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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)