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Chaotic Fiction?
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xnbomb
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FLmutant wrote:
It seems to me that sometimes this same approach is used in some chaotic fiction structures to bridge that gap between history and authorship. The individual player experiences are like chaotic wanderers across the Monte Carlo landscape of narrative potential. Communities (like UF) are like stochastic methods, responsible for the change in state in wanderers before the next time slice of the history -- usually towards the direction of optimization. PMs are like simulation developers, stacking the tendencies towards some outcome to make it more likely to be explored by random wanderers than others.

I really like the way you've laid this out. You have neatly elucidated some ideas that have been swimming around in my head, but haven't really made it to the surface. The furthest I got was suggesting to SpaceBass after an early reading of his compendium article, that chaotic fiction might be more accurately termed stochastic fiction. But, as he rightfully objected, it doesn't quite have the same ring to it that way. And your explanation, which describes the sort of collective stochastic order or sense of meaning or learning that can be sifted through the agglomeration of the many individuals' chaotic experiences through a community, and makes both the chaotic and stochastic descriptors seem useful and valid, very much appeals to me.

Of course, in my case, this is because a lot of what I do for work is simulation modeling of systems that display these behaviors, so this is a big part of my worldview. My initial temptation was to wonder why you see things this way, but I think your explanation with respect to chaotic fiction preemptively answers the question (at least partially ... if you were to tell me there was a quantitative/statistical modeling skeleton somewhere in your closet, that would be the rest of it).
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PostPosted: Tue Jul 31, 2007 5:44 pm
Last edited by xnbomb on Tue Jul 31, 2007 5:49 pm; edited 1 time in total
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Rekidk
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Re: History

Okay, question time:

Jamie Kane--chaotic fiction?

Ruleset, yes. Coherence, yes. But authorship? Questionable. The player interacts with chatbots and solves puzzles, but (short of not solving a puzzle) cannot affect the outcome of the game.

History? Only for a person who has played it. (Though the history exists on the internet, somewhere.)

So, I'm not really sure if this is Chaotic Fiction. But I'm pretty sure it would be considered an ARG. Does this mean that not all ARGs are CF?
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PostPosted: Tue Jul 31, 2007 5:47 pm
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danteIL
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Lots of good thoughts floating around.. I just want to pick up on a couple of things in SpaceBass' recent explication of the importance of History:

SpaceBass wrote:
In order for Chaotic Play to produce Chaotic Fiction, it must provide a persistent history of itself that exists beyond the duration of the production and which is available to third parties.

I have been calling this Persistence but perhaps History would be a better term since it allows me to spell ARCH instead of CRAP. The key is that it is a history of the experience of production as well as the story produced (inextricable) and it really only matters after the fact.

Chaotic Play that does not produce a persistent history is Chaotic Theatre. Whether or not the History quality has been satisfied is mainly a question left for after the production ends (but if we're talking about it on uF, chances are the condition will be satisfied).


I know that the 'archival' challenges of ARGs has been a topic that has been discussed here a lot in the past. Indeed, it is the possibility of some kind of archival history that seems to define the difference between Chaotic Fiction and everything else.

To summarize:
Chaotic Play with History = Chaotic Fiction
Chaotic Play without History = Chaotic Theater

I would suggest that the bit that I've higlighted above, about the "history of the experience of the production," is exceedingly slippery. Whose experience? The collaborative 'experience'? That seems like an impossibility; how does one capture the totality of the collective? Okay, maybe it's just the simple additive total of all audience members' experiences put together? Well, that seems impossible for a different set of (practical?) reasons. So perhaps it's simply a filtered and necessarily selective recording of Play-related activities? That's certainly doable (Story So Far, etc.), but it hardly captures "the experience of the production."

Quote:
Since we've answered yes to all three, then Halo3/Iris qualifies as Chaotic Play. Will there be a persistent history? Probably, since we're talking about it on uF (where we keep everything), there's thebruce's wiki, other discussion boards, google cache, wayback machine, etc. So yes, it's probably Chaotic Fiction.

