Interactive Narrative Design Conventions
IDN Design Conventions
wdt_ID | ID | Name | Description | Image | Primary function | Examples for use | Design principle | Design Intention | Intended effects | Produktion impact | Application | Manifestation | Interdependence | Cultural Dependence | Proposer name(s) | Proposer URL | Proposer contact (email) | Research status | Related publications |
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1 | Scripting Intro text | A sentence or two of text in the beginning of an IDN that alerts the interactor of her ability to change to course of the narrative | Alert the interactor to areas and extent of the interactor’s agency within the narrative | The Walking Dead, The Wolf Among Us, and Game of Thrones: "This game series adapts to the choices you make. The story is tailored by the way you play.” Life is Strange: “Life is Strange is a story-based game that features player choice, the consequences of all your in-game actions and decisions will impact the past, presence and future. Choose wisely…”. The Witcher 3: “The fate of individual characters, and sometimes even entire alliances, depends on your decisions.” The trailer for Heavy Rain: “Make choices. Face the consequences.” Until Dawn: “The smallest decision can dramatically change the future”. |
Scripting the Interactor | Guidance | Script the Interactor |
Minimal | Games | Screen-based | No | Low | Hartmut Koenitz, Christian Roth, HKU University of the Arts Utrecht | http://hku.nl/ind | hkoenitz@gmail.com | unverified | trade articles, blog posts, publications (if any) | ||
ID | Name | Description | Primary function | Examples for use | Design principle | Design Intention | Intended effects | Produktion impact | Application | Manifestation | Interdependence | Cultural Dependence | Proposer name(s) | Proposer URL | Proposer contact (email) | Research status | Related publications |