Since the early 1990s there has been a trend towards narrative complexity within popular cinema. This book examines a number of contemporary films that play overtly with narrative structure, raising questions of chance and destiny, memory and history, simultaneity and the representation of time.
Provides unique guidance on how to craft narrative for mobile and live games. Includes practical exercises to help readers apply the knowledge gained within to their own games and design processes. Covers both development and production processes for open-ended and seasonal storytelling.
This book, written and edited by members of the International Game Developers Association (IGDA) Game Writing Special Interest Group, follows the acclaimed Professional Techniques for Video Game Writing to deliver practical advice from seasoned veterans on the special challenges of writing for first-person shooter games (FPS), role-playing games (R
Running and Clicking examines how Future Narratives push against the confines of their medium: Studying Future Narratives in movies, interactive films, and other electronic media that allow for nodes, this volume demonstrates how the dividing line between film and game is progressively dissolved. Focused on traditional mass media, transitional media, and new media, it also touches on transmedial storytelling and virtual reality and offers a discussion of the political power of the imaginary and the twilight of Future Narratives in the post-human hegemony of the simulated real.
In A Guide to Post-classical Narration, Eleftheria Thanouli expands and substantially develops the innovative theoretical work of her previous publication, Post-classical Cinema: an International Poetics of Film Narration (2009). A Guide to Post-classical Narration: The Future of Film Storytelling presents a concise and comprehensive overview of the creative norms of the post-classical mode of narration. With dozens of cases studies and hundreds of color stills from films across the globe, this book provides the definitive account of post-classical storytelling and its techniques. After surfacing in auteur films in varied production milieus in the 1990s, the post-classical options continued to gain ground throughout the 2000s and 2010s, gradually fertilizing several mainstream productions in Hollywood. From Lars von Trier's Europa (1991) to Zack Snyder's Army of the Dead (2021) and Baz Luhrmann's Elvis (2022), the post-classical narration has shown not only impressive resilience but also tremendous creativity in transforming its key formal principles, such as fragmented and multi-thread plotlines, hypermediated realism, parody, graphic frame construction, complex chronology, and intense self-consciousness. Through the meticulous textual analysis of the post-classical works, Eleftheria Thanouli addresses head-on a series of methodological questions in narrative research and brings the tradition of historical poetics back into the limelight. By reinforcing her previous work with numerous new films as well as more nuanced narrative terms and concepts, she not only strengthens her position on post-classical cinema but also establishes the relevance of formalist analysis in the study of film today.
Trespassing disciplines and binding together practice and theory, Telling Stories: Visual Practice, Theories and Narrative crosses strange territories and occupies liminal spaces. It addresses a contemporary preoccupation with narrative and narration, which is being played out across the arts, humanities and beyond, and considers how visual and performative encounters contribute to thinking. How might they tell theories? Telling Stories results from a series of symposia, held at Loughborough University School of Art and Design in 2007. The programme included papers, screenings and performances and was based around the convenors’ shared interests in Peggy Phelan’s notion of ‘performative writing’ and in the examination of inter-disciplinary forms of narrative and counter-narrative. It specifically focused on three aspects - experimental forms of Theories and Criticism, Objects and Narrative and the particular form of the Cinematic Essay and explored how the performative move could also be said to apply to forms of contemporary art practice: to what photography, film, objects wish to say. This resulting edited collection presents contemporary making and writing practices as multi-faceted, interdisciplinary and trans-medial and is indicative of an attitude that sets out to encounter the world, its social conditions, its global perspectives and the nature of aesthetic discussion that is no longer confined by formalism.
Near to one billion people call slums their home, making it a reasonable claim to describe our world as a 'planet of slums.' But how has this hard and unyielding way of life been depicted on screen? How have filmmakers engaged historically and across the globe with the social conditions of what is often perceived as the world's most miserable habitats?Combining approaches from cultural, globalisation and film studies, Igor Krstic outlines a transnational history of films that either document or fictionalise the favelas, shantytowns, barrios poulares or chawls of our 'planet of slums', exploring the way accelerated urbanisation has intersected with an increasingly interconnected global film culture. From Jacob Riis' How The Other Half Lives (1890) to Danny Boyle's Slumdog Millionaire (2008), the volume provides a number of close readings of films from different historical periods and regions to outline how contemporary film and media practices relate to their past predeccesors, demonstrating the way various filmmakers, both north and south of the equator, have repeatedly grappled with, rejected or continuously modified documentary and realist modes to convey life in our 'planet of slums'.
Mind-game films and other complex narratives have been a prominent phenomenon of the cinematic landscape during the period 1990-2010, when films like The Sixth Sense, Memento, Fight Club and Source Code became critical and commercial successes, often acquiring a cult status with audiences. With their multiple story lines, unreliable narrators, ambiguous twist endings, and paradoxical worlds, these films challenge traditional ways of narrative comprehension and in many cases require and reward multiple viewings. But how can me make sense of films that don't always make sense the way we are used to? While most scholarship has treated these complex films as narrative puzzles that audiences solve with their cognitive skills, Making Sense of Mind-Game Films offers a fresh perspective by suggesting that they appeal to the body and the senses in equal measures. Mind-game films tell stories about crises between body, mind and world, and about embodied forms of knowing and subjective ways of being-in-the-world. Through compelling in-depth case studies of popular mind-game films, the book explores how these complex narratives take their (embodied) spectators with them into such crises. The puzzling effect generated by these films stems from a conflict between what we think and what we experience, between what we know and what we feel to be true, and between what we see and what we sense.
Tracing continuities in digital and documentary practices, this book is a study of interactive documentary from the perspective of documentary culture. Exploring the dizzying array of new documentary forms that have emerged in the past ten years, the book is grounded in the analysis of multiple recent examples of digital documentary work, drawing out the key issues that the work raises. These issues provide a starting point for theoretical reflection, with each chapter developing concepts and frameworks to facilitate thinking with and through interactive documentary. The book explores questions of polyvocality, participation, and political voice, as well as the sociality and performativity of digital documentary practice. By thinking deeply and critically about interactive documentary practice, the book charts the many and various ways in which interactive documentaries claim the real – contingently, partially, or, in some cases, collectively. Each chapter draws on a range of examples – from digital games to data visualisations, database documentaries to virtual reality – demonstrating how we might engage with these ‘unstable’ digital texts. The book will be particularly valuable for students and researchers keen to make connections between documentary and digital media scholarship.
From Inception to The Lake House, moviegoers are increasingly flocking to narratologically complex puzzle films. These puzzle movies borrow techniques—like fragmented spatio-temporal reality, time loops, unstable characters with split identities or unreliable narrators—more commonly attributed to art cinema and independent films. The essays in Hollywood Puzzle Films examine the appropriation of puzzle film techniques by contemporary Hollywood dramas and blockbusters through questions of narrative, time, and altered realities. Analyzing movies like Source Code, The Butterfly Effect, Donnie Darko, Déjà Vu, and adaptations of Philip K. Dick, contributors explore the implications of Hollywood's new movie mind games.