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As a cultural
form, database represents the world as a list of items and it refuses to order this list.
In contrast, a narrative creates a cause-and-effect trajectory of seemingly unordered
items (events). Therefore, database and narrative are natural enemies. Competing for the
same territory of human culture, each claims an exclusive right to make meaning out
of the world.
In contrast to most games, most narratives do not require
algorithm-like behavior from their readers. However, narratives and games are similar in
that the user, while proceeding through them, must uncover its underlying logic its
algorithm. Just like a game player, a reader of a novel gradually reconstructs an
algorithm (here I use it metaphorically) which the writer used to create the settings, the
characters, and the events. From this perspective, I can re-write my earlier
equations between the two parts of the computer's ontology and its corresponding
cultural forms. Data structures and algorithms drive different forms of computer culture.
CD-ROMs, Web sites and other new media objects which are organized as databases
correspond to the data structure; while narratives, including computer games, correspond
to the algorithms.
In computer programming, data structures and algorithms
need each other; they are equally important for a program to work. What happens in a
cultural sphere? Do databases and narratives have the same status in computer culture?
Some media objects explicitly follow database logic in
their structure while others do not; but behind the surface practically all of them
are databases. In general, creating a work in new media can be understood as the
construction of an interface to a database. In the simplest case, the interface simply
provides the access to the underlying database. For instance, an image database can be
represented as a page of miniature images; clicking on a miniature will retrieve the
corresponding record. If a database is too large to display all of its records at
once, a search engine can be provided to allow the user to search for particular records.
But the interface can also translate the underlying database into a very different user
experience. The user may be navigating a virtual three-dimensional city composed from
letters, as in Jeffrew Shaw's interactive installation «Legible City.»(9) Or she may be
traversing a black and white image of a naked body, activating pieces of text, audio and
video embedded in its skin (Harwood's CD-ROM «Rehearsal of Memory.») (10) Or she may be
playing with virtual animals which come closer or run away depending upon her movements
(Scott Fisher et al, VR installation, «Menagerie.») (11) Although each of these
works engages the user in a set of behaviors and cognitive activities which are quite
distinct from going through the records of a database, all of them are databases.
«Legible City» is a database of three-dimensional letters which make up the city.
«Rehearsal of Memory» is a database of texts and audio and video clips which are
accessed through the interface of a body. And «Menagerie» is a database of virtual
animals, including their shapes, movements and behaviors.
Database becomes the center of the creative process in
the computer age. Historically, the artist made a unique work within a particular medium.
Therefore the interface and the work were the same; in other words, the level of an
interface did not exist. With new media, the content of the work and the interface become
separate. It is therefore possible to create different interfaces to the same material.
These interfaces may present different versions of the same work, as in David Blair's WaxWeb.(12)
Or they may be radically different from each other, as in Moscow WWWArt Centre.(13) This
is one of the ways in which the already discussed principle of variability of new
media manifests itself. But now we can give this principle a new formulation. The new
media object consists of one or more interfaces to a database of multimedia material.
If only one interface is constructed, the result will be similar to a traditional art
object; but this is an exception rather than the norm.
This formulation places the opposition between database
and narrative in a new light, thus redefining our concept of narrative. The «user» of
a narrative is traversing a database, following links between its records as established
by the database's creator. An interactive narrative (which can be also called
«hyper-narrative» in an analogy with hypertext) can then be understood as the sum
of multiple trajectories through a database. A traditional linear narrative is one,
among many other possible trajectories; i.e. a particular choice made within a
hyper-narrative. Just as a traditional cultural object can now be seen as a
particular case of a new media object (i.e., a new media object which only has one
interface), traditional linear narrative can be seen as a particular case of a
hyper-narrative.
This «technical,» or «material» change in the
definition of narrative does not mean that an arbitrary sequence of database records is a
narrative. To qualify as a narrative, a cultural object has to satisfy a number of
criteria, which literary scholar Mieke Bal defines as follows: it should contain both an
actor and a narrator; it also should contain three distinct levels consisting of the text,
the story, and the fabula; and its «contents» should be «a series of connected events
caused or experienced by actors.»(14) Obviously, not all cultural objects are narratives.
However, in the world of new media, the word «narrative» is often used as all-inclusive
term, to cover up the fact that we have not yet developed a language to describe these new
strange objects. It is usually paired with another over-used word interactive.
Thus, a number of database records linked together so that more than one trajectory is
possible, is assumed to be constitute «interactive narrative.» But to just create
these trajectories is of course not sufficient; the author also has to control the
semantics of the elements and the logic of their connection so that the resulting object
will meet the criteria of narrative as outlined above. Another erroneous assumption
frequently made is that by creating her own path (i.e., choosing the records from a
database in a particular order) the user constructs her own unique narrative. However, if
the user simply accesses different elements, one after another, in a usually random order,
there is no reason to assume that these elements will form a narrative at all. Indeed, why
should an arbitrary sequence of database records, constructed by the user, result in «a
series of connected events caused or experienced by actors»?
In summary, database and narrative do not have the same
status in computer culture. In the database / narrative pair, database is the unmarked term.(15)
Regardless of whether new media objects present themselves as linear narratives,
interactive narratives, databases, or something else, underneath, on the level of material
organization, they are all databases. In new media, the database supports a range
of cultural forms which range from direct translation (i.e., a database stays a database)
to a form whose logic is the opposite of the logic of the material form itself a
narrative. More precisely, a database can support narrative, but there is nothing in the
logic of the medium itself which would foster its generation. It is not surprising, then,
that databases occupy a significant, if not the largest, territory of the new media
landscape. What is more surprising is why the other end of the spectrum narratives
still exist in new media.
(9) http://artnetweb.com/guggenheim/mediascape/shaw.html
(10) Harwood, Rehearsal of
Memory, CD-ROM (London: Artec and Bookworks, 1996.)
(11) http://www.telepresence.com/MENAGERIE
, accessed October 22, 1998.
(12) http://jefferson.village.virginia.edu/wax/
, accessed September 12, 1998.
(13) http://www.cs.msu.su/wwwart/
, accessed October 22, 1998.
(14) Mieke Bal, Naratology: Introduction to the Theory
of Narrative (Toronto: University of Toronto Press, 1985), 8.
(15) The theory of marketdness was first developed by
linguists of the Prague School in relation to phonology but subsequently applied to all
levels of linguistic analysis. For example, «bitch» is the marked term and «dog» is
unmarked term. Whereas the «bitch» is used only in relation to females, «dog» is
applicable to both males and females.
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