There are
difficulties with developing an Interactive Narrative. Decisions should be made about the correct
balance of interaction and narrative, to keep viewers entertained and engaged
in the story. It is important to
remember that the telling of the story is the most important aspect in this type
of program.
From Winky Dink and You The Chocolate
Cookie Caper.
Cousin
Dorabell has made cookies for Winky and Woofer, but Harem Scarem has stolen
them. During the program interactions from the viewers will create a
spaceship and a vacuum cleaner to help foil his plot. The story ends with
Harem Scarem promising not to steal any more cookies, and Woofer eating the
fresh batch that Dorabell has just made.
Although the
story has a relatively simple plot, it uses strong characterisation and a
strong storyline as a basis to add interactions to.
An interactive narrative must allow room for the story to develop.
Care should be taken to avoid constant interactions, as this will distract the
viewer from plot, and may give the impression that the program is too similar
to a computer game.
From Winky Dink and You, The Vacation Draw-InTwo pirates sail in from the left.Big pirate: Okay matey- according to the map the treasure is buried right here.Big pirate points, and little pirate starts digging.Big Pirate: Well shiver me timbers- here it is, easy now matey.Small pirate lifts up treasure chest and hands over.Big Pirate: eeeh.Small Pirate: Hey- whatll we do with him.Small pirate points at Woofer.Big Pirate: He comes along, there aint no-one gonna be left to tell no tales.Small Pirate lifts Woofer into the boat.They all sail off to the left.
This scene
is used to introduce new characters to the story. It would be distracting
to include an interaction here, as the viewer is taking in the information
about the plot.
From Colin & Trouble in Space (NODAL NARRATIVE)Dr. Despicable sunbathing in front of the castle, with the sun looking through the bars.Sun: Why are you being so mean, I can't work properly when I'm locked up like this. The people on earth will be in the dark!Dr. Despicable: But I'm a villain, if I don't do bad things my reputation will be ruined.Sun: Please let me go, you can still see me if I'm in the sky where I should be.Dr. Despicable: No! I'm having fun.
Therefore: don't feel as though every scene must contain an
interaction. Some scenes can be used simply to build characters or to
move the plot forward.
http://i-media.soc.napier.ac.uk/patterns/storybuildingscene.htm
Balance
passive sections of the program with interactive sections giving the viewer a
chance to enjoy both the story and the participation. Use
characterisation and story to build a relationship with the viewer that will
make the interactions seem more relevant and crucial to the plot. Allow
on screen characters to talk directly to the viewer at home. This can
reinforce the feeling that the viewer is truly involved in the program.
When watching an interactive television broadcast it is important to
receive advance warning of an imminent interaction. The viewer knows
there will be an opportunity to interact at some point but does not know
when. This advance warning must be given in a way that does not interrupt
the flow of the broadcast.
In the Winky Dink and You episode
"U-boat in the Moat" the following dialogue alerts users to an
imminent interaction.
Winky: Don't worry King Kooky; the boys and girls in the audience will help us to get into the castle.Winky Dink takes control of the situation.
The next part of the story is established, this
helps make the viewer aware of the problem they will have to help Winky Dink
solve. He warns the audience that he will need their help, allowing them to be
ready with their crayons.
Colin: We'll have to get the kids to help us build a space ship.Trouble: Come on then I think I know where we can get some things to make it.Colin: Ah, the garage, good idea Trouble.
In EverGrace
(2001), The
Bouncer (2000) and Enter The Matrix
(2003) the viewer is prepared for an imminent interaction by the changes in the
interface which are specific to the type of interaction to come:
For example
in EverGrace
(2001) an image such as a red dagger appears over an enemy to prepare the
viewer for an attack. This warns the viewer of when and how they are expected
to interact.
Therefore: use the natural flow of the narrative to signal when a viewer
will be expected to react.
There is
potential for many different kinds of interaction even within one
broadcast. Interactive tasks undertaken to enjoy the full effect of a
program may not necessarily be familiar, and may require instructions.
