This is a slightly edited version of an article
written for the Australian Writers’ Guild’s
Storyline magazine, published in January 2015 in
Volume 34.
In a
technologically-saturated age, when most art forms are moving towards modes of
digital creation, distribution or enhancement, theatre is perhaps the only art
form whose existence cannot be adequately captured or recreated in a virtual
space. True, theatre is being filmed and broadcast in cinemas across the world
and being made available online, both in Australia and overseas, but it
doesn’t capture the same experience as being in a darkened space with a hundred
other people, watching performers in a space in front of you. Perhaps the
future of digital theatre lies not in accurately capturing the performance in a
recording, but in something else, in the creation of a world in which the
performance can sit.
While previous
experiments with ‘digital theatre’ projects have used existing works and
anchored them in an online environment, Griffin
is boldly going where few previous experiments in this mode of theatre-making
have gone before. Seven writers from diverse theatre-making backgrounds are
collaborating on a project entitled ‘Luck Bad Luck’ to create not just a new
work for the theatre, but a new virtual world in which the play can sit in
conversation with its audience. Part of the attraction to the project – for
Google, for the writers; for Griffin
as a company – is in trying to figure out how this prospect of ‘digitally-enhanced
theatre’ might work. Theatre itself, by its nature, has always been bounded by
time and space; that is, the whole condition of its existence is predicated on
the idea that audiences and performers are sharing the same space and time at the
same moment. But what if it was more than that – what if the narrative that
occurs on the stage at a particular space and time, with a particular group of
audiences, what if that is only one moment in the past and future of the
characters? What if there was an entire landscape of characters and places
which audiences could virtually encounter?
David Williams,
one of the writers on the project, and Simon Wellington, Griffin ’s
General Manager, both make it clear that however you look at this venture, it is
still very much a research and development experiment entered into between Griffin and Google without
any clear idea of the result. As Williams says, “the project is less a
technological exploration than a series of creative people engaging with
questions of how technology might impact on storytelling and on theatrical
storytelling in particular.” “What are the potential of different narratives,” Wellington continues,
“online and on-stage, that are developed from the digital technology at the
core of their premise [and] conceptual development; what are the connections
between those narratives?”
Part of the
experiment, not least from Google’s perspective, is to see how audiences use
technology to participate in the theatre-making process and to follow its
on-stage journey; how do audiences consume culture, how do they curate their
own consumption of culture? To aid the
experiment’s development, three main audiences have been identified: a
traditional theatre audience for whom “it is the same theatre performance every
night;” an audience who “exists online, or physically separated from the live
event of theatre;” and a third dynamic audience who, in Wellington’s words,
follows the online narrative and then sees the theatre performance, sees the
“portals or windows within that where the online world intersects and cuts
through.” Crucially, and at this stage perhaps unknowably, do these audiences
exist; are there differences in audiences? How do you find those audiences,
physically and online?
Complementary to
the notion of audience-types are the ways in which digital technology, and
especially smart technology, might enhance the experience for audiences. Smart
technology especially, is now at the point in its development and utilisation
where sets of data can be encoded with specific GPS coordinates to be unlocked
when in the immediate proximity. Williams likes the idea of audience members
potentially being able to select an option on their booking form that allows
additional content to be sent to them days, weeks or months before the date of
the performance. “Imagine if when you walk around Sydney , your phone flashes up at particular
times when you’re at a particular GPS-coordinate. This restaurant, say, is the
first-date location of two of the characters in the show – do you want to watch
the video of their first date, did you want the menu? Do you want
recommendations from fictional characters? How big a world can we create? How
immersive a virtual world can we make, and how [does it] build extra capacity
for storytelling?”
From a writer’s
perspective, the collaborative nature of this project is more similar to the
model used by television production houses, where a stable of writers discuss
and minutely plot each scene, beat and episode so that regardless of who
pitches an idea, any writer can go away and deliver the content. “I think that
writers work in conversation, and I suspect a collaborative approach to writing
will become more common in the live theatrical world and not just the
television world,” Williams says. Technology such as Google Docs enables the
writers to write on the one document at the same time, another way of having a
creative conversation and (literally) being on the same page, while Google
Hangouts allows artists in disparate parts of the country and/or world to hold
video conversations in virtual rooms in real-time, regardless of where they
physically are. While not a replacement for face-to-face interaction in the
same physical space, these techniques are applicable not just to the writing
process, but to the collaborative creative process as a whole. For Wellington,
it’s a question of being able to work with a broad range of artists; the same
techniques and technologies can be applied to interviewing, auditioning, and
dramaturgy, and will be “financially and environmentally beneficial for us in
the long run as well.”
From a guild
perspective though, the collaborative and experiential model of theatre-making
poses a slew of new questions: if a group of people are employed as writers on
a project, what agreements do you employ them under? If only one element of the
final deliverable – performable – event is a live performance in front of an
audience or camera, how do you credit or protect the writers and creators of
the virtual ‘bonus’ content that surrounds and anchors the live event? Can the
traditional agreements and models still be applied to these new hybrid forms of
theatre-making?
Inspired by Tom Uglow, Creative
Director for Google’s Creative Lab in Sydney, Williams believes that
there may certainly come a point in the not too distant future when we won’t
need to consciously know or remember information because our smart devices will
be able to ‘think’ and ‘remember’ for us. What will become valuable is the
ability to join the dots of knowledge together and be able to use them
effectively, the ability to synthesise and analyse what information we do have.
The impact this knowledge-revolution could have on the theatre and
practitioners is fascinating. “Theatre is an old art form – I suppose its
unique promise has been it’s one of the few moments in contemporary life where
people gather and spend a sustained amount of time focusing on a particular set
of ideas. We can turn the television off and walk away from it, or come back to
it later; it’s not live. Even watching a sporting event, you can watch it at a
time that’s convenient for you. The idea that we as individuals have to wait
for things, that we have to obey someone else’s sense of space and time is a
very archaic one.” Perversely though, it’s one that theatre demands. “When
theatre happens, it has a fixed start time, you can’t be late or you’ll be
locked out. Theatre is a pre-digital hold-out. How does theatre retain that
core identity in relation to the digital world, how does it engage in that
world? What about it does that, and what about it changes.”
If you look back
over the past three- or four-thousand years of theatrical storytelling, the
same fundamental elements have remained constant: audiences, performers, and stories
being told. What has changed is the technology that allows us to tell the
stories – everything from seating and costumes, to set design, smoke machines
and digital lighting techniques and mechanisation – but the same fundamental
elements remain. We may be able to create and make additional content
available; we may be able to cater to increasingly tech-savvy and informed
audiences more and more; we may be able to offer a deeper engagement with – a
more immersive embrace of – the process of writing and theatre making, but we
will still be telling stories in theatrical ways which excite, move and
challenge us.
Theatre buildings
will more than likely continue to exist, buildings like Griffin ’s
Stables theatre, but the ways in which audiences will engage with performances
within those spaces and buildings has the potential to change uniquely and
incredibly, and it is into this brave new world that companies like Griffin are starting to
venture with their digital theatre projects. What theatre is beginning to offer
us even now is time out from our constantly-connected lives, and that will only
become more valuable, says Williams. “Perversely, we’ll want more connectedness
with the shows, and the framing around shows will become more connected; we’ll
want the value-added content, and it’ll become more and more sophisticated.
It’ll become a commodity – we’ll be selling you quiet.”
As Wellington says, “that’s
why we’re here, that’s why we do it, creating that live experience in a theatre.
The Stables has 105 people sitting in a room responding immediately to a work;
that’s the chemistry that makes it so special.”
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