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Digital Storytelling : A Creator's Guide to Interactive Entertainmen

Digital Storytelling : A Creator's Guide to Interactive Entertainmen

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Preface<br />

AN ANCIENT CRAFT<br />

This book is about s<strong>to</strong>rytelling—a new form of s<strong>to</strong>rytelling, <strong>to</strong> be sure, but part of<br />

a tradition that stretches back <strong>to</strong> preliterate times. <strong>S<strong>to</strong>rytelling</strong> is a magical and<br />

powerful craft. Not only can it transport the audience on a thrilling journey in<strong>to</strong><br />

an imaginary world, but it can also reveal dark secrets of human nature or inspire<br />

the audience with the desire <strong>to</strong> do noble deeds. <strong>S<strong>to</strong>rytelling</strong> can also be pressed<br />

in<strong>to</strong> service for more utilitarian goals: <strong>to</strong> teach, <strong>to</strong> promote, and <strong>to</strong> train.<br />

The type of s<strong>to</strong>rytelling we will investigate in this book, digital s<strong>to</strong>rytelling,<br />

can do all the things that traditional s<strong>to</strong>rytelling can do, and a number of people<br />

would argue that it can even do many of these things better. The first s<strong>to</strong>rytellers<br />

had only a single simple <strong>to</strong>ol at their disposal—the spoken word—while later s<strong>to</strong>rytellers<br />

had more sophisticated methods of spinning tales, using ac<strong>to</strong>rs, music, sound<br />

effects, and ultimately, filmed images. But digital s<strong>to</strong>rytellers, the newcomers in<br />

this long line of narrative artists, have an additional <strong>to</strong>ol in their <strong>to</strong>olkit, something<br />

even more potent: interactivity. In this book we will see how interactivity affects not<br />

only the craft of s<strong>to</strong>rytelling, but the experience of audience as well.<br />

WHAT IS DIGITAL STORYTELLING<br />

<strong>Digital</strong> s<strong>to</strong>rytelling is narrative entertainment that reaches its audience via digital<br />

technology and media—microprocessors, wireless signals, the Web, DVDs, and so on.<br />

Interactivity is one of its hallmarks. Older media, which is supported by analog<br />

technology (film, video, LPs, audiotape), cannot support back-and-forth communications<br />

between the audience and the material—interactivity—and this is a<br />

radical difference between the older media and the new. While not every single<br />

work of digital entertainment is interactive, all the projects profiled in this book<br />

xiii

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