In this example, the suggestion seems to be that just having things archived in various ways on line is good-enough to meet the criterion of History. That may very well be, but I don't think that one could claim that this captures the "experience of the production." Experience is necessarily and intrinsically ephemeral (not to mention internal, but that's a different issue). I think that the notion of fully being able to capture the capital-H History is a chimera. If it's just persistence, as in "I can go Google this and find out what happened in the game", then that's one thing. But if it's "I can know what it was like to experience how the game emerged over time," that something else entirely. I happen to believe -- and I know that I'm probably in the minority in this -- that much of what we're talking about here is Chaotic Theater, but I'm okay with that. I like theater.

Quote:
Only after a production has ended can we really begin to see the whole of its description.

To put it another way, what we see after a production has ended is a different Beast from what we experience during. Smile

Sorry to get all epistemological.

PostPosted: Tue Jul 31, 2007 11:31 pm
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SpaceBass
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danteIL wrote:
To put it another way, what we see after a production has ended is a different Beast from what we experience during.

Exactly right, as well as part of the point of trying to separate out description of the process, the experience of play, from the history created by it (and by history, I again emphasize history of the particular chaotic play in question, not backhistory or metahistory or whatever). No mere recount, no matter how detailed, will ever do justice to actually engaging in this kind of experience and that distinction is important. The only difference between Chaotic Theatre and Chaotic Fiction is that the latter produces a tangible body of work that exists after the play ends. During the process of play, the difference is meaningless.
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PostPosted: Wed Aug 01, 2007 12:21 am
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Mikeyj
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Joined: 18 Oct 2004
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Re: History

Rekidk wrote:
Okay, question time:

Jamie Kane--chaotic fiction?

Ruleset, yes. Coherence, yes. But authorship? Questionable. The player interacts with chatbots and solves puzzles, but (short of not solving a puzzle) cannot affect the outcome of the game.

History? Only for a person who has played it. (Though the history exists on the internet, somewhere.)

So, I'm not really sure if this is Chaotic Fiction. But I'm pretty sure it would be considered an ARG. Does this mean that not all ARGs are CF?


I think you're looking at this backwards - as far as I understand, it's not about ticking boxes to make something Chaotic Fiction or not, anything that's within the sphere counts, it just happens that in Jamie Kane's case the authorship slider is at one extreme (the "nada" extreme). ARGs tend to be more towards the intersection of all three aspects, so you could argue that Jamie Kane wasn't an ARG, but was Chaotic Fiction. So on Mapmakers map above, look underneath ARGs and you hit the emergency room (sorry - extended realities) and Jamie Kane probably fits that better.
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PostPosted: Wed Aug 01, 2007 7:06 am
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FLmutant
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xnbomb wrote:
The furthest I got was suggesting to SpaceBass after an early reading of his compendium article, that chaotic fiction might be more accurately termed stochastic fiction. But, as he rightfully objected, it doesn't quite have the same ring to it that way.


Definitionally it isn't bad though. Stochastic carries with it the implication that the system is non-determinate, that the current state of the players does not alone fully predict the next state they will be in. Which seems to perfectly characterize the audience (at least from the PM's perspective) -- capable of surprising change in directions.

xnbomb wrote:
Of course, in my case, this is because a lot of what I do for work is simulation modeling of systems that display these behaviors, so this is a big part of my worldview. My initial temptation was to wonder why you see things this way, but I think your explanation with respect to chaotic fiction preemptively answers the question (at least partially ... if you were to tell me there was a quantitative/statistical modeling skeleton somewhere in your closet, that would be the rest of it).


Yup ... there is a small vestigal bone of statistics in my background. They stuffed quite a bit of "statistics for social science" into my noggin as part of psychology undergrad and I've used that to tinker with ways of thinking about web analysis for a while. But that is probably JUST enough knowledge for me to dangerously over-generalize: my CTO Andrew Cowan did his master's thesis in genetic algorithms and best fit systems, so there is a deeper math geek around at GMD as well.

