less at will without any external implements, he sometimes chose to focus his efforts through the use an instrument called a Visi-Sonor, which emits musical tones, but also stimulates the optic center of the brain directly, causing vivid hallucinations. I think it’s significant that Asimov chose to augment The Mule’s inherent gift of incredible power by suggesting that it could actually be enhanced when employed in conjunction with an immersive aesthetic sensibility. A strong story told with honesty and passion affects our emotions which affects our actions which affects our lives. That is power. And Asimov, a storyteller in his own right, wanted us to understand that. Buried in a plot-point in the second half of the second book of a trilogy, he tells us that one person CAN change the world, or the galaxy, or whatever term we choose to apply to those regions occupied by thinking, feeling beings. The beautiful truth though is that each of us can claim that power, and I consider it a great privilege to exercise it thoughtfully.

Isaac Asimov: Great Uncle of Themed Entertainment? Part 1

19 Aug
They gave best all-time series to WHO?

They gave Best All-Time series to WHO?!

I have been making my way through Isaac Asimov’s Foundation Trilogy. Admittedly, as of this post, I have only read two out of the three books, but that’s not going to stop me from drawing some crazy connection between immersive storytelling and his vision of the future.

SPOILER ALERT

NOTE: this article assumes that you haven’t read these books, or that you’re due for a quick backgrounder if you have. If you are one of the former, and you don’t want to ruin your experience of reading the winner of the one-time Hugo Award for “Best All-Time Series,” then you should turn back now.

A LITTLE BACKGROUND

No disputing Asimov's chops . . . as a writer

No disputing Asimov’s chops . . . as a writer

Isaac Asimov thinks big. Real big. The Foundation Trilogy takes place in the distant future. There are 25 million inhabited planets, and the galactic population is in the quadrillions. I’m not even sure how many zeroes that is, but it’s a lot. In other words, there really isn’t a useful point of reference or comparison for the scope that he envisions. The basic gist of the Trilogy is that amazingly this entire universe is governed under the structure of a single Empire. A new discipline called “psychohistory” has been developed that applies mathematical principles to project the likelihood of future events, largely based on the way large groups of people behave. So psychohistory isn’t going to tell you what your great-great-granddaughter will eat for breakfast 80 years from now, but it will probably do a good job of outlining the macroeconomic trends and political context of the world she lives in. In theory, psychohistory can be used to develop projections that span tens of thousands of years. Remember, Asimov thinks big.

Controversially, Hari Seldon, the most famed psychohistorian, proclaims that the aforementioned Empire will actually collapse sometime in the next 100 years, and will be followed by 30,000 years of  barbarism, until it will ultimately be replaced by a Second Empire. However, he posits that certain actions can be taken now that will reduce the expected duration of the Dark Ages to as short as 1,000 years. The people in power get upset, and they essentially exile him and his team to the outer bounds of the universe, where they create an entity known as The Foundation. From this protected point, he enacts what is to be known as “The Seldon Plan.” The balance of Foundation, the first book in the trilogy, consists of vignettes that illustrate how his plan has anticipated certain “crises” that occur long after his death, and how he has set things in motion such that the likelihood of withstanding these crises is actually quite high. In fact, a pre-recorded hologram of Seldon plays at pre-determined times where he basically congratulates the people of the future for surviving the most recent crisis and advises them to buckle up for the next one. No, I’m not leading up to some elaborate tie-in to Great Moments with Mr. Lincoln.

Are you talking to me?

Are you talking to me?

Reading stories about how Hari Seldon is always right is only entertaining up to a point. In Foundation and Empire, the second book, things start to get interesting. The Seldon Plan is virtually guaranteed to succeed, provided that there are no massively disruptive developments in technology or politics. And as mentioned, due to its extremely large scale, it is virtually impossible for a single person to influence the Plan’s outcome. However, something DOES occur that the Plan did not contemplate, and it is in the form of a single person, known only as The Mule, who happens to be a genetic mutant. Mutations, being inherently specifically unpredictable, cannot be accounted for by the Plan. However, it remains a possibility, however remote, that a mutation could result in something of cosmic significance, even if embodied by an individual. And that’s what happens. The Empire is effectively in shambles, and the Dark Ages have begun, but The Mule begins to aggregate power at an alarming rate. He is effectively unstoppable, even bringing the Foundation itself to its knees with relatively little effort. What terrible, irresistible power can a single individual possess that can operate unchecked on a virtually unlimited scale? It’s a great thought experiment to leave you with, because the answer to that question is where things get interesting.

To be continued.

