The subject of the proposal: Platform game about Jurong’s nature and industrial aspects
The space that your project will explore: Jurong Industrial Estate/ Shipyard and Jurong Lake Gardens/Chinese garden
The form that your project will take: A platform game of our character going through the timeline of Jurong, but the same time we will have an implementation of portals for players to explore more about each aspect that we will be focusing on (nature and industrial)
An interactive scrolling game that increases the players knowledge on the nature and industrial sides of Jurong
Consult notes from 16 Feb 2020
The easter eggs will give the player a bigger payoff
The drive towards development, and building more in Jurong, has its drawbacks. But taking time to view the overall scene can better benefit society.
Creating hyperlinks may break the immersion of the players, so how can we integrate the archival/ interesting info within the game itself? We can make the facts within each popup short and simple so the player does not need to divert to other websites.
Try alternatives of portals/ alternatives to parallel
Scrolling backwards/ letting the character navigate upside down
What is the function of the chatterbox in relation to the game? Creating a visual summary of the interactions the player makes in the game
What is the takeaway that we are giving to the viewer? Probably interesting facts about the nature and industrial aspects of jurong that is summarised in pictorial form
Amongst this very informative reading, I found one point to be more relatable to me than the rest:
“The reigning economic system is founded on isolation; at the same time it is a circular process designed to produce isolation. Isolation underpins technology, and technology isolates in its turn; all goods proposed by the spectacular system, from cars to televisions, also serve as weapons for that system as it strives to reinforce the isolation of “the lonely crowd”. “
I just felt that our lifestyles are pretty ironic, after reading this particular part of the reading, that we are all slaves to this economic system, in chase of technological items that provide us entertainment and a sense of belonging. We tend to find a manmade item, and through that we watch interactions of other humans, to diminish that sense of loneliness that we feel at times, instead of going out to find people that we can interact with. And yet, we still are too dependent on these items to find solace, to immerse ourselves in an imaginary world of happiness and comfort.
Jurong My Love is a book written by Dan Koh describing his journey along Jurong on a public bus. The book narrates the different changes within Jurong and how it has developed into a bustling heartland, while intermingling with certain memories of the author.
I found this reading quite interesting as I have not explored much of Jurong, let alone know the different aspects of Jurong. By putting the book in the perspective of the author, who has lived in Jurong for a long time, I can better understand how Jurong was like in the past and learn more about its culture through storytelling. The author pointed out some very interesting landmarks in Jurong that are not known to many Singaporeans, and this can better help me with my research for the project.
The evolution of information storage and how it affects people interaction with databases is very eminent in today’s world. I do agree with the reading that the rise of technology and the invention of computer databases increase the efficiency of storing different types of information, and it is also more convenient for people to access specific information, rather than heading to a specific location to find the information.
The computer database and the 3D computer based virtual space have become the true cultural forms – general ways used by the culture to represent human experience, the world, and human experience in this world
The usage of new media to store information opens up many doors for artists to coney their artworks digitally and allow the audience to directly access different databases that relates to the message of the artwork. One example that is very relatable for me is the use of websites and hyperlinks to connect databases and interactive works to create a narrative on its own. A small online game that i used to play which uses hyperlinks is a game called Poptropica, where one plays a character that travels to different realms to complete certain missions and solve mysteries. The game also encourages the player to learn the historical knowledge of certain events and items while playing, which is where a historical database comes into play. Instead of them needing to find information themselves in a physical database such as a library, they can get these information easily through a game with a digital database.
Storytelling is a very essential aspect of bringing concepts to people without losing their interest, and this is all the more relevant in the art scene, where artists input storytelling to their artworks to enhance a serious concept and increase understanding within the audience. This post explores a few examples of projects that address the notion of interactive and database narratives in an interesting and thought-provoking way.
Games are a prominent example of interactive narratives. Whether it is computer games or simple board games, people are hooked to playing them because of the interesting plot that each game holds. The desire to find out more at each stage allows the player to spend more time and attention to think about the game. Both physical and emotional interaction is attained when players interact with these games, especially now when devices have advanced to provide a more immersive experience to the players (with the creation of Kinect, Oculus, AR, etc.). Indie game developer Rusty Lake created a series of interactive narrative games, called Cube Escape, which instructs the players to navigate themselves around a trapped space and solve mysteries which contribute to the overall storyline. I played one of their episodes – Cube Escape: Paradox, and I found the gameplay and storyline very interesting. The game uses simple visuals that are flat, and the player has to fully explore the space by clicking on items and using them to unlock other items in other rooms. Sound also plays an important part in the game. The main soundtrack gives an eerie atmosphere to the game, and there are some clues that were said verbally. These qualities allowed me to be fully immersed in the game, and eager to find more clues to contribute to the full story.
Interactive narratives also include documentaries and movies, such as Terminal Time. Terminal Time is an interactive documentary generator first shown in 1999, and it asks the audience several questions about their views of historical issues. Based on the responses (measured as the volume of clapping for each choice), it custom creates a story of the last millennium that matches and increasingly exaggerates, those particular ideas. This is extremely thought-provoking as this documentary involves both interactivity and database narratives, as different reactions from different audience groups lead to different types of historical events related to the topic. It also shows a combination of deep technical knowledge with clear artistic goals and an understanding of the ways events are selected, connected and portrayed in ideologically biased documentaries.
All in all, these two examples show how narratives can be portrayed in different platforms, but are very effective in conveying information to the audience. They allow us to reflect and think about the artist’s message in a different perspective and thus leaves a stronger impression in the audience.
In Marsha Kinder’s “Designing a Database Cinema”, the use of database narratives was explained through the analysis of The Labyrinth Project. Database narratives are very essential in providing accurate knowledge of historical events through storytelling. The Labyrinth Project combines new technologies with old events and concepts, such as Tracing the Decay of Fiction, where an interactive game is created to explore Hotel Ambassador and the assassination of Robert Kennedy. Viewers can navigate the space and click hotspots within the hotel to reveal videos and newspaper articles regarding the history and incident.
I feel that database narratives are a very effective way of getting people to learn about the histories of certain sites through the use of storytelling. People love stories, and interesting ways of telling a certain story will maintain the attention spans of the audience. Putting it into a historical context makes information that was initially boring when said in a very factual way, to something interesting, that has a start and an end. Thus database narratives serve as an important tool for educating the masses about their history, their culture, or of about certain monumental events.
In addition, the advancement of technology in present-day paved the way for interactivity to be incorporated within these data narratives. Adding interactivity within a database narrative can allow for a better understanding of the storyline and historic information, by activating the other senses of the audience, rather than just viewing the narrative. By building the storyline through personal effort, the audience is able to see that in a much broader cognitive and ideological sense narrative is also a means of patterning and interpreting the meaning of all sensory input and objects of knowledge.
In a nutshell, database narratives help to boost interest in historical information and also acts as a modern archive, which allows people to learn through storytelling and be able to convey the information in a more efficient way.