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  • 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)

The way we tell stories has naturally changed

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