To be honest, much of this has recently crystalized for me after reading one book in particular -- "Fooled by Randomness" by Nassim Nicholas Taleb. I actually sent a copy of it to Space because I found myself hi-lighting like half the book thinking of the chaotic fiction implications. The book is really about stock market trading and why people don't do a good job of comprehending randomness and why that is probably a good thing. Which means it is about the stories we tell ourselves about the world based upon what we see that are just completely wrong statistically.

What's fascinating about Taleb is that he believes "If I must be a fool of randomness, let it at least be for something with some aesthetic purpose." So he takes a spin into the land of exquisite corpses and randomly-assembled corporate CEO speeches -- using the same kind of Monte Carlo systems, but in reverse (because a system designed to look at randomness can produce random wanders that are surprisingly convincing.) Most of Taleb's reasons why we are fools for randomness directly relate to the same kind of psychological heuristics that I argue are in play with why ARGs chaotic fiction work, so the psychology bridge topic brings me back into the statistics.

If you don't want to buy one of his books, he does have a great homepage with tons of theory: http://www.fooledbyrandomness.com/ ... as a complete aside, how can you not fall in love with a guy who offers up the following as his contact information:

Quote:
You are welcome to send me an email at gamma [at] fooledbyrandomness [dotcom]. You would do me a favor if you waited until the end of the summer as I am not in an online mode and have 500 neglected letters in my inbox (so please just send mail for pressing matters). Concise messages are much preferable (say a maximum < 100 words). (There is a ten page letter I have had in my "to do" box since 2002). Note that I almost always reply, time permitting (but once) –even to nasty emails. However, note that I will be unable to answer specific trading and finance-related questions (my specialty is problems of the applications of probability and epistemic issues, not financial advice). Also note that, thanks to my new keyboard, I sometimes reply in Arabic, particularly to academics (which can be easily solved using Google Translator which captures about 35% of the meaning).


So I've been playing with the idea that Unfiction is a big organic Monte Carlo machine for narratives. It helps explain the love of spec and meta (stochastic processes). It helps explain the "deductive tone" of the chaotic theater experience. It helps explain why the collective of Unfiction is so much smarter than any one puppetmaster team could ever be (more wanderers in the simulation.)

It also hints at why collaborative puzzles are so addictive, you could call it "Stochastic Uptime" (and use that label to describe the process that starts with the posting of a [UNSOLVED] thread and ends with changing it to [SOLVED].) At that point, the simulator essentially switches from a wander method (characterized by people saying "I found something new" and "yup, I see that too") to a genetic method (charactered by "best fit" propositions for solving a particular roadblock.) And that process iterates in a faster more intense mode. Because puzzles are always designed to have a "solution" (rather un-chaotic) that means the genetic algorithm ends up successful and, because it is a biological network, it feels pleasure for having collectively found the solution and little Unfiction-mitigated bursts of serotonin appear in dozens of heads at the same moment. Which starts an addictive cycle and demand for more puzzles to produce more Serotonin Smile

Damn you, Spacebass, your BBS turned us all into a bunch of Serotonin-addicted puzzle monkeys! Twisted Evil

Any scientist would of course laugh: I'm extending a thought experiment out much further than any of those theories were meant to be stretched. But, to be quite honest, changing the label from ARG to Chaotic Fiction is going to invite these kinds of thought exercises, as we start mining the techniques in other disciplines for manipulating and describing chaos. Suddenly, it doesn't become crazy to talk about concepts like the "narrative statistics" (as way of describing that the story never fully compresses to one viewpoint, at least not until the end) or "normative narrative experiences" (as a way of describing the typical individual experience rather than the collective knowledge of the system) or "extreme narrative outliers" (as a way of talking about extreme atypical personal narratives, like HitsherMark getting killed in AotH).

There's alot of exciting theoretical ground to be explored in that concept, at least from a mad scientist's point of view.

PostPosted: Wed Aug 01, 2007 7:11 am
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rose
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Joined: 26 Nov 2003
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I think, when pronounced correctly, "stochastic" has a nice ring to it.

I need to go back a bit to try to follow the conversation.

