VR, Games, & Storytelling Panel – ‘Platform Cultures’

The Lab’s VR, Games & Storytelling project is interested in the intersection between games, immersive theatre and VR storytelling, and the principles and frameworks for developing narrative material for immersive experiences. The project team brings together academic expertise in gaming (Richard Cole) and immersive theatre (Harry Wilson) with creative practitioners working in XR (Ruth Mariner and Eirini Lampiri). The project emerged following discussions at the Metaverse workshop, hosted by the Centre for Creative Technologies at the PM Studio, and was generously funded by the Centre’s seed corn initiative.

On Tuesday 25 July, the project team were delighted to collaborate with Jacqueline Ristola on her ‘Platform Cultures’ event and offer the keynote address. The keynote brought together two specialists, both XR Storytellers from different backgrounds:

  • Jo Mangan, a director coming to XR through a background in immersive theatre
  • Rob Morgan, who comes to XR from a background in video games.

Jo and Rob were asked to consider the following prompts:

  • How do the rules of environmental storytelling change when we move from a gaming or immersive theatre environment to a headset?
  • How do you use interactivity to increase immersion within a story? And, how might approaches to interactivity be different between a VR game, and VR theatre piece?

Our intention was to compare and contrast the different approaches to XR storytelling, and how each form influenced the approach to interweaving story and interactivity. Our ‘North Star’ was to work towards a set of ‘rules’ or principles for telling stories using XR. And although we didn’t reach a full framework, there was agreement around specific themes and issues.

Both speakers touched on the importance of narrative integration in different contexts. Rob spoke about how failure to integrate an audience member’s self-conscious feelings when participating in an immersive experience can be a barrier to immersion. Although a common perspective within the immersive sector is that self-consciousness itself is a barrier to immersion, Rob argued that the player is always aware, and that by emphasising the notion that self-consciousness is permitted, and weaving this into the narrative fabric, audiences can accept the ‘gap’ between how they feel and the role of the character within an immersive experience.

Jo spoke about the need for narrative integration to signpost the audience around the space, and how it is important to let the environment guide the audience in a way that is integrated into the narrative, rather than asking the player to move directly. Referring to  immersive theatre, she touched on the example of bad spatial design, where audiences do not know how to inhabit the space, but are moved from one spot to another by stewards. In the virtual space, audiences should be given enough information from the environmental storytelling to know how to interact with the space.

Both speakers also touched on the subject of how to create meaningful choice, as well as feedback systems that immerse the audience by enabling them to feel they can impact the environment. This operates on multiple levels of the experience, from the ‘core’ of the piece and the narrative dramatic structure, to individual audience choices on how to view and experience the work at any given moment.

It was agreed that by making choices within a narrative framework, audience members need to feel that the consequence of their decision has an impact on the narrative. For example, if audience members are presented with a decision that feels serious, they will expect for there to be consequences which impact significantly on the direction of the narrative. If the consequence of their decision is minimised, or doesn’t impact the plot fully, they can feel let down.

On the ‘surface’ layer of the experience, where the audience choose how they experience the work, there is still a lot of agency that can be afforded. In Jo’s production for Irish National Opera, audience members could follow different sonic layers by changing the way that they tilted their head, leading them to explore and experiment with the way that they experienced the work, on a sensory level.

Finally, immersive experiences are closely linked to the 3D avatars of the audiences and/or players. Circling back to the initial theme of the audience’s feeling of self-consciousness, Rob spoke about the construction of the audience’s character in AR experiences, describing it as ‘a light, pliable character, like a silhouette’ instead of a fully fleshed out role. He went on: ‘often, being a protagonist in AR  is more like an extra dimension that you augment on to the player’s own identity.’ This gives more freedom to the player, enabling them to enact in ways that are perhaps more dangerous or risky than they would opt for in everyday life.

Our sincere thanks to Jo and Rob, as well as to Jacqueline for the simulating discussions that followed the keynote and carried on throughout the ‘Platform Cultures’ event.

Catch the full recording of the keynote address.

Introducing the Bristol Digital Game Lab at the University of Bristol

Article originally posted on LinkedIn on 6 September 2022.

How can we study and contribute to the development of digital games today?

The Bristol Digital Game Lab is a new research group at the University of Bristol launching in September 2022, coordinated by Dr Xiaochun Zhang and Dr Richard Cole. The Lab, which is based in the Faculty of Arts, will bring together researchers and practitioners from a radically diverse range of perspectives. This includes translation and accessibility, history, comparative literature, law, computer science, AI, game design, and beyond.

The aim of the Lab is to chart new possibilities for collaboration, both across disciplines and between Higher Education and the gaming industry, with digital games as a shared object of interest. By exploring crosscutting themes in a collaborative environment, we hope to contribute to ongoing debates about the nature and impact of games, while also co-creating new ways to develop, play, and test ideas using games. To this end, the Lab will offer researchers and practitioners the opportunity to experience a variety of games on the latest hardware, as well as the chance to get involved in generating their own.

Our areas of interest are as follows:

Networking

The Lab will establish a cross-disciplinary network of researchers and industry professionals working on games as well as extended reality more broadly, from early career scholars to creative directors. The network, like the industry itself, will be regional, national, and international. The Lab will support colleagues through brokerage events and themed meetings.

Partnerships

The Lab will connect researchers to a thriving regional, national, and international industry with the aim to facilitate knowledge exchange and explore collaborative outcomes. The Lab will host industry showcases, invite guest speakers, and foster sustainable partnerships with the creative industries.

Research

The Lab will support research in gaming and extended reality through a series of research-sharing events and discussions focused on crosscutting themes. Such themes will include, but are not limited to, game localisation and accessibility, history and cultural heritage in games, VR and immersive technologies, audience experiences and analytics, the Metaverse and gaming ethics, (serious) games and education, games and society, intellectual property, modding, and game design. Building on the University’s investment in state-of-the-art gaming facilities, the Lab will also encourage play-as-research and interactive brainstorming to identify future outputs and areas of interest.

For a taster of our current research, you can hear from Xiaochun, Richard, and Dr Yin Harn Lee in the Bristol Digital Game Lab Seminar that we delivered for Bristol Data Week in June 2022.

Innovation

The Lab will act as an incubator for innovative projects by opening up the University of Bristol’s gaming facilities and expertise, as well as by connecting interested parties. We will deliver skills development workshops, playtest ideas, and co-create new experiences.

How can you get involved?

  • Please email us if you would like to join the Game Lab and hear about our research/events. We will be offering both remote and in-person activities.
  • Let us know what you are working on and what you would like the Game Lab to do. We particularly welcome enquires from those working in the games industry or at the intersection of gaming and other sectors.

Co-ordinators

Dr Xiaochun Zhang (xiaochun.zhang@bristol.ac.uk) is Senior Lecturer in Translation Studies. Her research interests lie primarily in audiovisual translation with a specific interest in video game localisation and accessibility. Currently, she is working on the AD4Games project which applies audio description in video games to enhance accessibility for players with vision loss.

Dr Richard Cole (richard.cole@bristol.ac.uk) is an interdisciplinary scholar working on digital/virtual representations of antiquity. He is currently part of the multi-disciplinary team on the Virtual Reality Oracle project at the University of Bristol, where he holds the role of Research Associate in Ancient Greek History and Virtual Reality. Richard has published on the role of video games and historical fiction more broadly in shaping public perceptions of history.