GAM710 Week 02:02 Interactive Narrative - Che Wilbraham
User Experience
User Stories
Personas - Fictional Characters that represent the users that may use the product or service.
Consensual Hallucinations...
Speculative Design - future tech and the relations we foster with them.
Design Fiction -
(The flash fictions of UX/UI - journey through the designs)
Non-Linear Interactive Fiction.
Che Wilbraham - Blog - Branching narrative structure.
Che's portfolio
ON INTERACTIVE NARRATIVE
REFS
User Stories
Personas - Fictional Characters that represent the users that may use the product or service.
Consensual Hallucinations...
Speculative Design - future tech and the relations we foster with them.
Design Fiction -
(The flash fictions of UX/UI - journey through the designs)
Non-Linear Interactive Fiction.
Che Wilbraham - Blog - Branching narrative structure.
Che's portfolio
ON INTERACTIVE NARRATIVE
- Narrative - story linear significance of the story as authored.
- Interactive - A conversation, Nonlinear, significance by choice.
- Plot - There is a tension between player agency and the interactive strength.
- Design - Create a 'possibility space', cant control the events but can control the rules. Can create a story world (Not Storyline), overall narrative/goals and challenges can be defined.
- Play - The player should be able to make dramatically interesting decisions. Irrelevant/boring decisions should be avoided like the plague! ( :D )
- Story World - The possibility space of the player
- Story Line is one played line of experience in the story world.
- Story Chunks - Choices, Actions, Events and Scenes, Paragraphs, Comic Book Panels.
- Embedded Narrative - Authored content - cut scenes, exposition, scripted events.
- Emergent Narrative - Arises from the rules of the system, created by the player, victory/defeat and unusual interactions.
- Branching narrative - usually the paths split, rejoin and split again. can be costly as much of the content is never seen by the player. eg: choose your own adventure books, digital roleplaying games like Mass Effect and Elder Scrolls.
- Linear 'Interactive' Narrative - cut scenes - usually the player must repeat a level until they pass and then they can go on to the next level. eg: linear puzzle games - Proff Leyton, hidden object, tomb raider etc. A good player should have access to all of the narrative by the end.
- Sandbox Games - Heavy use of emergent narrative, high interactivity, little predetermined plot. Can feel directionless eg: The sims, Civilisation series, digital exploration/survival games eg: Minecraft.
- Autonomous Agents - Non player characters act/react under their own drives. play can feel directionless. Light artificial intelligence, virtual pet games...
- Drama Managers - are outside of the narrative but affect story elements so as to provide a specific user experience. Complex systems monitor and alter numerous items. Could try to maintain story beats or plot coherence. eg: pen and paper director Dungeons and Dragons - The interactive drama facade and the left for dead series, AI Director.
- Crawford Chris on Interactive Storytelling Crawford, Chris. 2012. New Riders.
- Rules of Play: Game Design Fundamentals. Salen, Katie and Eric Zimmerman 2004. MIT Press.
- Facade