-
The way we tell stories
has naturally changed
-
since Aristotle defined the rules
of tragedy about 2500 years ago.
-
According to him,
-
the role of storytelling is to mimic life
and to make us feel emotions,
-
and that's exactly what storytelling,
-
as we know it,
-
has done very well since then.
-
But there is a dimension of life
-
that storytelling could
never really reproduce.
-
It is the notion of choices.
-
Choices are a very
important part of our lives.
-
We as individuals are defined
by the choices we make.
-
Some of our decisions can have
very significant consequences
-
and totally change
the courses of our lives.
-
But in the play, a novel or a film,
-
the writer makes all the decisions
in adcance for the characters,
-
and as the audience,
-
we can only watch passively,
-
the consequences of his decisions.
-
As a storyteller,
-
I've always been fascinated
with the idea of recreating
-
this notion of choices [in] affliction/
-
My dream was to put the audience
in the shoes of the main protagonists,
-
let them make their own decisions,
-
and by doing so, let them tell
their own stories.
-
Finding a way to achieve this is what
I did in the past 20 years of my life.
-
Today I would like to introduce you
to this new way of telling stories,
-
a way that has interactivity at its heart.
-
Rather than exposing the theory behind it,
-
which is kind of abstract
and probably a bit boring,
-
I thought it would be a great opportunity
to do a little experiment.
-
I would like you,
-
the people here at TED,
-
to tell your own story.
-
So I came with an interactive scene
that we are going to play together.
-
I've asked Vicky --
-
hello, Vicky --
-
to control the main character for us,
-
and your role --
-
you the audience --
-
will be to make choices.
-
So Vicky and I don't know
what's going to happen
-
because it will all be based
on your decisions.
-
So this scene comes from
our next game called, "Detroit,
-
Become Human,"
-
and we are in the near future,
-
where technology made possible
the creation of androids
-
that look exactly like human beings.
-
So we are in the shoes
of this character called Connor,
-
who is an android
-
and he can do very fancy things
with coins as you can see.
-
He has this blue triangle on this chest,
-
as all androids do,
-
and now Vicky is in control
of this character.
-
She can walk around,
-
she can go anywhere,
-
she can look around,
-
she can interact with her environment,
-
and now she can tell her own stories
by making choices.
-
So here we have our first choice.
-
There is a fish on the ground;
-
what should we do?
-
Should we save it or should we leave it?
-
Remember we are under time pressure,
-
so we'd better be fast.
-
What should be do?
-
Audience: Save it.
-
DG: Save it, save the fish.
-
Here we go.
-
OK, we have an android who likes animals.
-
OK, let's move on.
-
Remember we have a hostage situation.
-
Video: Please, please, you've got
to save my little girl.
-
Wait, you're sending an android?
-
Officer: All right, mam, you need to go.
-
Woman: You can't do that.
-
Why aren't you sending a real person?
-
DG: OK, she's naturally unhappy.
-
Her daughter's been taken hostage
by an android,
-
and of course she's in a state of shock.
-
OK, now we can continue
to explore this apartment.
-
We see all thse S.W.A.T forces in place,
-
but we need to find
this Captain Alan first.
-
That's the first thing we need to do.
-
So again, we can go anywhere.
-
Vicky's still in control of the character.
-
Let's see --
-
oh, I think this is Captain Alan
who's on the phone.
-
Android: Captain Alan, my name is Connor.
-
I'm the android sent by cyberlife.
-
Captain Alan: Let's fire
on everything that moves.
-
It already shot down two of my men.
-
We could easily get it,
-
but they're on the edge of the balcony.
-
It if falls, she falls.
-
DG: OK, now we need to decide
what we want to ask the captain.
-
What should be our choice?
-
Deviants name?
-
Deviant's behavior?
-
Emotional shock?
-
Connor: Has it experienced
an emotional shock recently?
-
Captain Alan: I haven't got a clue.
-
Does it matter?
-
Connor: I need information
to determine the best approach.
-
DG: OK, a second choice.
-
Maybe we can learn something.
-
What should we choose?
