(text-style: "shadow") + (css: "font-size: 150%;") [Welcome, WRIT 324 student!]
Are you ready to think about your Major Project for this course in writing interactive narratives?
* [[Yes]]
* [[No]]
* [[Maybe|Yes]]Your big decision will be the type of interactive medium you want to create your Major Project in. It's helpful to consider a few questions first...
Did you enjoy learning to write online stories in Twine?
* [[Not really...|NotTwine]]
* [[For sure!|MaybeTwine]]
* Tell me more about this "[[Twine|MaybeTwine]]" thing...No worries...
Check back here when you feel ready. Just don't wait too long.
The Major Project is worth 60% of your final grade—40% for the final version, 20% for the Design Document—and will take you at least two months to complete successfully.
We will also be workshopping draft versions and prototypes of your Major Project in the weeks before our final class.Let's think about the genre of writing and storytelling you're most interested in...
Which of these types of writing most excite you?
* I'm most interested in writing [[short stories or nonfiction|Book]]... just not in Twine.
* I'm interested in [[dramatic writing|Drama]] for stage or screen.
* I like the potential for interactive storytelling in [[games|Games]] or playable installations. <a href="https://twinery.org/" target="_blank">Twine</a> is a powerful tool to create web-based, hyperlinked online interactive narratives. You can also use Twine to draft branching narratives that you then convert into other media, such as [[interactive videos|film]] or [[CYOA adventures|CYOA]].
Do any of these apply to you:
* I have a longer branching story I'd like to try in [[Twine|YesTwine]].
* I want to write another couple of chapters for my original [[Twine assignment|YesTwine]].
* I'm curious to learn HTML, CSS and other basic coding to create a flashier [[web-based story|YesTwine]].
Or do you feel more like...
* I'd like to tinker more with my [[first Twine story|DoNewStory]].
* I'd like to push myself to learn [[new tools or media|NotTwine]].Welcome to the Twine Revolution!
Now that you know how Twine works (or once you learn), you can focus on writing an original and compelling (and longer) story that creates a strong sense of agency and drama. Ramp up your ambitions for the Major Project, think about adding multimedia and apply what you learn from the first Twine assignment.
Pros:
* Twine is a powerful authoring tool that organizes choices and storylines.
* Twine has been used by independent authors to write personal narratives about a diverse range of experiences and issues.
* The learning curve isn't steep so there should be few surprises or major obstacles to create another Twine story.
* You can ask <a href="https://onlineacademiccommunity.uvic.ca/dsc/our-team/" target="_blank">Rich McCue</a>, Hacker in Chief at the Digital Scholarship Commons, for support or find a wealth of tutorials <a href="https://twinery.org/wiki/" Target="_blank"> online</a>.
* It's simple to share and view Twine stories on the web, which makes workshopping easier.
* Integrating variables, changing fonts and colours, adding multimedia (especially sound and images) can amplify the story's effect.
* You can publish the final version to the web for the world to enjoy.
* Some of the best student projects in the past have used Twine.
Cons:
* The Major Project must be a new story or at least a self-contained new chapter or episode, not a revision of your first assignment... however tempting that might be.
* There are a lot of Twine stories out there, so it's harder to be original.
* Multiple branches can create a complex nest of paths, so debugging is vital.
* More than 50% of students tend to write Twine stories as their Major Project, so no bonus for trying out a new medium.
If you're ready to create a cool story in Twine, [[have fun|End]]!
If you're getting cold feet, maybe think about [[another option|NotTwine]].The Major Project requires you to write all new mateerial, not just revise your first Twine story. Several students have been penalized in the past for submitting revisions of their first assignment as their Major Project.
To avoid any duplication (and improve your marks for originality) you should write an entirely [[new Twine story|YesTwine]] or try another [[interactive medium|NotTwine]] entirely.Sounds like you might like to create an interactive book or story.
But first, a gut check. Are you comfortable learning basic coding or new software on your own?
* [[Hell, yeah!|Visual Novel]]
* [[No way.|CYOA]] I prefer to stick to basic word processing.Great! Games guarantee you will have <i>some</i> kind of interactivity. You just need to develop a compelling and original story within the framework of the game's rules.
