Has the Internet Failed as a Storytelling Medium?

This topic is close to my heart for a variety of reasons. First and foremost, I care about it because I’m running a company that is attempting to use the Net to tell stories. As such, I often begin my presentations by throwing down the gauntlet and accusing the Internet of having failed as a storytelling medium. Secondly, I’m having trouble filling an Executive Creative Director position. Many of the likely candidates for this search bring with them impressive resumes from the interactive world. They are familiar with the broad array of technologies and tools that define digital production, but often have gaping holes when it comes to creating compelling narratives as opposed to beautiful websites or effective campaigns.

So let’s begin by asking, “Just what is a story?”. This may seem self evident, but bear with me. Rather than giving my definition, I’ll just use the one from Dictionary.com

Story (noun): a narrative, either true or fictitious, in prose or verse, designed to interest, amuse, or instruct the hearer or reader; tale.

Stories also traditionally have a beginning, middle and end as well as a Who, What, Where, When and Why.

The Internet, since it’s beginning, has played host to an astounding variety of stories. The majority of these have been in formats derived from other media, either prose, animation or video. In the case of prose, the innovation came in the realm of hyperlinking, effectively using the Internet to provide deeper insight or back story without derailing the direction of a story line. For video, once broadband enabled the streaming of pre-existing content, a barrage of filmed content sprang forth, leading to battles over DRM and debates over what formats worked best and how to monetize this new distribution channel.

I would argue however that neither prose nor video is truly unique — in both cases, the content lives at a dedicated URL which is nothing more than a digital version of the magazine page or television screen. The big breakthroughs in each case have been innovations that allowed both prose and video to do more than just be played on the Net. Consider, as examples, both blogs and video sharing sites like Youtube.com. I would argue that blogs and Youtube are perhaps the killer storytelling apps to date. In the case of blogs, by simply putting simple publishing tools in the hands of the mainstream, a story with millions of authors has emerged. And from the readers’ perspective, this is very different type of story. We can begin by reading the compelling diary of an individual, deepened and made more interesting by the sites to which the blogger links and the comments left by other readers. In the case of of Youtube, it’s never the individual pieces of content that blow us away, but rather the comprehensiveness of the archive and our ability to jump from one bizarre video to the next, essentially visualizing a stream of consciousness.

If blogs and video-sharing sites represent the web’s heritage as a storytelling medium, then how do they fail and how might the future look brighter? I would argue that they fail because they succeed. What I mean by this is that while both work beautifully by being custom-tailored to the short attention span and interconnectedness of the Internet. Unfortunately, neither provides the polish and ability to hold a viewer’s attention that NBC and Fox’s recently launched Hulu.com does. So what? Well, creating great stories (regardless of medium) is expensive. This means content creators need seed capital which can be repaid either by transactional revenues from selling content (not too effective on the Internet) or from advertising (works well). But until the Net proves itself able to attract a large audience to great content built expressly for the web, advertisers will continue to be difficult to bring aboard to underwrite that content.

So where are we now? I believe we’re at a truly fascinating point in history where a bold group of content creators, advertisers and digital artists are seeking the Holy Grail of online content: the ability to fund and create large-scale stories that attract and engage large audiences. I would argue that these stories will take one of the following forms (and in many cases, a mix of all three).

Alternate Reality Games: Otherwise known as ARG’s, these have become very popular within the past few years. An ARG is a story that draws the audience in through mystery and intrigue and invites them to participate in unearthing clues to solve the puzzle. These ARG’s have been sponsored by brands ranging from Audi to McDonald’s and all the major movie studios and TV Networks. The results have been impressive but to date, the genre has struggled to reach true mainstream appeal because much of the viewing experience requires investing dozens of hours of time.

Massively Multiplayer Online Role Playing Games : Often abbreviated as MMORPG’s, these include games like World of Warcraft. Like ARG’s, these games tell stories in a user-driven, first person manner and are incredibly compelling.
Transmedia Content: This is perhaps the most exciting of all. Transmedia Storytelling refers to stories that are told across a broad array of media. A great example is the hit TV show Heroes, which in addition to its TV broadcast, has created as many as 200 websites, most of which allow heavy fan participation and collectively reveal and evolve storylines that may not appear in broadcast. The results have been staggering: the web experiences have delivered viewership figures rivaling or in some cases exceeding those on television. A recent Fast Company article gives a deeper look at the breadth of this trend in Hollywood.

As television audiences shrink, the desire of consumers to be entertained by stories will not. This leaves those of us interested in telling those stories with a fascinating and inspiring challenge.

