I’ve always been very intrigued by the topics of parallel universe as well as non-linear fictions. When it was introduced in class to us, I was actually quite interested to read and find out what the narrative was about. However, upon reading, I realised there were many times i had to stop, rewind and reread as it was really confusing and uneasily to comprehend. At some parts it was almost as if the content was quite dry? At least, it felt that way to me. Perhaps this was not my cup of tea and I don’t think it’ll be something I’ll read by my accord. Despite all of that, what i really appreciated and liked was how numerous different possibilities could occur due to the different type of actions taken. I also like the concept of the labyrinth and it’s symbolic meaning. Overall, I enjoyed it as the idea and stories were somewhat fresh, something that I’ve never really come across before.

Jess and Russ is an american couple who made a website, as their wedding invitation, unlike using the conventional way of paper. In the website, they also included the journey of their romance, from the very start till the end, with their ups and downs. What i like about this is that the graphics moves as you scroll down the page and the way it is done has somewhat an endearing quality to it which makes me want to revisit the page. I’m generally very interested in making such a simple interactions and yet it still seems so immersive.

Link : http://jessandruss.us

There were a few things that i really love in this interactive website : style of graphics, choice of colours and the simple animations through scrolling. It aims to raise awareness about water saving through the portraying of everyday life which is relatable and informative in the sense that some people may not even know about this facts. I also appreciate the fact that they make the interface easy to use and simple to understand. I feel that this has a lot of potential if narratives was weaved  more into it .

Link : http://everylastdrop.co.uk

 

Side-note:

This is also a possible style that i would really want to try/work on and i think it may be possible with adobe muse? However, i also wanted to add more interactions than just scrolling which i think isn’t really possible with muse..

This was a interactive narrative that was created by a collaboration between ING Direct and Unicef with the aim to raise money. This is a game where it requires you to pair your handphones with your browser. Whenever your phone is flipped, the story of the girl changes between a positive path and another that is negative which is also suggestive of what one’s donation can do.

I personally like how the narrative is like a a literal flip from leading a positive life and to that that is negative. Since the user is the one who initiates the flip, i feel that it emphasises the point of “what one’s donation can do” more. 

Link: http://unahistoriaquedalavuelta.com/en/

 

Side-note:

This concept also sort of reminds me of dual realities which i find to be an interesting topic that i could develop.

This online game is interesting in the sense that it draws it’s narratives from a real-life event – the devastating earthquake that hit Haiti on 12th January 2010. The earthquake killed more than 200,000 people, 1.5 million were displaced, and over 300,000 destroyed buildings in the 7.0 magnitude quake. I like how this game utilises the combination of interactive story where the player can play a part in the rebuilding of Haiti, as well as a platform that raises awareness – issues like famine, homelessness & poverty – to the players about the situation through journalism. I also like how it can also be immersive with the help of the environmental audios. 

Link: http://apps.rue89.com/haiti/en/

 

Side-note:

A possible way to raise awareness while getting some freedom to choose which is a component that i would really like to try and include in my works.

Two possible brief plots:

1. Topic: Mystery, Stories, Puzzle

Inspiration: Gone home

Purpose: A collection of stories/memories that aims to be immersive that hopefully triggers player’s own emotions/memories. 

You walk around rooms that unlock to different environments and in each you can pick up objects, photos, letters, notes or diaries or talk to people that feeds you about some of their memories/stories. At the same time you can also reflect back or be reminded of your own personal ones. Some memories that you pick up are touching, some sad, some happy, some funny, some infuriating, some are even mysterious.  Audio in the background would make the game more immersive.  

note:

-could be based on a real life story or fiction or a mix. 

-could take on a fantasy/dreamy theme as well?

-Could be about discovering self(character) or about other characters. 

 

2.Topic: Mental health, Daily life

Inspiration: Life is strange

Purpose: To help one in understanding more about a person who deals with this mental issue by putting the players in their shoes  that could hopefully raise awareness regarding this issue as well. 

You have a mental disability and because of that you’re trying to escape from it while at the same time trying to live a normal life. You find yourself in your room and can look around to find out more about what type of life you’re leading. Essentially, you live a typical life where you go to school, you have friends, you do some part-time work. However, your disability sometimes gets in the way and overwhelms you, preventing you from being “normal”.  Your goal is to find out what is causing your disability and overcome it. While living your daily life routine, you meet the people in your life as well as new people. The people that you keep close or distant, your actions and how you decide to deal with issues in life may result in them either aiding you or harming you. You might also face dilemmas. You eventually find out the truth and how to deal with your mental disability.

note:

-could be based on a real life story or fiction or a mix. 

-possible adventure theme?

 

 

In the reading, Eric Zimmerman mentioned about how can we capitalize on the unique qualities of games in order to create new kinds of game-stories? What if dynamic play procedures were used as the very building-blocks of storytelling? It is true that in the current times, there is tremendous amount of interest in the intersection of games and stories, such as the example of game developers increasingly relying on filmic story techniques that is just turning games into another kind of cinema.

The term “game-story” can be debunked in many various ways and there is no right or wrong answers. The four terms – play, games, narrative, interactivity – are also not mutually exclusive or representative of four categories. They are in fact overlapping and intersecting the others in complex and unique ways. Hence, when we think about what “game-story” is, we have to think of this four terms together and not separately.

I really like the three parts definition of the term “narrative” by J. Hillis Miller as personally I adored narratives yet always found it hard to address it with a definition. It is also true based on his definition, many things that are not usually thought of as narrative happens to be a narrative as well. I found this interesting and insightful as I used to only think narrative was mostly just about books or stories.

Interactivity was another interesting concept that Eric Zimmerman has debunked with four modes – cognitive, functional, explicit and meta. Interactivity is not just about two people or things responding to one another. Again, these are not four distinct categories but it overlaps and occur at varying degrees. The four modes are also mostly incorporated entirely or some simultaneously.

For play he divided them into three general categories – game play, ludic activities and being playful. He also gave a definition that addresses all of these uses – Play is the free space of movement within a more rigid structure. The key takeaway was the free movement and within a rigid structure.

He mentioned games are voluntary, explicit participation with behavior constraining rules, has artificiality, embody conflict and a quantifiable outcome. This is true. Gameplay is not just restricted to on the gameplay elements but also the player’s experience in entirety.