What kind of game do you most like to play or would you most like to make?
* A [[video|Video Game]] game.
* A [[board game|Board Game]].
* A [[role playing|RPG]] game.
* An old-school [[text adventure|Text]]!
* Getting warmer... [[another type of game|Alt Game]] or interactive experience.So you want to write prose narrative... but not in Twine. Tell me more.
Do you read visually dynamic comic books, manga and [[graphic novels|Book]] or are you more into traditional print publishing and maybe even [[Choose Your Own Adventure books|CYOA]]? Maybe you should try to write a Choose Your Own Adventure story—a classic genre of interactive fiction (and sometimes memoir) that adds reader's choices to a traditional storyline.
Pros:
* Familiar genre to most readers with meaningful interactivity.
* Fairly straightforward to write with the appropriate amount of planning.
* Possibility for multiple endings and multiple re-readings.
* Can be written using any word processor or using a special program like <a href="http://adventurecow.com/" Target="_blank">StoryLab</a>.
* Very few students have created one.
Cons:
* Can you do something new with the CYOA formula?
* Multiple branches can quickly make the narrative tree very complex.
* Tends to be limited by genre fiction and Y.A. fiction clichés.
* Requires basic graphic design and desktop publishing skills to go beyond standard CYOA format and produce a printed copy.
* Is there any reason not to just write and publish an Online CYOA in [[Twine|YesTwine]]?
If making a CYOA book inspires your publishing passions, [[have fun!|End]]
If not, [[keep thinking|Yes]].Perhaps you'd like to create a visual novel. It's a popular genre of digital storytelling that mixes images, text, narrative and various levels of interactivity. You can find hundreds of visual novels online or via app stores... with widely varying quality.
You'll be on your own learning the software-side of creating one, but there are many online tutorials. Ren'Py is free and the most popular tool for creating visual novels. Here's an overview of the <a href="https://www.pcgamer.com/the-best-visual-novel-engines/" Target="_blank">various tools</a>
Pros:
* it allows you to write a fairly traightforward narrative.
* Visual novels can look great.... and can be self-published.
* Bonus marks for learning a new authoring too!
* Few students have chosen this path.
Cons:
* Often an overly linear story to read.
* It can be hard to add genuine interactivity beyond point-and-click.
* Visual Novels requires learning some graphic design and basic programming.
Is this up your alley? Then check out one of the visual novel tools and [[have fun|End]]!
Is a visual novel not quite what you imagined writing? No worries, you can still explore [[other options|Yes]].Some of the most innovative and exciting interactive storytelling is happening in live theatre and online film and TV.
Which do you prefer?
* I'm a [[film]] and TV buff.
* I love improv and live [[theatre]].Okay, video games are great but they are also time-consuming to make, especially on your own. And especially if you need to teach yourself a new authoring tool.
That said, designing even a prototype and the first section or chapter of a game can be a rewarding learning experience, if you're wiling to put in the time. In the end, you will add to your portfolio when you apply for jobs in the gaming industry or to a game-design program after you graduate from UVic.
Quick question....
Are you up to learning a new authoring tool to make a game?
* Oh, [[yeah!|Game Author]]
* Maybe I'll just write a game [[script]].
* I guess I could use [[Twine|YesTwine]] and add game mechanics.We are living in a renaissance of board gaming... and indie board-game makers have found a great way to crowdfund very creative creations through Kickstarter that push the boundaries of what's possible even further.
Pros:
* Good game mechanics provide engaging interactivity
* It's a great hands-on project for anyone who likes to design and produce hand-made objects.
* It can be fun to playtest with family and friends
* Only a few students have made a game for their project.
* Your prof is a boardgamer (and amateur maker) who will be (extra) happy to offer feedback on your design process.
Cons:
* It's hard to create a truly compelling story rather than just layering a narrative skin over a set of game rules.
* Most past boardgame projects have lost marks for lack of storytelling.
* Designing and writing (clearly) a set of rules is <i>hard</I>!
* Finding pieces and designing a semi-professional looking game board takes time.
* It's also extra time to corral playtesters... and it <i>must</I> be playtested.
* It will be harder to demonstrate for workshop feedback online.
