Presentation on "The Wolf Among Us" as a multimodal narrative
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Transcript of Presentation on "The Wolf Among Us" as a multimodal narrative
To Cry Wolf in the Digital Age
Transmedial Narrative in Bill Willingham's Fables and Telltale Games' The Wolf
Among Us
Fakultät Sprach- Literatur und Kulturwissenschaften Institut für Anglistik und Amerikanistik
Fabian Gregori, BA
I: Transmediation and Transmedial Intertaxtuality
II: Remediation and Conversion
III: Transmedial Narrative in Fables
IV: Transmedial Narrative in The Wolf Among Us
I: Transmediation and Transmedial Intertextuality
-> Literature:
concept above everything that is narrative
-> Transmediation (Vandermeersche 2014):
process of narratives traveling from one medium to another
-> Transmedial Intertextuality:
narrative potential in-between "stations" of transmediation
II: Remediation and Conversion
-> (narrative) Immediacy
tendency of transparent and accessible representation
-> (narrative) Hypermediacy
tendency of drawing attention to modes of representation
II: Remediation and Conversion
-> (narrative) Immediacy
tendency of transparent and accessible representation
-> (narrative) Hypermediacy
tendency of drawing attention to modes of representation
REQUIRES
II: Remediation and Conversion
-> Remediation (Bolter and Grusin 1999)
process of rendering one medium within another
(in favor of immediacy or hypermediacy)
II: Remediation and Conversion
-> Convergence (Jenkins 2006)
Media (and thus mediations of narrative) may shift in content, technological realization, cultural significance
However: cannot simply just vanish
II: Remediation and Conversion
-> Convergence (Jenkins 2006)
Media (and thus mediations of narrative) may shift in content, technological realization, cultural significance
However: cannot simply just vanish
Necessity of multimodality (in new media)
III: Transmedial Narrative in Fables
(also valid for the video game adaptation The Wolf Among Us, of course)
-> draws upon a large narrative tradition
-> mythological fairy-tale characters "transmediate" into present time New York
given consistently rendered forms, assigning to each a single body(Zolkover 2014)
-> creates transmedial intertextuality between the traditional renderings of the narratives (& their characters) and their reimagination
III: Transmedial Narrative in Fables
Willingham, Bill. Fables / Legends in Exile. New York: DC Comics, 2012. Print.
IV: Transmedial Narrative in The Wolf Among Us
-> video game narration achieved by various means
e.g.: text, voice-overs, cinematic techniques, player interaction, player's own perception of their interaction with the medium ...
Telltale Games. The Wolf Among Us. 2014.
IV: Transmedial Narrative in The Wolf Among Us
-> integration of social elements contribute to further convergence toward "hypermediated" spaces
Telltale Games. The Wolf Among Us. 2014.
IV: Transmedial Narrative in The Wolf Among Us
-> branching storylines and NPC-interaction (increases feeling of immediacy)
Telltale Games. The Wolf Among Us. 2014.
IV: Transmedial Narrative in The Wolf Among Us
-> borrowings from conventions of film (here: over the shoulder shot)
Telltale Games. The Wolf Among Us. 2014.
Conclusion
-> traditional concepts of narratology and mediation cannot do justice to these recent developments in narrativity
-> processes like remediation and convergence gain increasing importance with the rise of new (multimodal) technologies of mediation
Conclusion
"Our stories used to be so simple. We had a beginning, a middle, and an end. But ever since we got to this awful city, everything‟s gotten so confused.”
(Ichabod Crane in The Wolf Among Us)
Works Cited
Bolter, Jay David, and Richard Grusin. Remediation / Understanding New Media. Cambridge, Mass.: MIT Press, 1999. Print.
Jenkins, Henry. Convergence Culture / Where Old and New Media Collide. New York: New York University Press, 2006. Print.
Telltale Games. The Wolf Among Us. Telltale Games, 2014. Computer Software.
Vandermeersche, Geert. “Intermediality as Cultural Literacy and Teaching the Graphic Novel.” Comparative Literature and Culture 13:3 (2011): n.pag. Web. 2 Mar. 2014.
Willingham, Bill. Fables / Legends in Exile. New York: DC Comics, 2012. Print.
Zolkover, Adam. “Corporealizing Fairy Tales: The Body, the Bawdy, and the Carnivalesque in the Comic Book Fables.” Marvels & Tales 22:1 (2008): 38-51. Web. 2 Mar. 2014.
Further ReadingDomsch, Sebastian. Storyplaying: Agency and Narrative in Video Games. Berlin: De Gruyter, 2013. Web. 8 Mar. 2014.
Egenfeldt-Nielsen et al. Understanding Video Games: The Essential Introduction. New York: Routledge, 2008. Web. 8 Mar. 2014.
Eskelinen, Markku. “The Gaming Situation.” Game Studies 1:1 (2001): n.pag. Web. 20 Mar. 2014.
Frasca, Gonzalo. “Simulation Versus Narrative.” The Video Game Reader. Ed. Wolf, Mark J.P, and Bernard Perron. New York: Routledge, 2003. 221-36. Web. 8 Mar. 2014.
Holtzmann, Steven. Digital Mosaics: The Aesthetics of Cyberspace. New York: Simon & Schuster, 1997. Print.
Hutcheon, Linda. A Theory of Adaptation. London: Routledge, 2006. Web. 8 Mar. 2014.
Hyles, Katherine N. My Mother Was A Computer / Digital Subjects and Literary Texts. Chicago: The University of Chicago Press, 2005. Web. 8 Mar. 2014.
Kress, Günther. Literacy in the New Media Age. London: Routledge, 2003. Print.
Kukkonen, Karin. “Comics as A Test Case for Transmedial Narratology.” Substance 40:1 (2011): 34-52. Web. 2 Mar. 2014.
Rippl, Gabriele and Lukas Etter. “Intermediality, Transmediality, and Graphic Narrative.” From Comic Strips to Graphic Novels / Contributions to the Theory and History of Graphic Narrative. Ed. Stein, Daniel and Jan-Noel Thon. Berlin: De Gruyter, 2013. 191-218. Print.
Ryan, Marie Laure. Narrative Across Media: The Languages of Storytelling. Lincoln: University of Nebraska, 2004. Web. 20 Mar. 2014.
Wolf, Werner. The Musicalization of Fiction: A Study in the Theory and History of Intermediality. Atlanta, GA: Rodopi, 1999. Print.