Authorship requires creation of story assets from both the Architect (PMs in the case of ARGs) and the Audience (players, in the case of ARGs).

So in the case of, say, a Harry Potter book - the story doesn't require the input of an audience to create the story, even though fans have created all sorts of websites, wikis, histories, timelines, etc. The fans don't affect the creation of the story. So that would make Authorship a No, not chaotic fiction. Also, no ruleset ( See Space's post above:
Quote:
A Novel
A:N; R:N; C:Y; H:Y = No
)

So how does Cathy's Book fit in here? To get the entire story you have to do more than just read the book, although you can do just that part of it and have a great story. But do the fans actually create more story assets than they do in the case of a Harry Potter story? Does that matter?

I'm assuming that because the audience has to take some action, other than reading, to access the rest of the story the answer to authorship is Yes.

Guess I'm struggling with the definition of story assets. I get that some audience creation of assets is required.

Then we get to history, which is
Quote:
a history of the experience of production as well as the story produced (inextricable) and it really only matters after the fact.
The thing is that part of that history are the "story assets" that are created as the game is being played. So there is an overlap and a gap between the two.

And now we get to FLMutant's brilliant post.. which I don't quite understand. I do get that he is using the Monte Carlo analysis as an analogy.

Here, each player (the chaotic wanderer) has his or her random interaction with the story (the Monte Carlo simulation). These interactions become part of, and effect, the telling of the story. A certain number of those interactions will be recorded for the community (stochastic methods) to share and learn from- which changes the "state", or direction and focus, of the players (the chaotic wanderers) as well as the story (the simulation) But in order to fully explore the story space, diverse approaches, interpretations and points of view need to be included.

So I guess the gap between "authorship" and "history" is the process of playing the game, even though the game changes as it is being played.

Sorry if this is just a boring restatement of what SpaceBass and FLmutant said, I found it hard to get a handle on what they were saying. And if I have it wrong, I would appreciate someone explaining that to me.

----

Quote:
Does the chaos really matter artistically if there isn't a stochastic group method for feedback and optimization?


So other than dogs painting, is there another example of this? I can't think of one.
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PostPosted: Wed Aug 01, 2007 9:18 am
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danteIL
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Joined: 08 May 2006
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SpaceBass wrote:
danteIL wrote:
To put it another way, what we see after a production has ended is a different Beast from what we experience during.

Exactly right, as well as part of the point of trying to separate out description of the process, the experience of play, from the history created by it (and by history, I again emphasize history of the particular chaotic play in question, not backhistory or metahistory or whatever). No mere recount, no matter how detailed, will ever do justice to actually engaging in this kind of experience and that distinction is important. The only difference between Chaotic Theatre and Chaotic Fiction is that the latter produces a tangible body of work that exists after the play ends. During the process of play, the difference is meaningless.


I guess I'm not seeing the necessity or the importance of History. Why give such high place of honor to the tangible products of the chaotic process? If an ARG takes place but no one is able to record it, wouldn't it still be an ARG? It seems like to be more true to these definitions, the forums should have been renamed such that active games appear under "Chaotic Play" while "Chaotic Fiction" is reserved for the archives. Is it because you see the forums as dedicated to the tangible side of things, since the predominant means of play around here are through things like websites and emails and other persistent media? If the goal was to exclude Chaotic Theater, then I guess that is a sufficient reason to incorporate History in the definition. However, I still believe that the most every game has an important element of Chaotic Theater, in the sense that the experience is unique to the participants (and unique between participants as well).

PostPosted: Wed Aug 01, 2007 9:30 am
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FLmutant
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rose wrote:
Here, each player (the chaotic wanderer) has his or her random interaction with the story (the Monte Carlo simulation). These interactions become part of, and effect, the telling of the story. A certain number of those interactions will be recorded for the community (stochastic methods) to share and learn from- which changes the "state", or direction and focus, of the players (the chaotic wanderers) as well as the story (the simulation) But in order to fully explore the story space, diverse approaches, interpretations and points of view need to be included.