If you love board games and think you've got an idea for one that can tell a strong story, [[have fun!|End]]
If not, maybe [[keep thinking|Yes]]...Role-playing games hit that interactive sweet spot between the constraining rules of game and the freedom of drama-driven collaborative storytelling. Of course, I'm biased and have been fascinated with RPGs for 40 years.
You could design a scenario or module for an existing RPG, like <I>D&D</I> or <I>Fiasco</I>. Or you could design a basic ruleset for your own RPG or LARP (live-action roleplaying game).
Pros:
* A RPG naturally balances interactivity and storytelling in a unique hybrid.
* There is wide latitude for creative narrative development, including characters, setting and plot.
* Your prof is a huge fan of RPGs!
* It can be fun to immerse yourself in the design of an RPG or scenario and to playtest with friends.
* A few students have produced very successful RPG modules.
Cons:
* It's a lot of work to design an RPG or scenario from scratch, and to articulate the rules in a readable format.
* Playtesting is a must but hard to do in our online workshop.
* The story needs to be more than just sword & sorcery clichés or other genre conventions.
* Your prof has played dozens of RPGs... so knows good from bad.
Are you ready to do some world-building and rule-making with your own RPG? Put on your Game Master's cap and [[have fun|End]]!
Does that sound like too much of a commitment this term. No worries. Just go back and consider other [[potential paths|Yes]].Okay, now I'm really curious! What kind of non-traditional game or interactive installation do you have in mind that also tells a story?
Is it an Alternative Reality Game? Or an Augmented Reality Game? Or a Geolocational Game or Audio Drama that uses a smartphone's GPS?
Is it a card game? Or maybe an Escape Room? Or maybe a series of real-world objects and puzzles that unfold into a story?
Or is it a game that calls into the question of its very game-ness—like a Pervasive Game or Interactive Art Installation?
I give up guessing! But I'm definitely interested...
Pros:
* You've got our attention by doing something innovative.
* You're not confined by genre or medium expectations about how to tell a story.
* There are examples of all these different experiments in interactive storytelling.
* Some of the best student projects have travelled this road not taken...
* Definite bonus marks for taking risks.
Cons:
* You will be breaking new ground without much of a map.
* It could be hard to playtest or workshop virtually.
* You need to anticipate what technical obstacles you'll need to overcome.
* Your Design Document must explain precisely what you are trying to accomplish... in case it isn't clear from the final project.
How often do you get to experiment and create something both playful and original? Take this opportunity and [[have fun|End]]!
Did I scare you off? Sorry! But you can always explore [[other ideas|Yes]].
(text-style: "bold") + (text-style: "rumble") [Congratulations!]
You've chosen an interactive medium in which to create your Major Project. That's a big first step.
You can now fill out section #3 on your Design Document template below — and explain later <I>why</I> you chose this medium:
0. Concept
0. Storyline
0. Medium
0. Interactive Design
0. Testing & Revisions
0. Conclusion
0. Research Resources / Bibliography
Next you can explore the other sections of the document as you dig deeper into your project idea. Do some research of other examples. Think about a compelling story to tell. Build a setting. Invent some characters. Figure out where and how you want to include interactivity and create meaningful choices that balance agency and immersion for your reader.
And have (css: "font-size: 300%;") [fun!]Wow! You're a fan of the wayback world of text adventures! You're in luck. There's a <a href="http://textadventures.co.uk/quest" target="_blank"> useful tool</a> for creating your own parser-based story-exploration games... one command at a time.
Pros:
* It's one of the original forms of interactive storytelling for digital media.
* The authoring tool is pretty simple to learn.
* There is a natural interactivity baked into the medium.
* You can create a compelling setting to explore.
* Only one student group created a text adventure (set in a university house party)—and it was great.
Cons:
* You need to learn a new authoring tool and a new way of storytelling.
* Text adventures can be frustrating to readers if they're not designed well.
* Make sure you write a narrative with a compelling plot and characters.
* Try to avoid the genre conventions of the dungeon crawler and create a more original and literary narrative experience.
It sounds like you want to "Get lamp" and [[have fun|End]]!
