| NARRATIVE ELEMENT | Linearity |
| CONCEPT | |
| MECHANIC(S) USED |
In
terms of choice I aim to limit it to which of the two narrative
paths the player chooses to play from [Mara or Cypress]. Doing
this keeps the narrative the same and clear for the player as it
eliminates variable elements in the narrative. The only variable
is the what parts of information the player gets corresponding to
the path they play. This will be monitored during development so
that regardleess of which path they choose on any level, the
player will receive the same amount of narrative which will
always be enough to piece together the plot.
The
environment design will have points of exploration but allow the
clear path to progress the levels to be defined so that the
player does not get too pre-occupied exploring the diegesis,
emphasizing the focal point of linearity.
Inter-active
cut-scenes and set pieces will help tell the story while keeping
the interest of the player in progress the linear plot.These will
be climactic predominantly quick time event based sections where
the players input dictates the success or failure of a level
which will be refelcted in an animated cut scene.
Other
animated cut scenes to break up gameplay and present some pacing
in between levels and present exposition for upcoming events and
levels will help aid the linear storytelling of this narrative.
|
| JUSTIFICATION |
Dividing
the gameplay with cut-scenes and set pieces allows the player to
feel they have agency in the progression of the story as without
their interaction the narrative cannot progress. The little
choice they do have when choosing which path to take at the start
of each level gives more agency as the player may decide how the
linear story is presented by what narrative they get from the
perspective they play.
|
| RELATIONSHIP TO WHOLE NARRATIVE |
Linearity
is essential in presenting the narrative in the most effective
way as the story is very complex and epic, so if I were to
introduce too many branching variables in relation to the plot,
it would over convolude the story and make the main ideas and
themes unclear. Having the story told through a linear structure
ensures the player gets all the information required to
understand the main ideas I want to present without any confusing
excess that might prevent that.
|
| RELATIONSHIP TO OTHER ELEMENTS YET TO DEVELOP | |
|
|
| SOURCE NARRATIVE | |
| STRENGTHS AND ASPECTS OR ASSETS TO RETAIN | The strength of the source narrative is the distinct protagonists and their setting in which the conflict takes place. The minimal variables linear narratives allow supports the fixed development of the chartacters, which is key to presenting the idea of how they were born as one but developed so uniquely in heavy part to the environment they grew in. Too much choice may divert the attention away from the main ideas of the plot. |
| WEAKENESS AND ASPECTS OR ASSETS TO DEVELOP | One of the most difficult
parts of converting this narrative to an interactive one will be
allowing equal attention to both the characters as the player
progresses through the game. Not just in physical screen time but
also in their personalities and their appeal to the player. I
will need to cosider their weaknesses and strengths and balance
them between the two so that one is not considerably more
appealing than the other. Idealy they should both be equally
appealing and carry at least one trait of the player to relate
to. |
This shows the way i intend Mara to break through the wall
this shows how Cypress perspective is reactive to the chaotic and reckless methods of Mara, and how she is able to adapt to make a situation work for her.


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