-
Audience: Deviant behavior.
-
DG: OK, deviant behavior.
-
Connor: Do you know if it's been
behaving strangely before this?
-
Captain Alan: Listen ...
-
saving that kid is all that matters.
-
DG: OK, we are not going to learn
anything from this guy.
-
I mean, we need to do something.
-
OK, let's try to go back in the lobby.
-
Oh, there's room over there
on your right, Vicky, I think,
-
maybe there's something we can learn here.
-
Oh, there's a tablet.
-
Let's have a look.
-
Girl: This is Daniel, the coolest
android in the world.
-
Say, "Hi" Daniel.
-
Daniel: Hello!
-
Girl: You're my bestie,
-
we'll always be together!
-
DG: That's just one way
of playing the scenes
-
but there are many other
ways of playing it
-
depending on the choices you make.
-
We could have seen many different actions,
-
many different consequences,
-
many different outcomes.
-
So that gives you an idea of what
my work is about as an interactive writer.
-
Where a linear writer needs to deal
with time and space,
-
as an interactive writer,
-
I need to deal with time, space
and possibilities.
-
I have to manage massive tree structures
-
where each branch
is a variation of a story.
-
I need to think of all
the possibilities in a given scene
-
and then try to imagine
everything that can happen.
-
I need to deal with thousands
and thousands of variables,
-
conditions and possibilites.
-
As a consequence, where a film script
is about 100 pages,
-
an interactive script like this is between
four and 5000 pages.
-
So that gives you an idea
of what this work is about
-
but I think in the end,
-
the experience is very unique
-
because it is the result
of the collaboration
-
between a writer creating
this narrative landscape
-
and the player making his own decisions,
-
telling his own story
-
and becoming the co-writer
but also the co-actor and the co-director
-
of the story.
-
Interactive storytelling is a revolution
in the way we tell stories.
-
With the emergence of new platforms
like interactive television,
-
virtual reality and video games,
-
it can become a new form of entertainment
-
and maybe even a new form of art.
-
I am convinced that in the coming years
we will see more and more moving
-
and meaningful interactive experiences
created by a new generation of talent.
-
This is a medium
waiting for its Orson Welles
-
or its Stanley Kubrick,
-
and I have no doubt
that they will soon emerge
-
and be recognized as such.
-
I believe that interactive storytelling
-
can be what cinema
was in the 20th century,
-
and art that deeply changes its time.
-
Thank you.
-
(Applause)
-
Chris Matthews: I've got
one question for you.
-
I mean, that is something --
-
wow.
-
How worried should we be about this?
-
It seems like it's one thing to watch
"Silence of the Lambs,"
-
and completely another thing
to be Hannibal Lecter in that movie.
-
Are there hidden risks here
that we haven't thought about enough?
-
DG: Oh, you know, we spend a lot of time
thinking about what we do.
-
We try to be very responsible.
-
We feel this responsibility.
-
I mean, in this game you're never
in control of the bad guys
-
or doing the bad things.
-
You're in control of these androids
discovering the world with different eyes.
-
So we are reponsible.
-
You need to be careful
-
because like any medium
you can do stupid things with it,
-
but I think you can also do
beautiful things,
-
and that's what we're also
trying to achieve.
-
CM: So, I'm going to guess there's
some sick things being tried
-
somewhere on the dark web
-
that use this kind of technique
where you are,
-
you know, personally killing people --
-
doing other terrible things --
-
DG: There are many very violent games.
-
I mean, the problem with violence
is when its gratuitous.
-
When it's violence
for the sake of violence,
-
when it glorifies violence.
-
That's something that makes me
uncomfortable.
-
When it's in the context of a story,
-
when it's about telling something --
-
and something that can be beautiful,
-
because violence is also a part of life,
-
when you use it the way a storyteller
would use it as a device,
-
I'm fine with it.
-
But there are limitations and creators
need to be responsible.
-
That's so important, especially
in the times that we live.
-
CM: Well, thank you David.
-
Whether good or bad,
-
that's certainly amazing.
-
Thank you so much.
-
(Applause)