Spot on, Rose. To back out one more layer, it is called a Monte Carlo simulator because the classic example is "have 10,000 roulette players with 10,000 strategies go through 1,000,000 spins of a roulette wheel and then look at which strategies produced the best overall success." So the Chaotic Fiction is the report of how much each player won or loss (the History), and Chaotic Play is the simulator where all that spinning takes place (using rules, collaborative authoring -- what bets you place, and a coherant but actually random storyline of the emotional ups and downs of the players far more lucky or unlucky than the average.) So a Monte Carlo simulator is a way to turning a ruleset into thousands of individual narratives that evolved over time so that you can look at the statistics of all those different experiences instead of trying to boil the whole system down to one gigantic and unwieldy equation.

danteIL wrote:
Why give such high place of honor to the tangible products of the chaotic process? If an ARG takes place but no one is able to record it, wouldn't it still be an ARG?


Dante, that might be one of those chicken and egg questions, I think. I can remember performance artists that would piss me off by waving their hands and discounting all filmmaking as "mere documentation of performance". Meanwhile, the game theorists were challenging them that "all performance is bounded by rulesets that produce that magic performance systemically" which was equally pissing them off. It makes for good cocktail arguments between academics, but I suspect it is unresolvable problem.

It seems a compliment that Chaotic Fiction inherits a fundamental philosophical disagreement between performance art and media art Smile

Edited to add some links and quotes so if people want to read more about the concepts in wikipedia they could:

Nassim Taleb, philospher of randomness:
http://en.wikipedia.org/wiki/Nassim_Taleb

Quote:
Taleb now focuses on being a researcher in the philosophy of randomness and the role of uncertainty in science and society, with particular emphasis on the philosophy of history and the role of fortunate or unfortunate high-impact random events, which he calls "black swans", in determining the course of history.

Taleb believes that most people ignore "black swans" because we are more comfortable seeing the world as something structured, ordinary, and comprehensible. Taleb calls this blindness the Platonic fallacy, and argues that it leads to three distortions:

1. Narrative fallacy: creating a story post-hoc so that an event will seem to have a cause.

2. Ludic fallacy: believing that the structured randomness found in games resembles the unstructured randomness found in life. Taleb faults random walk models and other inspirations of modern probability theory for this inadequacy.

3. Statistical regress fallacy: believing that the probability of future events is predictable by examining occurrences of past events.

Also, Taleb is collaborating with Benoit Mandelbrot on a general theory of risk management. He is currently working with Daniel Goldstein on a project to empirically test people's intuitions about ecological and high impact uncertainty.

He also believes that people are subject to the triplet of opacity, through which history is distilled even as current events are incomprehensible. The triplet of opacity consists of

1. an illusion of understanding of current events
2. a retrospective distortion of historical events
3. an overvalue of facts, combined with an overvalue of the intellectual elite




Monte Carlo Methods:
http://en.wikipedia.org/wiki/Monte_Carlo_method

and probably even more specifically "Self-organized criticality" (a related concept):
http://en.wikipedia.org/wiki/Self-organised_criticality

People much smarter than me wrote:

Self-organized criticality is one of a number of important discoveries made in statistical physics and related fields over the latter half of the 20th century, discoveries which relate particularly to the study of complexity in nature. For example, the study of cellular automata, from the early discoveries of Stanislaw Ulam and John von Neumann through to John Conway's Game of Life and the extensive work of Stephen Wolfram, made it clear that complexity could be generated as an emergent feature of extended systems with simple local interactions. Over a similar period of time, Benoît Mandelbrot's large body of work on fractals showed that much complexity in nature could be described by certain ubiquitous mathematical laws, while the extensive study of phase transitions carried out in the 1960s and '70s showed how scale invariant phenomena such as fractals and power laws emerged at the critical point between phases.

