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How video games turn players into storytellers

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    The way we tell stories
    has naturally changed
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    since Aristotle defined
    the rules of tragedy
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    about 2,500 years ago.
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    According to him,
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    the role of storytelling is to mimic life
    and make us feel emotions.
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    And that's exactly what
    storytelling as we know it
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    has done very well since then.
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    But there is a dimension of life
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    that storytelling could
    never really reproduce.
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    It is the notion of choices.
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    Choices are a very
    important part of our lives.
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    We as individuals are defined
    by the choices we make.
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    Some of our decisions can have
    very significant consequences
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    and totally change
    the courses of our lives.
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    But in a play, a novel or a film,
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    the writer makes all the decisions
    in advance for the characters,
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    and as the audience,
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    we can only watch, passively,
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    the consequences of his decisions.
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    As a storyteller,
    I've always been fascinated
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    with the idea of recreating
    this notion of choices in fiction.
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    My dream was to put the audience
    in the shoes of the main protagonists,
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    let them make their own decisions,
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    and by doing so,
    let them tell their own stories.
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    Finding a way to achieve this is what
    I did in the past 20 years of my life.
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    Today, I would like to introduce you
    to this new way of telling stories,
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    a way that has interactivity at its heart.
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    Rather than exposing the theory behind it,
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    which could have been kind of abstract
    and probably a little bit boring,
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    I thought it would be a great opportunity
    to do a little experiment.
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    I would like you, the people here at TED,
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    to tell your own story.
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    So I came with an interactive scene
    that we are going to play together.
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    I've asked Vicky --
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    hello, Vicky --
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    to control the main character for us.
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    And your role -- you, the audience --
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    will be to make the choices.
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    So Vicky and I don't know
    what's going to happen,
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    because it will all be based
    on your decisions.
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    This scene comes from our next game,
    called "Detroit: Become Human,"
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    and we are in the near future,
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    where technology made possible
    the creation of androids
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    that look exactly like human beings.
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    We are in the shoes
    of this character called Connor,
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    who is an android,
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    and he can do very fancy things
    with coins, as you can see.
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    He has this blue triangle on this chest,
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    as all androids do,
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    and now Vicky is in control
    of this character.
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    She can walk around, she can go anywhere,
    she can look around,
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    she can interact with her environment,
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    and now she can tell her own stories
    by making choices.
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    So here we have our first choice.
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    There is a fish on the ground.
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    What should we do?
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    Should we save it or should we leave it?
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    Remember, we are under time pressure,
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    so we'd better be fast.
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    What should we do?
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    Audience: Save it!
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    David Cage: Save it? Save the fish?
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    (Video) (Fish plops)
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    DC: There we go.
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    OK, we have an android who likes animals.
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    OK, let's move on.
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    Remember, we have a hostage situation.
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    (Video) Woman: Please, please,
    you've got to save my little girl!
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    Wait -- you're sending an android?
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    Officer: All right, ma'am, you need to go.
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    W: You can't do that!
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    Why aren't you sending a real person?
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    DC: OK, she's not really happy.
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    Her daughter's been
    taken hostage by an android,
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    and of course, she's in a state of shock.
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    Now we can continue
    to explore this apartment.
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    We see all the SWAT forces in place.
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    But we need to find
    this Captain Allen first.
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    That's the first thing we need to do.
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    So, again, we can go anywhere.
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    Vicky's still in control of the character.
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    Let's see -- oh, I think this
    is Captain Allen. He's on the phone.
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    (Video) Connor: Captain Allen,
    my name is Connor.
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    I'm the android sent by CyberLife.
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    Captain Allen: Let's fire
    at everything that moves.
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    It already shot down two of my men.
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    We could easily get it,
    but they're on the edge of the balcony --
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    it if falls,
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    she falls.
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    DC: OK, now we need to decide
    what we want to ask the captain.
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    What should be our choice?
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    Deviant's name? Deviant's
    behavior? Emotional shock?
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    (Video) C: Has it experienced
    an emotional shock recently?
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    Capt A: I haven't got
    a clue. Does it matter?
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    C: I need information
    to determine the best approach.
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    DC: OK, a second choice.
    Maybe we can learn something.
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    What should we choose?
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    Audience: Behavior.
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    DC: OK, deviant behavior, Vicky.
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    (Video) C: Do you know if it's been
    behaving strangely before this?
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    Capt A: Listen ... saving that kid
    is all that matters.
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    DC: OK, we are not going to learn
    anything from this guy.
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    We need to do something.
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    Let's try to go back in the lobby.
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    Oh, wait -- there's a room over there
    on your right, Vicky, I think.
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    Maybe there's something we can learn here.
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    Oh, there's a tablet.
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    Let's have a look.
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    (Video) Girl: This is Daniel,
    the coolest android in the world.
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    Say "Hi," Daniel.
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    Daniel: Hello!
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    G: You're my bestie,
    we'll always be together!
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    DC: That was just one way
    of playing the scenes,
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    but there are many
    other ways of playing it.
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    Depending on the choices you make,
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    we could have seen many different actions,
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    many different consequences,
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    many different outcomes.
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    So that gives you an idea of what
    my work is about as an interactive writer.
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    Where a linear writer needs
    to deal with time and space,
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    as an interactive writer,
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    I need to deal with time,
    space and possibilities.
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    I have to manage massive tree structures,
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    where each branch
    is a new variation of the story.
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    I need to think about all
    the possibilities in a given scene
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    and try to imagine
    everything that can happen.
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    I need to deal with thousands
    and thousands of variables,
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    conditions and possibilities.
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    As a consequence, where a film script
    is about 100 pages,
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    an interactive script like this
    is between four and five thousand pages.
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    So that gives you an idea
    of what this work is about.
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    But I think, in the end,
    the experience is very unique,
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    because it is the result
    of the collaboration
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    between a writer creating
    this narrative landscape
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    and the player making his own decisions,
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    telling his own story
    and becoming the cowriter
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    but also the coactor
    and the codirector of the story.
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    Interactive storytelling is a revolution
    in the way we tell stories.
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    With the emergence of new platforms
    like interactive television,
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    virtual reality and video games,
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    it can become a new form of entertainment
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    and maybe even a new form of art.
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    I am convinced that in the coming years,
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    we will see more and more moving
    and meaningful interactive experiences,
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    created by a new generation of talents.
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    This is a medium
    waiting for its Orson Welles
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    or its Stanley Kubrick,
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    and I have no doubt
    that they will soon emerge
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    and be recognized as such.
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    I believe that interactive
    storytelling can be
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    what cinema was in the 20th century:
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    an art that deeply changes its time.
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    Thank you.
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    (Applause)
Title:
How video games turn players into storytellers
Speaker:
David Cage
Description:

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Video Language:
English
Team:
closed TED
Project:
TEDTalks
Duration:
10:09

English subtitles

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