Neurogaming Conference 2013: Expo Highlights Part 2

16 Aug
'Nuff Said

‘Nuff Said

In my previous post, I talked about some of the highlights from the 2013 Neurogaming Conference and Expo. Did I mention that the Expo was in a nightclub? So basically on a pleasant weekday in early May, while you were probably engaged in performing or avoiding something at work, I was hanging out in a nightclub making drones fly around with my brain. Man, I’ve always wanted to say that!

Anyway, where was I? Ah yes, the bar had just opened. My go-to industry event cocktail tends to be a Gin & Tonic. It tastes great in a plastic cup and it’s almost impossible to screw up. So drink in hand, I continued my explorations.

Tactical Haptics: These guys are developing a technology called Reactive Grip which is partially based on technologies developed out of the University of Utah. I’m not a gamer, so please feel free to correct me if I get some of this wrong. In a sense, they are extending the general paradigm of a motion-based game controller such as the Razer Hydra by Sixense by adding haptic feedback. Sounds straightforward enough, but it’s not. It was one of my favorite demos at the Expo, and I’ve been trying to figure out why. Basically, my limited experience with haptic feedback is that it’s like the 3D of the gaming world. With rare exception, studios are churning out 3D movies because they feel like they’re supposed to, and the end result is an obligatory, thoughtlessly-executed assault that is ultimately distracting. Haptic feedback can be the same way: I’m firing a big gun or driving a big car, my hands are buzzing, OK, I get it, tell me something I don’t know. I don’t feel that much more involved in the experience just because I’m feeling the exact same buzzing sensation too many times at totally predictable points.

Michael Buffer doesn't need Tactical Haptics

Michael Buffer doesn’t need Tactical Haptics

Tactical Haptics takes it much further. First of all, the haptic feedback in Reactive Grip is palm-facing so it’s accessing what is probably a more vulnerable and sensitive part of your hand. As a result, it lends itself to enhancing the types of actions that you would perform while gripping something with your palm and fingers. I have found a disconnect between the way you hold a standard haptic game controller and the object it intends to emulate, e.g., steering wheel, gun, etc. However, the form factor of Reactive Grip maps pretty closely to how you would hold a sword, for instance. In fact, one of their demos featured a virtual on-screen mannequin that you could hack with a sword. The continuity of what you see on the screen with what you feel in your hand is unlike anything I’d ever experienced. Even the level of feedback was regulated based on whether you were “touching” the mannequin or attempting to cut through it. The effect is uncanny, which is usually a good indication that you’re on to something big. Rather than providing a token enhancement, this technology really pulls you into the experience by engaging a critical sense in a well-considered way. These guys are looking to launch a kickstarter and they’re hustling on the road, making appearances at Meetups in the Bay Area. Worth checking out!

NextGen Interactions: I had been wanting to check this out for a while, because it allowed hands-on (or would that be heads-on) experience with the Oculus Rift virtual reality headset. One of the guys in line mentioned that there had been “a line to get into the line” to try Oculus Rift at the recent Game Developers Conference, so waiting for a few minutes seemed like a good deal. Jason, the founder of NextGen Interactions, was allowing visitors to experience a prototype of a game that he was developing that featured the headset. At this point, it’s hard to say anything about experiencing Oculus Rift for the first time that hasn’t been said before, but the general consensus, with which I agree, can be accurately summed up as HOLY $#!+!!!

Better give the Oculus Rift a break

Better give the Oculus Rift a break

It’s real easy. You sit down in the chair, put on the goggles, and the world that you know disappears. Let me say that again. The world disappears. The first thing I did when I put on the goggles was look up and then look behind me. Yup, looking up at a tall building or back at an empty landscape. Total 360 degree immersion. Jason incorporated Razer Hydra as the controller which makes for a very intuitive way to move around, and once you start moving, it is impossible to continue believing that your chair is not actually moving. Actually, you basically forget all about the chair. Jason patiently walked me through the level he designed, where he had embedded some features that I appreciated including puzzles that required you to interact directly with your environment like picking up objects, stacking them, etc., which you literally do with your hands, thanks to the Hydra. As a testament to the level of immersion though, I found it very difficult to focus on what he was saying, because the whole concept of his voice coming in from some nightclub in San Francisco was totally alien to what was “real” for me, which was a post-apocalyptic landscape that I was intent to explore. After about ten minutes of this, it was time to move on, and I actually found it somewhat disappointing to return to the real world. Jason was meticulous about collecting feedback, and apparently my enjoyment of the Gin & Tonic made me a subject of interest with regard to the potential for motion sickness. I admit to a slight feeling of queasiness which I think I would have felt even without the drink. Hopefully, he had a control group. Oculus Rift did not invent virtual reality, but they seem to have figured out a way to engineer it in a way that will be consumer-friendly (i.e., it won’t cost thousands of dollars.) With developers like NextGen Interactions building content for the platform, it shouldn’t take long to catch on.

