April 29, 2005

Thesis Defense

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:

People Got Too Hung Up On The Prototype

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.

Defense of the Frank Daniel Screenplay Structure

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.)

It's Too Much Like Myst

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?

Comments I Agreed With

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!

If you got this far, please comment!

Posted by msteffen at 12:15 PM | Comments (0)

April 06, 2005

Telmahre: First Draft Production Schedule


Short-Term:

April 7 or 10 – Meet with Kellee and see if we can come up with a model for the dramatic structure of the character scenes.

Weekend of April 8-10:

– Do one of these writing exercises:

1) Free-write on Tobias’ obsession, then write out a version of this and what the ractor witnesses of it in Act II, Seq. 1 as if it is due. Possibly meet with Ken for brainstorming help.
2) Free-write on what things the ractor should learn about each character (Tobias, Edana, Claude) in each of the three Act II sequences. Write out a list of key points for each scene and some possible endings.

– Add multi-path support to the Tantallon state machine and test with several video clips.
– Fix NavNode bugs.

April 12: Present the problem of the “climax sequence” (Act III) to Peggy’s class.

Week of April 11-14:

– Email Jess and Ken about art for the May 5th package.
– Contact SCFX (Again!) regarding Telmahre.
– Visit or email Joe Wallenstein regarding stage priority questions.

Weekend of April 15-17:

– Do the other Act II writing exercise you didn’t do last weekend, and/or work on some ideas for the climax sequence in Act III.
– Plan to meet with Jess one more time to run things by her that still allude you.
– Assemble the “Dinner With Tobias” prototype—get all video clips in there.

Week of April 18-21: Type up a first draft plan for the thesis pitch presentation.

Weekend of April 22-24:
– Revise thesis pitch outline and determine what is needed for presentation.
– Render and prep any artwork needed for the thesis pitch.
– If time, throw together the art for several NavNodes in the “Dinner With Tobias” prototype.
– Finalize “Dinner With Tobias” prototype.

April 25-27: Test “Dinner With Tobias” on ZML computers and tweak/debug as necessary so it runs on Thursday.

April 28: Pitch Telmahre to CTIN 548 class.

Week of April 30-May 4: Write/prepare thesis “paper goods.”

May 5: Turn in Thesis packet.

May 6 (Tentative): Go surfing!


Long-Term Schedule (Rough & Preliminary):

May (as per Jess’s availability) – Improv the major scenes and see what kinds of character tactics & variances we can find.

May 31 – Have detailed outlines of all scenes written, including first-draft floorplans/sketches.

June :
– Start thinking about & planning the optimal “Telmahre Version” of the Tantallon engine.
– Begin to get the telmahre.com website going.

June 30 – Complete first-draft versions of the screenplay. Don’t worry if the dialogue sucks at this point.

July 31:
– Production-ready screenplay.
– Solid production plan completed (Jess, Me, possibly Dan Burch) including locations list, crew requirements, etc.
– Telmahre.com officially launched (in time for SIGGRAPH)

Early August – Casting, finding crew, getting locations.

Mid-To-Late August – Begin Production (shooting of principal photography).

October 1 – Principal photography complete.

October-November 2005:
– Pick up Tantallon again and work hardcore on getting this ready to run Telmahre, including (perhaps) voice input.
– Secondary location photography.
– Determine which tech, art, and post-production tasks you will do personally; commission the rest.
– Find composer, begin discussing foley needs with sound designer (Elisa).
– Pass applicable footage to SCFX so they can begin working on.

December – One “art-and-foley free” scene completed and fully-functional.

January-February 2006 :

– Hit foley and music integration hardcore.
– Secondary locati
– Assemble all remaining scenes with actual footage and place-holder art.

March 1, 2006: Final artwork completed; functional alpha version with placeholder art & music.

March 2006: Integrate actual art, backdrops, music and foley.

April 1: Fully working beta.


Posted by msteffen at 11:53 PM | Comments (0)