The giving of the instructions should not detract from the story.
Television programs are designed to entertain, so instructions must be given in
a way that will make the purpose of the task clear without appearing too
formal.
The computer
games The
Bouncer (2000), Enter
The Matrix (2003) and EverGrace
(2001) all use a combination of formal and informal instructions to inform the
viewer of what is required. Informal instructions are contained in the dialogue
of the storybuilding scenes:
For example,
in Enter The
Matrix (2003) informal instructions as to the purpose of the character's
task are delivered by another character Sparks whose duty it is to relay
information while formal instructions as to how to complete the task are
contained in the interface:
Therefore:
Use the
relationship between the user and the characters, by allowing characters to
explain what is required. Reinforce spoken instructions with visual
instructions. In this way instructions can seem to become part of the
narrative and disruption to the flow of the program is minimised.
An informal
explanation of the task can also be explained from one character to another.
Accompanying formal instructions can be displayed discretely but clearly at the
bottom of the screen. By not having to directly address the viewer and break
their immersion in the story there will be minimal disruption to the flow of the
narrative.
Therefore:
always praise a viewer when a task has been completed successfully. The
praise can come in the form of a character thanking the viewer for their help,
or can be shown in more subtle ways. If an action of the viewer has
allowed the story to move on, this can be considered a form of praise- the
viewer gets to see the results of their actions.
Therefore:
allow the story to move on even when a viewer has been unsuccessful in
completing a task. Take the opportunity to be positive about the
situation. This may involve a light-hearted joke or a comment from a
character, or an alternative visual sequence where the task that has been
failed is shown to be solved allowing the narrative to move forward.
Therefore:
create main storybuilding scenes that drive the plot and contain all the events
and information crucial to a basic understanding of the story. Create
additional storybuilding scenes which are specific to the parallel stream
chosen and which provide parallel information and perspectives on events that
enhance the viewer's understanding of the main story.
http://i-media.soc.napier.ac.uk/patterns/awarenessofcrucialevents.htm
Character based
interactive parallel narrative
Character
based interactive parallel narrative allows the viewer to switch between
characters at certain junctures in the narrative. The aim of character based
interactive parallel narrative is to give the viewer a unique and more in-depth
comprehension of the story by allowing the viewer to follow events from not one
but many different character perspectives.
Character
based parallel narratives currently exist in both interactive and
non-interactive media:
In literature such as
Dickens's Little
Dorrit (1857) - the book is split into two parallel narrative strands, one
showing events from a rich person's, Clenman's, perspective and one showing the
same events from a poor person's, Little Dorrit's, perspective. The
juxtaposition of these contrasting character perspectives of the same events is
used by Dickens' to highlight the inequalities in the society of the time
between the rich and the poor.
Authors use
character based parallel narratives to juxtapose different character
perspectives and show:
- the underlying themes of the story.
- the discrepancies between different characters' perspectives of an event by showing it in parallel with a contrasting perspective of the same event from a different character.
In character based
interactive parallel narratives, however, the author has less control over the
juxtaposition of these perspectives because the viewer can choose which
character they will follow and therefore which perspectives they will
juxtapose. Understanding the affect this 'free' juxtaposition of character
perspectives will have on the viewer is key to creating a meaningful and
enjoyable interactive experience.
Location based interactive parallel narrative
Location based parallel narrative allows the viewer to follow events that occur in a particular location. The aim of location based interactive parallel narrative is to give the viewer a unique perspective on the story, characters and events, according to the location they have chosen to watch events.As with character based parallel narrative, location based parallel narratives exist in both interactive and non-interactive media:
In theatre such as Norman Conquests (1973) by Alan Ayckbourn -the theatre production is staged on three consecutive nights. On each night the viewer watches the same events of a dinner party, but from a different location (either the living room, the kitchen or the garden) and as such their overall perception of events and characters changes each night according to the extra information gained from watching another of the three location based parallel narratives.