Coming Soon: Isaac Asimov posthumously sighs at what I’m getting out of the Foundation Trilogy.

Neurogaming Conference 2013: Expo Highlights Part 1

15 Aug

In my previous post, I talked a bit about Neurogaming in general. However, how does one even find themselves at a Neurogaming Conference? Good question, and someone should really aggregate a list of responses, because I’m sure it would be a fascinating read. Speaking for myself, earlier this year, I was searching for a project that would allow me to learn about robotics, Arduino, interactivity, etc., and I came across a book called “DIY Make a Mind-Controlled Arduino Robot.”

Lead me not into temptation

Lead me not into temptation

For $4.99, if your curiosity can resist this type of temptation, then your willpower is an order of magnitude stronger than mine. The details of this project are best discussed in a future posting, but in short, it makes use of a NeuroSky MindWave, which is a consumer-grade EEG headset priced at less than $100 that performs rudimentary analysis of your brainwaves, and interfaces with a software development environment and an “app store” featuring games, brain training, interactive films, etc. It didn’t take long to discover that there is a thriving community of makers, researchers, artists, and hobbyists who are actively monkeying around with these types of devices with astonishing results. From there, it didn’t take long to stumble on the conference.

The conference featured an excellent lineup of speakers participating in panels on a wide variety of topics, but in this post, I’m going to focus on the Expo. There were a modest but diverse array of exhibitors ranging from EEG headset manufacturers to research organizations to gaming startups to the city of Helsinki which apparently has a high concentration of both the gaming industry (Angry Birds) and neuroscience, go figure. For my part, my body was just moving my head around the room trying to figure out what I could plug it into, so here are some of the highlights.

If you look closely, you can see the headset

If you look closely, you can see the headset

Puzzlebox: The Puzzlebox booth allowed visitors to test-fly their Orbit product, which is a small helicopter that you can control with your brain using a NeuroSky headset. Because I had some prior experience with this type of headset, I was able to sustain flight for approx. 20 seconds on my first try. At this point, the level of control is essentially limited to on/off, or in this case fly/don’t fly. From what I understand about NeuroSky’s platform, it would be tricky to develop a product that you could both fly AND direct (e.g., turn right, turn left, etc.). The employee at the booth told me that they are planning to release additional functionality in the form of software upgrades to combat the trend of planned obsolescence that seems to be the norm in toys (and pretty much everything else) these days. She also mentioned that the founder had designed a mind-controlled pyrokinetic installation, but that it wasn’t quite ready for public consumption. So, basically, you’re one EEG headset away from recreating Stephen King’s Firestarter in the comfort of your own home. On a serious note, there is clearly a lot of creativity and energy at this company, and I have a lot of respect for their commitment to maintaining the value in their products through periodic updates. I can’t wait to see what they come up with next.

Foc.us: The founders of this company were among the friendliest people at the whole conference. They market a different sort of headset. Rather than trying to figure out what electrical signals are being generated by your brain, their device actually stimulates your brain using a method called transcranial direct current stimulation (TDCS). The foc.us is marketed toward gamers, but the technique has a history of therapeutic application and as a cognitive aid. This device is unregulated by the FDA and was essentially self-funded, but when you think about the things that are FDA-approved and funded by institutional capital, you quickly realize how this might actually be a good thing. So I tried it. The guys advised that you probably shouldn’t use it for more than 40 minutes in 1 day. I wore it for about 7 minutes., and probably would have kept going, but there were people waiting. The sensation can best be described as “prickly,” and lives in a grey area between “annoying” and “not quite painful.”

I'll take this over Olestra any day

I’ll take this over Olestra any day

It reminded me of how I feel about exercise — you’re basically lying to yourself if you think that it feels good, but you exert a temporary override on your subjective definition of “tolerable.” So did it do anything? I’m glad that I tried it, but it’s difficult to get a handle on the effects after only one trial. I do know that while I was wearing it, I was talking the founders’ ears off by providing them unsolicited business advice about the product. They seemed like good ideas at the time! I want to say that I felt a little bit more tuned in and focused afterward, but in the interest of full disclosure, it was evening, and I realized the bar had just opened. Generally, it’s exciting to see technology that was previously the domain of medical research and military training make its way into the mainstream.

In my next post, I’ll share a few more mind-blowing highlights and more about the bar.

GeekDad

Raising Geek Generation 2.0

Haunting

The Home for Immersive Horror

This Week in Laundry

Immersive Storytelling Technology

Theme Park Insider

Immersive Storytelling Technology

InPark Magazine

Serving the themed entertainment community

imho

Sharing What I've Learned...of Creating Experience with Deep, Emotional Connection