Bak, Tang and Wiesenfeld's 1987 paper linked together these factors: a simple cellular automaton was shown to produce several characteristic features observed in natural complexity (fractal geometry, 1/f noise and power laws) in a way that could be linked to critical-point phenomena. Crucially, however, the paper demonstrated that the complexity observed emerged in a robust manner that did not depend on finely-tuned details of the system: variable parameters in the model could be changed widely without affecting the emergence of critical behaviour (hence, self-organized criticality). Thus, the key result of BTW's paper was its discovery of a mechanism by which the emergence of complexity from simple local interactions could be spontaneous — and therefore plausible as a source of natural complexity — rather than something that was only possible in the lab (or lab computer) where it was possible to tune control parameters to precise values. The publication of this research sparked considerable interest from both theoreticians and experimentalists, and important papers on the subject are among the most cited papers in the scientific literature. (emphasis mine)


PostPosted: Wed Aug 01, 2007 9:56 am
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imbriModerator
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Despite the potential derail of the stochastic discussion, I want to jump back a few pages and look at the overall definition as (re)defined by SpaceBass with from the perspective of music performance. Those of you that have heard my "Grateful Dead as ARG" thoughts before won't find much new here, but I want to see how it fits in the chaotic fiction model. In part to see how and where it breaks - on any front.

Much of what I'm talking about is true for any live band performance, but I do think that there's a difference between the highly produced & choreographed pop and rock shows and those that allow for more improvisational play such as you see in with various jazz and "jam band" artists. As I'm most familiar with the Grateful Dead, I'll be using them as an example.

Many of my earlier thoughts resolved around the community experience and the history that they created and, really, I don't know that should be discounted, though admit that it's not highly relevant as they similarities that I see are likely found in many collaborative communities and is more specific to a persistent ARG community (uf) than an individual ARG community. But, going to a Dead show was an experience. People would arrive at the venue hours before the concert was set to start and wander through the parking lot (exploring the universe). Vendors would be set up where you could buy and trade goods from food to t-shirts to more advanced crafts and, yes, drugs (forums, guides, trails, chats). Impromptu groups would form around play - sports, music playing & trading, games (chat, diversions, spoof sites). It was, in every sense of the word, a thriving community and a nomadic city that traveled from venue to venue (unfiction, arg to arg). There have been college courses that have studied the sociology and anthropology of this community.

As with any society, there is a history. With the Dead, there's some written history, a lot of recorded history, and a near infinate amount of oral history, most of which revolves around the various shows. Through this oral history, some songs become legendary - Dark Star, in particular. This history was further built by the practice of tape trading.

We're all familiar with the debate of free music on the internet, but for deadheads, this practice has been ubiquitious for years. Some shows (Barton Hall, 1977) were so widely traded that many deadheads know those shows better than any produced album and each taped show has it's quirks (a guy woowooing during casey jones) that has become so familiar that when you hear a soundboard or cleaned up version of the performance it's "just not right".

For a long time, I thought of the Grateful Dead as the longest running "ARG", but I wonder if each show would be considered some form of CF in its own right.

Authorship: Creation of the experience as the responsibility of both the Architects and Audience.

Absolutely. I would also add in Atmosphere (frequent mentions of things such as rain and heat, whether a show was inside or out). The Architects (musicians and all those that go into putting the show together, in this case) build the set, they choose the songs to play, the choose the riffs to go off on. The Audience, however, has a role. When listening to recordings, you can hear the power of the audience driving the musicians. Their reactions are often solicited and, even, expected by the band. At Dead shows, it was customary to stand during some songs and sit during others and sing during others.

The audience roles weren't just relegated by the band and went beyond just listening and dancing. People would take their own initiative and do their own things to help build and record the story for others - wandering through the corridors of the venue, you'd find "spinners" (dancers caught in a trance like state spinning very rapidly that added to the atmosphere for those that weren't spinning) and the volunteer wharf rats who would help people who were having a bad drug experience and supporting those that did not choose to do drugs. In the venue, you'd find those taping the show and creating the recorded history from both the official (soundboard) perspective and the audience one.

Ruleset: A framework for metaconversation has been created by the Architects which allows the Audience to interact/affect the story/universe.

