Narratives for Interaction – Ideation (2)

TOPIC 1: Nature
Surviving in the wild

This game revolves around the theme of nature, and tests the player’s ability to strategize in a life-and-death scenario, by rationing available resources. Throughout the course of the game, players can learn about the names of some common edible/poisonous plants and the importance of clean water.

Act #1: You are stranded in the middle of a forest, in an unknown location. Armed with a compass, you plan to navigate towards the direction of safety (which will take days to reach by foot).

Act #2: With limited supplies in your backpack, you need to source for ways to stay alive in the wild. Your aim is to maintain your levels of hydration and energy in order to survive.

Hydration level – decreases over time. You need to source for water from rivers/streams nearby, and purify before drinking.
Possibility:
Can’t find a water source – dies from dehydration.

Energy level – decreases over time, especially from travelling and other vigorous activities. You need to source for food by foraging for edible plants, fruits and small fishes.
Possibility:
Eats poisonous fruits – dies from poison.
Can’t find food – dies from exhaustion.

Act #3:
Outcome 1 – You fail to survive and died.
Outcome 2 – You succeed in reaching safety and requested assistance from people nearby.


TOPIC 2: Blind

Prison Break

This is an interactive story about escaping a prison, but with a twist – you can barely see. With limited visuals, the player is encouraged to focus on the background narration and audio, in order to complete the mission.

Act #1: In an operation gone awry, you are injured and find yourself 80% blind. Having been framed, you are wrongly accused and thrown into prison. However, you are the only person who knows the truth behind what happened and only you know where to go to uncover it.

Act #2: Due to prior training, you know how to break out of prison, to solve the case. However, being unable to see makes the situation so much worse.

What to do – to source for useful materials to unlock the prison and escape to safety.

Outcome 1: Get caught. Game over.
Outcome 2: Escapes successfully!

Act #3: It’s 11:00pm, you reach the office of the culprit who framed you. There is a hard drive containing crucial information which you have to retrieve in secret. There is only one worker in the office who is working overtime.

What to do – search for the hard drive without making too much noise. Avoid crashing into things around the office, considering that you can’t really see.

Outcome 1: Crashes into something, the worker gets alerted and you get caught. Game over.
Outcome 2: Steal the hard drive successfully and expose the culprit!

 

Narratives for interaction – Ideation (1)

Topic: Nature/ Natural environment

Concept: Simulation of real life conditions, with educational facts and data

What is it?
An interactive webpage that features two to three different modes, each with their own storyline – Forest, sea, and pitch-black mode. Players will be allowed to choose their modes at the start page. Each mode can be narrated in two different ways – purely text and voice-over narration.

Inspirations:

Blindscape is a piece of experimental storytelling that takes place entirely through sound. The narrative is told from the point of view of a man in an authoritarian society who wants to escape his intolerable life by ending it.

I find this game story very engaging and immersive, despite its complete lack of visuals. It’s focus on sounds and narration, paired with some interaction along the story (like finding stuff in the dark) heightens your sense of hearing and touch, and results in a unique player experience.

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Interactivity:

  1. Motion tracking – swimming gesture using the arms as the story progresses, possible tools/gadgets: camera tracking, gesture tracking software and PIR sensors (detects infrared radiation)
  2. VR surroundings – for better visual and all rounded experience. Players can explore 360 degrees from one spot, to find clues or to learn about their surroundings
  3.  Enhanced sound effects and ambient sounds – especially for the pitch-black mode (e.g. rustling of the leaves, clear narration, bubbles underwater)