Sunday, 2 September 2012

An Introduction to change

Consistency has never been a strong attribute of mine, though I am aware the first step to changing that is acknowledging it.

I've found something I'm passionate about. It is something that I am actively perusing.


I want to make theatre where the Audience contributes to the progression of the narrative.

When the moment of decision comes. when the character can’t decide what to say.
I want to give that decision to you.

I want to heighten the Audience experience where the actor and the audience work together to collectively tell the story.

This talk is called Pick a Path Theatre. Remember those choose your own adventure books?
I am wanting to use this as a model to test work to begin with, which I will refer to later.

I want to use my solo to test this so I am investigating examples towards the kind of work I want to make.

Specifically now, I am speaking to what the shows did, not what they were about. If you want to know more about these shows, find me in a break.

Taku Rua. This was our site specific project last year.

The Audience was split up into groups by the Actors and then guided through the space. Actors would leave the audience, and another actor would pick the audience group and continue to guide them through the space.

What is strong about the Audience’s experience in Taku Rua model is:

·       They were specifically cast.
·       Relationship with Actor was clear.
·       The Audience got to experience different character’s stories and perspectives through their encounters with them.

What doesn’t support what I want to make with this model is:

·       Audience had no choice.
·       Could not affect or change the narrative.


Punchdrunk.

Sleep No More.

100 rooms. The audience could go where ever they wanted. The audience had masks, Actors did not. Two rules. Remain silent and keep your mask on at all times.

What Audience experience within the Sleep no more model is:

·       Rules were clear.
·       Choice, who to follow and where to go.
·       Audience actively search and engage with the world, play detective the find the narrative.

What doesn’t support what I want to make with this model is:

·       Audience do not affect or change the outcome of the piece.
·       Audience can feel alienated if they believe they are doing it wrong.
·       ALOT of material can be wasted.
·       Free Roam does not give a sense of a linear narrative.

I want to engage with theatre like the way I do when I am video gaming. In particular I mean role playing games, such as World of Warcraft, Fable, Neverwinter Nights.

Rules are clear.
Consequences of choice.
Challenge to beat the game, competition.

However gaming is an individual experience.
Theatrically, I can see that Hackman Theatre company are beginning to explore some of these things with Apollo 13.

What is strong about the Apollo 13 model is:

·       Audience work and engage with each other and the Actors to solve the problems (bringing the crew of Apollo 13 home)
·       The Audience could choose whether or not they participated or observed (console seat: participate, press gallery: observe).
·       Like Taku Rua, and Punchdrunk, a sense of play and game with the audience. Someone using a phone to engage with an actor who was offstage.
·       Individual roles hold Responsibility

What doesn’t support what I want to make with this model is:

·       Consequences are not genuine.
o  The audience cannot fail, the crew of Apollo 13 will survive, that’s the game the actors are playing with the audience.

I have also investigated
·       Dungeons and Dragons, and other tabletop roleplaying games. (Also, Live Action Roleplaying).
·       Interactive fiction, like Choice of the Dragon, which you seen me play earlier.

After looking at these, I know that establishing the game of interaction and the rules of engagement are important. I need to cast the Audience and make their job clear, in order to not confuse them.

I have a potential model which I wish to test in my solo, or if not in that context after it. The model has a Linear Narrative, within it are moments or events of decision. The Audience make a choice, and the choice branches out and changes, yet it will connect back up with the main story. However, the Character’s or Audience’s perspective will be affected by the last decision they made. The outcome is affected by the choices they make throughout the Narrative.

This form can very easily become gimmick, and be used for comic effect; I want to discover what it is beyond that.

I want this to be script based as opposed to improvised in presentation. I want foremost to tell a good story.

The Dream is to use technology, consoles with buttons for each audience member to make decisions that go to a computer offstage, then a screen shows me onstage what they picked, and I react accordingly.

I want to push this form as far as I can.

Pick a path is only the beginning.

How much choice can I give the audience?

The reason why I am talking to you is, I need help. I cannot do this alone. For example, I need technicians to help me incorporate technology into this process. I need designers to help me map out the choices. I need writers to help me write a meaningful story. I need directors to guide the vision. I need people to collaborate with me. I need people to help me realise this work on the floor, from today.

I acknowledge the enormity of the form I am tackling.

If this engages you, or interests you in any way, drop me a line: kenneth.robert.gaffney@gmail.com 

Same as before... Comment, challenge, follow.
The choice is yours.

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