In location
based interactive parallel narratives the author has less control over which
location the viewer follows and therefore what information is hidden from the
viewer in order to affect their perspective of events.
Therefore: use parallel narrative when you
wish to allow the viewer to select a path or perspective through the storyline
without being able to change the course of events.
http://i-media.soc.napier.ac.uk/patterns/parallel.html
Interactive Media @ Edinburgh Napier University
http://playwithlearning.com/wp-content/uploads/2010/08/linear-traditional.png
http://playwithlearning.com/tag/narrative/
Parallel
paths offer the user two distinct paths and ‘junctions’ where the tracks
combine. This allows the user to experience consequences of his chosen
actions but returns him to predetermined points where the story can advance in
a more managed way. By hopping from node to node like this, the user has
a high sense of control even if his experience shares much with that of other
users. For example, BioShock allows
users to decide on one of two strategies: ‘Kill Little Sister’ or ‘Save Little
Sister.’ Each option has a unique set of challenges and consequences but the
paths come back together at key points in the game, allowing the user to
continue with their chosen course or switch approach.
http://playwithlearning.com/wp-content/uploads/2010/10/parallel-paths.png
Parallel
paths overcome some of the production challenges of a strict branching
narrative by reducing the total number of tracks down to just two.
This limits the options even further than the constrained branching narrative
model but still allowing a level of user choice.
Branching
Narratives
Instead of a
single continuing storyline, branching narratives offer the user consequential
choices. Each decision offers a unique path in an ever-diversifying array
of events. Although the total outcomes will be finite, branching
narratives give the user control over the course of the action. Rather
like changing the points on a railway line, branching narratives allow the user
to determine the direction of the train, and therefore its destination, but not
the path between points. The game designer determines all the available
options but the user decides the route through them.
In a truly
branching narrative, every decision has a unique set of consequences.
This reflects real life where every choice provokes an avalanche of outcomes
where future options are a direct result of an individual’s behaviour.
There are circumstances in reality when an individual’s choice is illusory and
just as when this occurs in real life, the facade of control
in games is quickly obvious and deeply unsatisfying. The opportunity to
genuinely choose the path of discovery offers the user real control but every
true option generates at least two outcomes. The combinatorics quickly
become unmanageable from a production perspective. Even offering the
minimum of two choices per decision at each stage the number of outcomes
multiples exponentially, according to the simple equation o = 2s
where S is the number of stages. For example, it is clear that three
stages result in eight possible outcomes.
http://playwithlearning.com/wp-content/uploads/2010/08/branching.png
The
constraints of the production mean that narrative cannot be entirely
free. Instead, producers regularly draw the narrative back to shared
nodes. These nodes appear as the consequence of possibly unrelated
decisions and provide a means of limiting the range outcomes.
These dynamic experiences may contain discrete storylines (in the form of implicitly linked events) but have multiple connections to other event nodes built into them. This allows the user to construct a narrative at will and where the relationship between characters or the plot revelation unfolds unpredictably.
Visual Novels
http://www.visualnovelty.com/images/screenshots/screenshot3.jpg
http://www.visualnovelty.com
Novelty is a free game maker tailored for making visual novels. Contrary to most other visual novel makers, Novelty is designed for people without any experience in scripting or programming.
My Candy Love is a web-based visual novel. It conforms to the typical styles of visual novels however it has a weak script and the options for the events are very stiff - in the sense that they are all quite similar to each other so they do not allow a sense of freedom of choice.
http://minescope.wordpress.com/category/games/lux-pain/
Lux Pain is a better example of a Visual Novel. Although it has a few elements of game play (minigames in order to progress with the story) Lux Pain is still largely narrative based. It works interactivity into the the narrative in a number of ways. The first is through character interaction, then through the minigames and finally with location based interactivity (not parallel because going to a one location or another may change the outcome, however most of the time it's possible to go them them all). Lux Pain is largely a dynamic visual novel.
No comments:
Post a Comment