I hit on this a bit with the custom of sitting and standing during certain songs and the audience participation. However it does go beyond that. From the band teasing songs (especially Darkstar, mentioned previously) to the way in which the venue was set up and the band played - creating things like "the phil zone". Furthermore, because of the loose and improvizational nature of the performance, the band was able to take in audience feedback and adjust their performance to suit it.

Coherence: Is there a plot?

Here is a point where I struggle. There is no missing person or cute brunette that needs your help. However, the setlists from all of the shows follow a pattern. There are songs that would occur in the first set or the last. Some songs were used to lead into others. "Space" and "Drums" are improvisational pieces that would occur at specific points during the show to help maximize the impact of the show and, really, the overall story of the show. The common plot elements are all there from the introduction to the climax to the conclusion. So, I'm not sure that there is a "story" but there is definitely a "plot"

History: Is there a history of the experience?

Yes. There is an extensive history of the band's performances are available in several forms - from the official soundboard recordings to the audience recordings to a blend of the two. (interested in downloading a show free & legal? Archive.org is your friend) Beyond that, there are resources, such as DeadBase that provide detailed information about each show - from venues to set lists. Additionally, the history of the shows are recorded in other forms. From reviews to songs about the show.

So, despite a lack of "fiction", I see live musical performances by bands that specialization in improvisational play as fitting the CF model. I'm not sure that it should, though I wouldn't say that it shouldn't.

PostPosted: Tue Aug 07, 2007 4:55 am
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FLmutant
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imbri wrote:
So, despite a lack of "fiction", I see live musical performances by bands that specialization in improvisational play as fitting the CF model. I'm not sure that it should, though I wouldn't say that it shouldn't.


I learned a LONG time ago that one should be careful, as a non-Deadhead, in talking about the Grateful Dead experience. Unless you have the Deadheads greatly out-numbered Smile

I think it might be important to help separate the concept of "spontaneous" from the concept of "chaotic". Many performance arts have improvisation and spontenaity as part of their default process. But are those the same things as chaotic? In this sense are you using "chaotic" to try to describe "random" or to describe "not under the creator's complete control"?

An interesting question might be, "How is improvisational jazz not chaotic fiction?" Notice how I deftly changed the subject from Grateful Dead so that I could avoid using the word "not" in that sentence? Twisted Evil It seems that if CF might have become too broad phrase if core expressions much older the format (like improvisational music) fall under its umbrella.

However, being able to say "the Grateful Dead is like CF because of A, B and C but isn't CF because of D, E and the lack of F".

Here's one angle on that question that ties in with the issue of History and documentation: does the artifact left behind by CP and described as CF have to be "substantially close to duplicating the original experience?" If a mime performs on the street and I take a still photo, could that single photo count as the History componant that takes his street chaotic theater and turns it into chaotic fiction? Does the quality of the photo count -- meaning, if I only manage to catch the mime's shoe in the photo? What if I captured a photo that is extremely evocative and suggests a story in one frame?

And does that tell us anything about your Grateful Dead example? If I listen to a Grateful Dead studio album, does that count as "chaotic fiction" because the live shows exist? Even though it isn't a live recording?

PostPosted: Tue Aug 07, 2007 6:47 am
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imbriModerator
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FLmutant wrote:
An interesting question might be, "How is improvisational jazz not chaotic fiction?" Notice how I deftly changed the subject from Grateful Dead so that I could avoid using the word "not" in that sentence? Twisted Evil It seems that if CF might have become too broad phrase if core expressions much older the format (like improvisational music) fall under its umbrella.


That really is the question that I was trying to work out in my head by showing that it could be. Interestingly enough, the thought was brought on most recently by a discussion of bluegrass & jazz artists. Though, admittedly, the post was brought on by mentioning how the Deadhead community is a great example of chaos (and, judging from the post time, insomnia Wink).

FLmutant wrote:
Here's one angle on that question that ties in with the issue of History and documentation: does the artifact left behind by CP and described as CF have to be "substantially close to duplicating the original experience?" If a mime performs on the street and I take a still photo, could that single photo count as the History componant that takes his street chaotic theater and turns it into chaotic fiction? Does the quality of the photo count -- meaning, if I only manage to catch the mime's shoe in the photo? What if I captured a photo that is extremely evocative and suggests a story in one frame?


