How video games turn players into storytellers David Cage

The way we tell stories
has naturally changed

since Aristotle defined
the rules of tragedy

about 2,500 years ago.

According to him,

the role of storytelling is to mimic life
and 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 a play, a novel or a film,

the writer makes all the decisions
in advance 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 fiction.

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 could have been kind of abstract
and probably a little 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 the choices.

So Vicky and I don’t know
what’s going to happen,

because it will all be based
on your decisions.

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.

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 we do?

Audience: Save it!

David Cage: Save it? Save the fish?

(Video) (Fish plops)

DC: There we go.

OK, we have an android who likes animals.

OK, let’s move on.

Remember, we have a hostage situation.

(Video) Woman: Please, please,
you’ve got to save my little girl!

Wait – you’re sending an android?

Officer: All right, ma’am, you need to go.

W: You can’t do that!

Why aren’t you sending a real person?

DC: OK, she’s not really happy.

Her daughter’s been
taken hostage by an android,

and of course, she’s in a state of shock.

Now we can continue
to explore this apartment.

We see all the SWAT forces in place.

But we need to find
this Captain Allen 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 Allen. He’s on the phone.

(Video) Connor: Captain Allen,
my name is Connor.

I’m the android sent by CyberLife.

Captain Allen: Let’s fire
at 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.

DC: OK, now we need to decide
what we want to ask the captain.

What should be our choice?

Deviant’s name? Deviant’s
behavior? Emotional shock?

(Video) C: Has it experienced
an emotional shock recently?

Capt A: I haven’t got
a clue. Does it matter?

C: I need information
to determine the best approach.

DC: OK, a second choice.
Maybe we can learn something.

What should we choose?

Audience: Behavior.

DC: OK, deviant behavior, Vicky.

(Video) C: Do you know if it’s been
behaving strangely before this?

Capt A: Listen … saving that kid
is all that matters.

DC: OK, we are not going to learn
anything from this guy.

We need to do something.

Let’s try to go back in the lobby.

Oh, wait – there’s a 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.

(Video) Girl: This is Daniel,
the coolest android in the world.

Say “Hi,” Daniel.

Daniel: Hello!

G: You’re my bestie,
we’ll always be together!

DC: That was 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 new variation of the story.

I need to think about all
the possibilities in a given scene

and try to imagine
everything that can happen.

I need to deal with thousands
and thousands of variables,

conditions and possibilities.

As a consequence, where a film script
is about 100 pages,

an interactive script like this
is between four and five thousand 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 cowriter

but also the coactor
and the codirector 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 talents.

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:

an art that deeply changes its time.

Thank you.

(Applause)

自从大约 2500 年前亚里士多德定义悲剧规则以来,我们讲故事的
方式自然发生了变化

据他说,

讲故事的作用是模仿生活
,让我们感受到情感。

这正是
我们所知道的讲故事

从那时起做得很好。

但有一个生活维度

是讲故事
永远无法真正再现的。

这是选择的概念。

选择
是我们生活中非常重要的一部分。

我们作为个人是
由我们做出的选择来定义的。

我们的一些决定可能会产生
非常重大的后果,

并彻底
改变我们的生活轨迹。

但在戏剧、小说或电影中

,作者
提前为角色做出所有决定,

而作为

观众,我们只能被动地观察

他的决定的后果。

作为一个讲故事的人,
我一直对在小说

中重新创造
这种选择概念的想法很着迷。

我的梦想是让观众
站在主角的立场上,

让他们自己

做决定,然后
让他们讲述自己的故事。

找到实现这一目标的方法
是我过去 20 年所做的事情。

今天,我想向您
介绍这种讲故事的新

方式,一种以互动为核心的方式。

与其揭露它背后的理论,

这可能有点抽象
而且可能有点无聊,

我认为这将是一个
做一个小实验的好机会。

我希望你们,这里的 TED 人

,讲述你们自己的故事。

所以我带来了一个我们要一起玩的互动场景

我已经请 Vicky——

你好,Vicky——

为我们控制主角。

而你的角色——你,观众——

将做出选择。

所以 Vicky 和我不
知道会发生什么,

因为这一切都
取决于你的决定。

这个场景来自我们的下一个游戏,
叫做“底特律:成为人类”

,我们在不久的将来

,技术
使得创造

看起来与人类一模一样的机器人成为可能。

我们是在
这个叫康纳的角色的鞋子里,

他是一个机器人

,他可以用硬币做很多花哨的事情
,正如你所看到的。

他的胸前有这个蓝色三角形,

就像所有机器人一样

,现在 Vicky 控制
着这个角色。

她可以四处走动,她可以去任何地方,
她可以环顾四周,

她可以与她的环境互动

,现在她可以通过选择来讲述自己的故事

所以在这里我们有我们的第一选择。

地上有一条鱼。

我们应该做什么?

