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Digital Storytelling : A Creator's Guide to Interactive Entertainmen

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Foreword<br />

By Ken Goldstein<br />

Something Happened.<br />

‘Twas round about the mid ’80s, just about the time we were all truly starting<br />

<strong>to</strong> grok the impact of Apple’s once-run Super Bowl spot that sounded the war<br />

cry <strong>to</strong> dismantle Big Brother. Almost ancient his<strong>to</strong>ry now, but in retrospect<br />

it seemed <strong>to</strong> have a lot <strong>to</strong> do with the PC world taking a lesson from the Mac,<br />

replacing the monochrome moni<strong>to</strong>r with 8-bit color, and there you have it, we<br />

decided we were all making interactive movies.<br />

My own journey started almost entirely by accident, as any writer tempered<br />

by honesty is likely <strong>to</strong> share, largely due <strong>to</strong> <strong>to</strong>o much time on my hands. Still<br />

looking for a crack in the armor through which I might find an excuse <strong>to</strong> force<br />

my way in<strong>to</strong> ‘‘The Club,’’ I attended a conference at UCLA called ‘‘The Future<br />

of Television.’’ Speakers on the keynote panel included one of the foremost executive<br />

producers of all time, and if He had something <strong>to</strong> say about the future of<br />

television, I needed <strong>to</strong> be His disciple. Besides, I knew if I could ask just one<br />

intelligent question, I could leverage that in<strong>to</strong> a post-conference spec script reading,<br />

and within days, the calls from my student loan officer would no longer be<br />

troublesome. Still new <strong>to</strong> <strong>to</strong>wn and terrified that traffic would come between me<br />

and my soon-<strong>to</strong>-be-acquired nest egg, I arrived much <strong>to</strong>o early at the conference,<br />

hours before the keynote (curious, since I had always unders<strong>to</strong>od keynotes as<br />

kickoffs for conferences, but back then L.A. was <strong>to</strong>o hip for anything important <strong>to</strong><br />

start <strong>to</strong>o early in the day). As fate would have it, we were offered a warm-up<br />

panel, and given that it was in an air-conditioned audi<strong>to</strong>rium and I couldn’t<br />

afford the French <strong>to</strong>ast special in the cafeteria, I parked myself in the mini-audience<br />

and started <strong>to</strong> learn about something called interactivity.<br />

What I remember most about that panel was that no one had a single example<br />

of any work they could show. They tried <strong>to</strong> make us believe this was because<br />

their work was so secret it could not be revealed in public, but I soon learned it<br />

was because none of their musings had yet been created. What they were saying<br />

sure sounded interesting, though—getting the audience in<strong>to</strong> the s<strong>to</strong>ry as a participant,<br />

technology allowing responsiveness <strong>to</strong> audience choice, a future where s<strong>to</strong>ries<br />

had unending endings or no endings at all. It was a revolution still in the making;<br />

the theorists were theorizing before there was reality <strong>to</strong> evaluate. There were only<br />

two possible outcomes: Either this was reject material for Saturday Night Live, or<br />

this was opportunity. To this day I thank the Force that I guessed right.<br />

One thing has remained constant in the business of interactivity; there has<br />

never been a shortage of conferences. For the next several years, as the dour ’80s<br />

ix

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