My answer to the "history" would be that it needs to be a collaboratively authored history and not a single element. In ARGs, we have the forums which contain hundreds of authors and the guides and trails which may have one primary author but are collections of the work of many.

FLmutant wrote:
If I listen to a Grateful Dead studio album, does that count as "chaotic fiction" because the live shows exist? Even though it isn't a live recording?

A studio album, much like a book does not contain joint authorship between the audience and the artist.

PostPosted: Tue Aug 07, 2007 8:43 am
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imbri wrote:
FLmutant wrote:
If I listen to a Grateful Dead studio album, does that count as "chaotic fiction" because the live shows exist? Even though it isn't a live recording?

A studio album, much like a book does not contain joint authorship between the audience and the artist.


Not always true, the collaboration is sometimes less clear. Example: The Police developed a rather elaborate bridge jam for their song "Can't Stand Losing You" during their live show of that tour. The more they improvised against that with an audience, the more honed that bridge got. When they went to the studio for their next album, they recorded just that bridge and called it "Regatta d'Blanc" and titled the album that as well -- if you listen to the studio recording, you can hear that the non-lyriced vocal of that song was clearly a "call and response," but unless you heard it in a live recording to give context that it was an audience participation improvisation that gave birth to the composition is wouldn't click.

They continue to play those two songs as pair up to and including today in their reunion tour. There are similar examples with other artists and other songs -- you'd call it "honing a new song in live gigs before recording it for the album" or "honing the performance before honing the recording". Not exactly the same kind of collaborative authoring, but the audience (and what worked) influenced composition if not recording.

PostPosted: Tue Aug 07, 2007 9:27 am
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imbriModerator
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FLmutant wrote:
They continue to play those two songs as pair up to and including today in their reunion tour. There are similar examples with other artists and other songs -- you'd call it "honing a new song in live gigs before recording it for the album" or "honing the performance before honing the recording". Not exactly the same kind of collaborative authoring, but the audience (and what worked) influenced composition if not recording.


I think that this influence is apparent in most, if not all, creative pursuits. However, that is not the same as the authorship of chaotic fiction. In your example of The Police recording, they are not recording the actual event but a jam that was refined over time. While the audience certainly had influence over the direction the jam took, the recording in the studio was an indirect product of that influence. However, if the recording was of the live show, you would have a direct record of the collaborative authorship.

PostPosted: Tue Aug 07, 2007 9:59 am
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imbri wrote:
FLmutant wrote:
They continue to play those two songs as pair up to and including today in their reunion tour. There are similar examples with other artists and other songs -- you'd call it "honing a new song in live gigs before recording it for the album" or "honing the performance before honing the recording". Not exactly the same kind of collaborative authoring, but the audience (and what worked) influenced composition if not recording.


I think that this influence is apparent in most, if not all, creative pursuits. However, that is not the same as the authorship of chaotic fiction. In your example of The Police recording, they are not recording the actual event but a jam that was refined over time. While the audience certainly had influence over the direction the jam took, the recording in the studio was an indirect product of that influence. However, if the recording was of the live show, you would have a direct record of the collaborative authorship.


Okay, interesting new wrinkle. So you would argue: "Can't Stand Losing You" and "Reggata d'Blanc" studio recordings lack collaborative authorship, but if you record them performing the two of them live you do have collaborative authoring.

My understanding was that the "Authorship" axis happens during the Chaotic Play, before the "History" axis starts. You have both a "collaborative" wrinkle (quote above) and a "collective" wrinkle" (the argument that one photo of an experience is not "History" because it is only one person's perspective).

So one view of the definitional struggle of "History" is how much of the traits of the Chaotic Play have to move forward to turn "mere documentation" into "History" and, thus, Chaotic Fiction. I agree that is one area less clear in this taxonomy.

PostPosted: Tue Aug 07, 2007 10:51 am
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