Jun 28, 2011 View Comments
Frank Rose’s book The Art of Immersionis ostensibly a field guide to new storytelling across the web, film and TV. Featuring explorations of landmarks from Grand Theft Auto’s Liberty City to Mulholland Drive’s ink black asphalt, it’s an attempt to work out where we are and where we might go as storytellers and audiences alike.
All the same, charting this new landscape is a little like mapping sandcastles on a beach. One of the few defining characteristics of new story forms such as ARGs is their mayfly-like lifespan. Happenings such as The Dark Knight’s Why So Serious – which saw players descending on New York bakeries to pick up layer cakes as part of a recruitment drive for the Joker’s gang – are devoured by fans before the icing is even set. Even the millennia-old granite of Lost’s colossal four-toed statue quickly crumbled upon its discovery by the show’s marrow-sucking audience.
Smartly, The Art of Immersion avoids the need for FIFA or Madden-like iterations by remembering it’s a book. There’s a hero in game designer Will Wright and his brave and foolhardy war cry of ‘support the user’s story’, while Immersion’s narrative line cuts through the Dickenian morass of platforms with airport thriller gleam.
Our interview with Frank, recorded before his keynote at Sheffield Doc/Fest earlier this month, looked at the part he played in the tale as well as offering a chance to discuss games, stories and the places in between.