8 Responses to “Has the Internet Failed as a Storytelling Medium?”

  1. Prokofy Neva Says:

    Perhaps you need to interview English majors, or Slavic Studies majors, or anthropologists or sociologists or other kinds of people who write or study stories and know how they work, even if they don’t have a resume bursting with interactive media tech credentials. Media is just media. You need the story. The media adds or substracts from the story, but only the human being can organically make the story.

    I would add to your list obviously open-ended virtual worlds like Second Life, to which are rapidly added There, Kaneva, Twinity and the upcoming worlds to come out of Multiverse or VastPark or whatever, and also all those social media thingies like Twitter and Friendfeed which are totally story-telling machines.

    The VWs may never have those large, riveted audiences/paying users/advertisers that WoW or Barbie or whatever might get, but they are going to have a much higher ratio of content-producers to end-users and a more sophisticated audience maybe more prosperous for advertisers and corporate media buyers who can figure out how to access it.

    I’m always amazed myself how my tenants make stories for themselves out of a stick or a barrel or a tree, where there’s sometimes simply more room for the interaction of imagination, whereas a more high-production-value themed sim or professionally-produced sim languishes, or gets look-sees, and no returns. This is obviously a fine and sliding balance, because some people do want the high production values, or at least choice.

    Ultimately, if there are no other people to hear the stories, and you can’t reach other people to hear your story, even 27 other people, then all the fancy story-telling tools in the world will not deliver lasting satisfaction.

    What is that mystery that holds people together, that formula that makes them stick? The willingness to pay attention. And what captures that willingness to pay attention?

    Lately, I think of it as not only immersiveness or compelling narrative, but the sense that the user has control over the experience. This doesn’t have to take the form of building and scripting or even putting out prefabs. It can take the form of feeling that he can chose, make a comment, find reliably produced content when he comes back to that provider, etc.

  2. Failed Screenwriter Says:

    How come interactive story is always left out?…

    Reuben Stiger, the CEO of Millions of Us, has an interesting post that was right up my alley - Has the Internet Failed as a Storytelling Medium?. I disagree with some of Reuben’s post, mostly that when speaking of the web it’s mostly a distribution t…

  3. Justin Gibbs Says:

    In response to Prokofy, “media is just media” is completely false. Is a portrait is a portrait? That would be like saying a painting is the same as a sculpture. The medium, the media, greatly impacts the creative piece.

    What I find amazing about the whole post is that Reuben, you never mention the concept of interactive story. Maybe it’s just me but the way I see it the metaverse and interactive story were made for one another. Interactive story is the next step in the evolution of storytelling and when it hits the metaverse it’ll be the killer app. Imagine fan fiction taken to another level:
    http://justingibbs.com/movies-2.0-movies-as-a-platform

    Imagine user generated ads:
    http://justingibbs.com/forget-user-generated-content-think-user-generated-ads

    Prokofy even expresses a desire for interactivity in her comment. What she’s talking about is “agency”, something the interactive story community has been debating for years:
    http://grandtextauto.org/2005/07/03/agency-or-not-agency-that-is-the-question/

    Reuben, I suggest you check out the interactive story community. Granted it might be a year or more before we see any remnants of interactive story, but with your help we might be able to accelerate that.

  4. Matt Griswold Says:

    In short, give it time. The first days of motion pictures brought disparate scenes of a bodybuilder, trains arriving at a station, and “Watering the Gardener” before evolving as a compelling medium for narrative. I have little doubt that the internet too will evolve as a storytelling medium (if not the most dynamic and powerful), but it’s premature to call FAIL at this stage.

  5. Failed Screenwriter Says:

    Tools + amateurs = story for virtual worlds…

    Even though Dusan Writer’s post on the explosion of small worlds and how they’ve sold out the promise of virtual worlds was a rant, it clearly described the issues at hand. The virtual landscape is splintering, increasingly proprietary, and built for…

  6. Immersive story and a social media strategist | Failed Screenwriter Says:

    [...] on marketing. Reuben Steiger could be the poster child for this, especially after he posted - Has the Internet Failed as a Storytelling Medium? I however am happy Reuben is taking up the banner of narrative, even if for marketing purposes. [...]

  7. The future of virtual worlds is as an entertainment platform | Justin Gibbs Says:

    [...] area the internet has failed is storytelling as Reuben Steiger pointed out in his post - Has the Internet Failed as a Storytelling Medium? Virtual worlds will change all this. The tool-set, visual medium, and distribution is too great to [...]

  8. ImmersiveStory.org is live Says:

    [...] for story, inevitable to become a major entertainment medium. What form story takes in that medium is up for debate. What interests me most is real time narrative, what I call immersive story. It’s closely [...]

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