Hartmut Koenitz, Christian Roth, HKU University of the Arts Utrecht
Scripting Intro text
Scripting the Interactor
Alert the interactor to areas and extent of the interactor’s agency within the narrative
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.
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…”.
Banner Sagat: “The story in the Banner Saga changes based on the choices you make. You will occasionally switch between lead characters, witnessing the story unfold from different perspectives.”
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”.
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Indirectly - interaction might become slower, as the interactor puts more thought into decisions
Increased immersion
Expectation setting and focuses interactor on dramatically productive actions
indirectly, as interactor is scripted into thinking that her choices change to course of the narrative
Minimal (one or two sentences in the beginning)
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Possible also as audio
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independent, however for non-fiction forms, emphasis should be on perspective change, not narrative change
independent
independent
independent
independent
N/A
Indirectly, Interactor expects choices afterwards
Works in western cultural context, others need investigation
Contemporary
Early results: https://dl.acm.org/citation.cfm?id=3133942
e.g. from practitioners
No. |
1st Order Category |
content |
2nd Order category |
content |
3rd Order category |
content |
0. |
Proposer(s) |
Hartmut Koenitz, Christian Roth, HKU University of the Arts Utrecht |
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1. |
Convention name |
Scripting Intro text |
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2. |
Design concept |
Scripting the Interactor |
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3. |
Primary Function |
Alert the interactor to areas and extent of the interactor’s agency within the narrative |
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4. |
General description |
A sentence or two of text in the beginning that alerts the interactor of her ability to change to course of the narrative. |
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5. |
Examples |
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.” |
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3. |
Design intention |
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a. Guidance |
X |
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b. Goal setting |
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c. Challenge |
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d. Reward |
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e. Distraction |
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7. |
Intended Effects |
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a. Effect on user interaction |
indirectly - interaction might become slower, as the interactor puts more thought into decisions |
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b. Effect on user experience |
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i. Immersion |
Increased immersion |
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ii. Agency |
expectation setting and focuses interactor on dramatically productive actions |
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iii.Transformation |
indirectly, as interactor is scripted into thinking that her choices change the course of the narrative |
8. |
Production impact |
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a. Cost |
Minimal (one or two sentences in the beginning) |
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b. Professional requirements |
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i. Writing skills |
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ii. Modelling/animation skills |
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iii. Programming skills |
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9. |
Manifestation |
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a. Primary (sense level) |
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i. Visual |
X |
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ii. Auditory |
Possible also as audio |
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iii. Olfactory |
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iv. Gustatory |
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v. Tactile (touch & pressure temperature, pain) |
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b. Secondary (implementations) |
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i. Text |
X |
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ii. Graphics |
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iii. TUI Elements |
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c. Tertiary (relationships) |
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i. Mechanics |
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ii. Rules |
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Application |
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a. Form: (e.g. games, interactive novels, interactive documentaries, independent) |
independent, however for non-fiction forms, emphasis should be on perspective change, not narrative change |
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b. Genre: (e.g. RPG, thriller, comedy, interactive novels, Serious games, independent) |
independent |
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c. Visual representation : |
2D, 3D, 2.5 D, independent |
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d. Physical representation: |
Screen-based, installation, Goggle-based, Mobile, AR, MR, Audio-based, independent |
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e. Platform: |
Console, PC, platform independent |
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i. Brand: |
Oculus, Vive, Xbox, PlayStation, PC, Independent |
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f. User Input Types |
keyboard, mouse, touch screen, motion controller, 2D camera, depth sensor (Kinect etc.), microphone, accelerometer, gyroscope. N/A |
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Interdependence/Relationship with other conventions |
Indirectly, Interactor expects choices afterwards |
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Cultural dependency |
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a. Societal context |
Works in western cultural context, others need investigation |
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b. Historical context |
Contemporary |
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13. |
Research status |
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a. Verified |
Early results: https://dl.acm.org/citation.cfm?id=3133942 |
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b. currently Investigated by |
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c. not yet investigated |
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14 |
Additional comments |
e.g. from practitioners |
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