Showing posts with label Tools. Show all posts
Showing posts with label Tools. Show all posts

Monday, 10 June 2013

The Problem With Gamebooks Trilogy - Part 5

Fixing Gamebook Plots

In the previous post in this series I suggested a potential solution to some of the relational issues between reader and character in interactive fiction.  But fixing characters is only half a solution. The other half requires us to address another gamebook problem area, plot.

I will avoid talking about plot in terms of creative writing, there are far better sources for that. Rather I will focus on how the gamebook's strict branching tree format needs to evolve to facilitate better interactive storytelling.

Gamebooks plots are a string of set-pieces.

Simple gamebook plots are often a sequence of interconnected set-pieces. The player moves from scene to scene, the designers assuming that ‘kill the wizard’  or ‘progress through the map’ is a robust enough premise to glue the narrative together.

Although fun, these simplistic romps lack genuine causality. They defy the definition of plot: a causal sequence of events that make up a story. As E.M. Forster explains instead of "The king died and then the queen died" it's better to create a causal relationship between the two events, for example "The king died and then the queen died of grief." Events need to unfold in a logical chain, to create narrative momentum, and pull the reader along with them.

Wednesday, 15 August 2012

Twine - A useful tool for interactive narrative

Just discovered Twine by Chris Klimas (yes it's been out there a while!)

It's a free tool for writing interactive narrative with a shallow learning curve and wysiwyg interface.

It doesn't help with the 'comic' presentation or the game elements but has enabled me to actually start something instead of planning and theorising.

Here's the map of my first test sequence.

It's not exactly Firetop Mountain!

Next steps
Flesh out the text events - Where I think about the information and mood each scene contains.
Sketch out the sequences - Where I start to think about visual story telling and panel sequence.
Colour and ink artwork - Where I refine the character design, environment art and camera angles.


Learnings
At the end of this I will have sense of what the final experience might be like, developed the aesthetic, learned a bit about interactive story telling and have a better understanding of production time (from which I can extrapolate how long a full comic might take to make)

I aim to publish these steps so you can see progression.