In 1995 I saw a wonderful and sadly overlooked film called “Things to do in Denver when You’re Dead”. Everyone in the cast, which included Christopher Walken, Andy Garcia, Gabrielle Anwar, Christopher Lloyd and Steve Buscemi, among others, was at or near their very best, and the writing by Seth Rosenberg was simply amazing.
The story was simple, and featured a powerful existential question: If you know you’re going to die in a matter of days, how do you spend your remaining time on earth? And for that matter, what does time even mean in such circumstances?
Anyone familiar with Tom Stoppard will immediately recognize that the title is a clever riff on his “Rosencranz and Gildenstern are Dead”, which ponders similar questions — which is itself in turn a clever riff on “Hamlet” (which tackles existential questions of its own).
A conversation today reminded me that this film was an influence on my thinking about interactive narrative. The conversation came in the wake Emily Short’s recent brilliant talk about interactive narrative at GDC. My take-away from Emily’s talk was that it might be more interesting let players manipulate not what interactive characters do, but rather how the characters do it.
In other words, you don’t get to decide your fate, but you do get to decide what you will do on your way to your fate.
And then I remembered that I had done some experiments along these lines when I was working with Athomas Goldberg on our “Improv” research project. Shortly after having seen “Things to Do in Denver When You’re Dead” I had put my little Improv characters into a chess game. They couldn’t affect the outcome of the game — which was played by real people. Rather, the characters would react emotively to the moves of the game.
Imagine for example, a pawn and a knight who have fallen in love. As one of them falls in the heat of battle, they say their tearful goodbyes. Now imagine a toolbox for creating such character personalities and for generating little scenarios between them. Characters can be comic, tragic, or simply absurd.
This direction opens up new possibilities for interactivity. Once we are freed from responsibility for plot, we can focus on character.
I called it, of course, “Things to do in Improv when you’re chess”.