" /> Obsessions : Day 040: June 2003 Archives

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June 28, 2003

9. The over-arcing theme?

Sometimes, the theme of one's work becomes apparent over the course of experimentation, or improvisation.

Balance that, against:
Can this somehow represent something which is greater as a whole, than as the sum of its parts?

June 26, 2003

8. Make it beautiful, but more importantly, make it plausible.

Can we make it look as beautiful as possible, without making it too beautiful?

June 24, 2003

7. Never underestimate the players.

Visit the links to the content, backwards and forwards.

Is security important?
How easily can they find you, and what would this do to the effect of the story you're trying to tell?

June 23, 2003

6. Create a world around that.

With a fictitious character, there are so many questions surrounding that character and their world. What did they just do?

June 12, 2003

5. Revisit the backstory often.

If you were to provide an account of what happened later, and try to account for their motives, what would these be?

For the overarcing theme of a film to resonate as the end credits roll, the director's vision should appear to illustrate a principle beyond the simple summary of its parts. If a mystery were truly about the item the players are trying to recover from thieves, the story would fall flat and would appear devoid of humanity.

The problems inherent in an interactive game are that the players expectations change over time, as they learn (or influence) new pieces of information in the game, and ultimately push the games objectives themselves.

In a one-on-one game between the Player and the game's Maker, the idea of community does not influence the outcome nearly the same way as when the players are all allowed to communicate and share what they are learning from the play... Not to mention that, within communities, there are natural leaders and often, many more followers.

It is therefore deeply crucial to check in with the backstory and to revisit often, to ensure that a Game that is leading, and not being led.

New sights are set as the momentum of the play moves in directions that are based upon user interaction and shared information.

June 04, 2003

4. How do players learn the rules?

Sometimes there is a rule book. And sometimes there isn't.

In the latter case, the creators and the players will still need to agree upon some fundamentals. It is important that everyone first agree that they are playing a game. Sometimes, int he case of a reality based game, the rule book is part of the hidden content.

It is therefore crucial that those leading the game are truly consistent in their actions.

For example, if the nature of the rewards is not consistent, players will not appreciate the effect of their actions, nor will they be able to judge if they are playing correctly.

With the ALIAS information hunt, we have made a point of adding new content on Fridays.
We

June 03, 2003

3. Devise the backstory.

Any creative property has a backstory; namely, the part that is interesting to the audience because it suggests the overarcing theme and humanity of the story. It is the history, and it also suggests that there will be a future after the entertainment is supposedly over. It enriches the story line and invites the audience to investigate other areas of interest as a result. Essentially, it informs real life, and determines the relevance of the story.

Anything that appears to contain an entire world of information unto itself is suitable for the creative backdrop.

When you consider what a logo or brand is, it is often an object in motion, frozen in time.
It is imperative that this idea of motion be represented, not just in the context of fluid media, but in the choice of snapshot.

Since backstory is crucial, it must be incorporated into all elements of game playing, design and interactive media.

• Does it resemble fiction?
• Does it assimilate cinematic direction?
• Can it influences emotions and gives the end player a reason to come back?