While I do feel the presentation of my thesis went well, I feel that at least a good portion of my faculty didn't fully understand what I was pitching. Some notes:
I feel as if too many people assumed that what they saw in the prototype was exactly what they'd see in my thesis. Some answers to specific objections:
"This looks like something from ten years ago" - I threw the prototype together in a short 3 months. I was hoping that there would be some excitement as to how quickly I was able to try ONE POSSIBILITY for interaction.
"You say the sequences are not branching narrative, but that's exactly what they are." - Only in the prototype. As I stated in my pitch, the thesis-version sequences will be far more dynamic, each one being something akin to Facade, which used the concept of AI agents with pre-programmed behaviors & agendas, though not a specific A to B to C path through the scene. Of course, Facade was quite an undertaking, so Telmahre sequences will, at best, be Facade-lite.
"You say that sequences are driven by drama, but I felt none in what you just showed us. I don't care about the character or about what I'm supposed to do." - I wrote the script for the prototype over a singe weekend. A large part of my investigation this summer will be to determine what creates good drama in a scene, and how to apply this to an interactive scene.
Several doubts were expressed as to how beneficial the Daniel structure was to interactive narrative. The strongest-ringing objection was that it's "too binary" (i.e. only 2 possible endings to each sequence).
Drama is binary. When broken down to its simplest level, drama consists of a series of character choices: The character is trying to accomplish a large goal--this is the Main Tension. Each of the character's attempts to achieve that goal is a smaller tension. And it can be broken down even further to specific moments in the scene. Dramatic choices are not binary (there can be many possible ways to achieve a goal), but once a character commits to a particular means of achieving his or her goal, there are only TWO possible outcomes: either the character got what she wanted by those means, or she didn't.
(Example: Will Jenna be able to win Tom back by surprising him at work? The answer will be either yes or no.)
I won't deny that it's very Myst-like. But why not? I know I'm dealing with a built-in prejudice against the Myst series, but let's face it: even though its popularity has declined over the years, IT'S STILL AROUND! Myst 4 (Fall 2004) won several awards, and Myst 5 is slated to come out this fall.
What if it turns out all I am trying to do is improve upon Myst? What if I'm not out to revolutionize interactive narrative but merely to evolve it? So what?
There were a few comments that I found really helpful:
"The problem of how dynamic the choices are goes away if it is a public installation, rather than a for-home-use game." - A very good point. I have always held a fascination with Location-Based Entertainment (especially Disneyland), and so this is not out of the question--might even be fun. Thank you Mr. Naimark!
"A lot can be done with video nowadays that couldn't be done ten years ago." - I completely agree. Once you are able to bring video into a 3D environment, a new realm of possibilities opens up. Thank you Mr. Lew!
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