Thursday, 10 October 2013

Originating our ideas for our branched narrative interactive fiction game

As a group we have been tasked to create a branch narrative computer game in the form of an interactive fictional story. Our combined skillsets include storytelling; design, filming, scriptwriting and 3D modelling will aid our assignment and allow us to create a game that fits the brief.

Initially, we considered a post-apocalyptic horror genre, using zombies as our hook, however we collectively decided that the portrayal of a dystopian theme would be far beyond the reach of our student resources and capabilities, as well as the difficult nature of realistically and believably creating zombies. It could be done, however we felt it would look immature, therefore decided to put our efforts into something that would look more professional and seamless; anything too distant from our desired ideal would compromise the integrity of our overall production, therefore after breaking down our options we decided to base our story in a secluded wooded area which passengers on a charted plane had crashed in. As a group, we chose this as we felt it would instantly convey our theme of action adventure and offset the feeling of isolation and vulnerability, which we felt would engage the audience better as they could empathise with the characters; drawing from our previous experience in storytelling analysis, it is evident that the audience are captivated by the presence of danger, therefore making this an ideal genre to select. The most successful stories in film and the media emotionally compel the audience; due to this we feel that as our story is based on life or death situations, we are optimising our ability to emotionally immerse the viewer.

No comments:

Post a Comment