Sunday 2 December 2007

interactive narrative - ideas

Right, it's been a while since I last posted but I've been storing up all my work bits for now.

We've been set our last project in the Narrative module, and this time, narrative must play an important part, technology second. When referring to my Collins dictionary narrative is, "an account, story", but then Jools also expressed that we should make it more meaningful, not just A to B, click randomly along the way. Make it have meaning.

From our seminar session, we've done some genre analysis. From this the main point that everybody picked out about a good, decent interactive narrative is that it has to include or comprise of:
  • Self directed pursuit
  • Reading, clicking and following the links
  • Appeal to the audience, fulfil what the audience expect it to do
  • Challenging conventions
  • Include restraints/limits (so to keep the user on track with what must happen)
I'll have to bear these points in mind when it comes to the design process, both idea creation and production, then also post production.

Again, we've been given a free rein or what we can focus on, so when thinking about the narrative aspect, I've decided to pursue a theme and see what ideas I can get branching from that.

"Get help" are the buzz words I've decided to use.

1) Beat the bullies

The first initial idea I gained from this is relating to a school kid. He is at school, and throughout his journey he has to make choices regarding to standing up for himself and getting help against the bullies. Possible interactive options include getting him to choose to walk past the bullies, or take another route, telling the teacher when he see's something not right happening. In addition, a banana skin trick could be included, where the viewer has to spot it and click on it to stop him falling over.

-I like this idea, as it is probably something that everybody can relate to. The various interactive bits would probably turn out to be quite fun, whilst also be reinforcing the idea that pupils should speak out if they are not being treated fairly by others. It would be slightly difficult to be able to get a child, and then be able to capture the images in a school like environment, along with the extras in the form of staff, classmates, the bullies. But definitely a valuable and valid route I could take, fulfilling the interactive and narrative aspects: self directed whilst going through, reading and clicking, engaging to the audience.

2) Suburbia

This idea focuses around violence at home. The title suburbia has quite idyllic, positive connotations and so the contrast in theme should prove a little shocking when the viewer gets going with the story. Again, this fits in well with the 'get help' theme, as possible interactivity in the story would be complying with what the violent partner wants, or risking being attacked again and saying 'no'. Then there's the options of where to find the help, to use the phone to call. Personally, I can picture shots even now, with the girl being so down heartened, and sad, and vulnerable - it just is a really emphatic narrative idea.

-This I think would be a contentious subject to approach, due to it being quite a sensitive subject, however, it does have potential to put over a story, and lend emotion/feeling to the viewer. Really, the audience would be interacting on two parts, that of following the story and choosing the direction of where it goes, but then also, engaging them into feeling for the character: being emphatic. It would definitely create a strong hold on the viewer, being able to connect with their emotions. It wouldn't be difficult to achieve when taking the images either, all the items would be domestic objects readily available. Again, this will definitely fill the interactivity criteria set out earlier.

3) Waste not, want not

This idea comes from the other side of help, as in, the user would be the one helping the character in the narrative. It focuses on quite a hot issue nowadays, that of our use of energy, carbon footprint and recycling. You would be introduced to a messy house where lights are on, taps dripping, cardboard rubbish is waiting to be disposed. The user would have to be alert and turn off, for example, a TV that is playing to itself and instead of buying card, have a rummage and find some that they can recycle.

-This is quite a meaningful idea, as it gives a sort of moral to the viewer. It teaches them about ways of being more eco-friendly. I do question the narrative side though, in that how can it be a convincing story, rather than simply clicking randomly to achieve a goal.


Of these three, when considering the potential to follow through the narrative aspect, I think I may follow up Suburbia.

The Suburbia idea could be fleshed out quite a bit, becoming quite effective in telling a story, reflecting strong emotion. Conducting some research I've found that most victims blame themselves and so there are avenues for the interactivity: I could perhaps pose a rhetorical question, but then open it up for the audience to answer. It would add once more to the sympathy, but also engagement in wanting to help the victim - interactive.

It would also be practical for me to produce, as I can go home where the required amenities of iron and ironing board, cooking stuff etc are available. In addition, from browsing the field, it has shown me that the scenario of needing to get help, experiencing the traumas, worrying about getting help and doing something/or not doing something is a very real occurence - narrative.

I liked the schoolboy idea but worry that I wouldn't be able to get it done and have a professional piece at the end. (It could just appear to be somebody placed in a building, that could be a school but then also couldn't be, and then not really of school age, thereby not really capitalising on the emotive side.) In addition, a negative aspect is that I may not be able to offer that much interactivity, or if I did, it would be quite weak, and not really of great use.

The CO2 idea again I like, could do really easily, but I am drawn to the Suburbia idea due to it being deeper and I feel has more potential to tell a convincing story. The environmentally friendly campaign is one that's very important at the minute, but some users may dismiss it instantly as being maybe a quick novelty game and not find any worth in it.

Consequently, I think I'm going to go down the Suburbia road. As of now, I need to develop and build on that idea.

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