我们应该保存它还是应该离开它?

请记住,我们面临时间压力,

所以我们最好快点。

我们应该做什么?

观众:救命!

大卫凯奇:救救它? 救鱼?

(视频)(鱼扑通一声)

DC:我们开始了。

好的,我们有一个喜欢动物的机器人。

好的,让我们继续。

记住,我们有人质的情况。

(视频)女人:求求
你,你要救救我的小女孩!

等等——你要发送一个机器人?

警官:好的,女士,您该走了。

W:你不能那样做!

你为什么不派一个真人?

DC:好吧,她不是很开心。

她的女儿
被一个机器人劫持为人质

,当然,她处于震惊状态。

现在我们可以
继续探索这间公寓。

我们看到所有特警部队就位。

但我们需要先找到
这位艾伦船长。

这是我们需要做的第一件事。

所以,再一次,我们可以去任何地方。

Vicky 仍然控制着这个角色。

让我们看看——哦,我想这
是艾伦船长。 他在打电话。

(视频)康纳:艾伦船长,
我叫康纳。

我是 CyberLife 派来的机器人。

艾伦上尉:让我们
向所有移动的东西开火。

它已经击落了我的两个人。

我们很容易得到它,
但它们在阳台的边缘——

如果它掉下来,

她就会掉下来。

DC:好的,现在我们需要决定
要问船长什么。

我们的选择应该是什么?

变态的名字? 变态的
行为? 情绪冲击?

(视频)C:最近有没有经历
过情绪冲击?

船长A:我一点头绪都没有
。 有关系吗?

C:我需要信息
来确定最佳方法。

DC:好的,第二个选择。
也许我们可以学到一些东西。

我们应该选择什么?

观众:行为。

DC:好的,异常行为,Vicky。

(视频)C:你知道
在此之前它是否表现得很奇怪?

上尉 A:听着……救那个孩子
才是最重要的。

DC:好的,我们不会
从这家伙身上学到任何东西。

我们需要做点什么。

让我们试着回到大厅。

哦,等等——
在你右边有一个房间,Vicky,我想。

也许我们可以在这里学到一些东西。

哦,有一个平板电脑。

我们来看一下。

(视频)女孩:这是丹尼尔,
世界上最酷的机器人。

说“嗨,”丹尼尔。

丹尼尔:你好!

G:你是我的闺蜜,
我们永远在一起!

DC:那只是
播放场景的一种方式,

但还有很多
其他的播放方式。

根据您所做的选择,

我们可能会看到许多不同的行动、

许多不同的后果、

许多不同的结果。

这样一来,您就可以
了解我作为互动作家的工作内容。

线性作家
需要处理时间和空间,

作为互动作家,

我需要处理时间、
空间和可能性。

我必须管理大量的树结构,

其中每个分支
都是故事的新变体。

我需要考虑
给定场景中的所有可能性,

并尝试
想象可能发生的一切。

我需要处理
成千上万的变量、

条件和可能性。

因此,电影
剧本大约有 100 页,而

像这样的交互式剧本
则在 4 到 5000 页之间。

这让你
对这项工作的内容有所了解。

但我认为,最终,
这种体验是非常独特的,

因为这是

创造
这个叙事景观的作家

和玩家自己做出决定、

讲述自己的故事
、成为合作者

和合作者之间合作的结果。 故事的联合导演。

互动式讲故事是
我们讲故事方式的一场革命。

随着
互动电视、

虚拟现实和视频游戏等新平台的出现,

它可以成为一种新的娱乐形式,甚至可能成为

一种新的艺术形式。

我相信,在未来的几年里,

我们会看到越来越多由新一代人才创造的动人
、有意义的互动体验

这是
等待奥森威尔斯

或斯坦利库布里克的媒介

,我毫不
怀疑他们很快就会出现

并被认可。

我相信互动式
讲故事可以

成为 20 世纪的电影:

一种深刻改变时代的艺术。

谢谢你。

(掌声)