Or maybe you're not ready to heed the call to adventure and would rather [[Go South|Yes]] and explore other options.There are now a variety of <a href="https://www.gamedesigning.org/gaming/game-development-tools/" target="_blank">game-authoring software</A> that allow non-programmers or relative newbies to create games without going deep into the code. That said, there's a substantial learning curve (and sometimes a fee) with even the most basic programs.
I've had students create (mostly) successful game stories using GameMaker and RPG Maker. Unity or Unreal Engine are far more of a time commitment for this project. And I've not had students use any of the others on the list.
Pros:
* You made a frickin' game!
* It's an excuse to learn a new program.
* Interactivity is baked into the programs in a variety of ways.
* the final result is usually visually dynamic.
* Definite bonus marks for mastering a new tool.
* You can publish and share a final version.
Cons:
* Big time commitment.
* No technical support except what comes with the program and what you can find online.
* It's harder to demo to class and workshop online.
* There can be technical hurdles to submit the final version... but we usually work it out.
* Game design requires some visual or graphic design savvy.
* Mastering the program and designing the world can often overshadow telling a good story.
* Some software and assets cost money.
If you're still up for it, pick a game-authoring tool that you'd like to learn right away and [[have fun!|End]]
If making a game sounds like a bit much, maybe consider doing a game-like story in [[Twine|YesTwine]] or explore some [[other options|Yes]].
If you are keen to write a video game or interactive film but don't want to dedicate lots of time mastering a new program and would prefer to focus on the <I>writing</I> side of interactive storytelling, then you could just write the script for a game or film.
Pros:
* Focus on storytelling and not programming.
* It allows you to apply your creative writing (and especially screenwriting) skills.
* You only need MS Word or another word processor.
* Easier to get critiqued in workshop and revise.
* Only a few students have taken this path.
Cons:
* It's much harder to demonstrate the interactivity.
* Also hard for reader/player to experience (and evaluate) the interactivity.
* You need to find a template in which to write the story... and there is no standard template for video-game writing.
* A script lacks the visual pizzazz of a finished game or film.
* Why not just write it in [[Twine|YesTwine]]?
If you still want to write a script for a game or movie, research some templates for formatting, think about how you will integrate and track interactive branches, and [[have fun|End]]!
Not quite what you imagined doing this term? No worries! You can always try another [[path|Yes]]...Making a video is a lot of work. Making an interactive video adds extra time and complexity. But the results can be amazing. And the tools exist to produce short videos with interactive choices, such as <a href="https://studio.eko.com/tool" target="_Blank">Eko</a>.
It's often easier to create with a partner or a group. But single students have also created very good interactive videos.
Pros:
* Welcome to the cutting edge of interactive storytelling!
* You will learn useful (and sought after) videomaking and editing skills... or apply the ones you already know.
* It's a good group project if you can connect (safely) with a partner or two.
* Video tends to produce a good balance between story and interactivity as well as immersion.
* Definite bonus marks for learning a new medium.
* Dan Hogg, our digital media technician, can provide support for the video-making and editing.
* It's relatively easy to share to get feedback and then publish for public viewing.
* Only a couple student groups have ever produced an interactive video.
Cons:
* You need to make sure you tell a complete story.
* Creating a video is always more time and work than you imagine. Start now!
* It might be harder to partner up or borrow gear this term.
* You've got no in-house help for the interactive part of the project.
* It's harder to integrate workshop revision suggestions for a video that's already been shot.
* Do you have all the tech tools you need for the project?
Still keen on producing a video? Then get started on a script early, make sure you have the right gear... and [[have fun!|End]]!
Are you getting nervous about learning new tools to add interactivity to video? You could always just write the [[script]] for an interactive film instead... or explore other [[options|Yes]].
Few media can compete with theatre for the sense of immersive storytelling. Add a level of interaction between audience and actors and you have a recipe for a powerful new form of drama. UVic is a great place to explore these creative ideas, too, with a top Writing program and Theatre school.
Pros:
* Lots of examples of interactive theatre performances.
* There are many options for how to add interactivity into stage drama's storytelling.
* You just need to write the script and stage directions for this project, not produce the play.
* It's a good way to practice your writing skills in a new format.
* A few students have written amazingly creative interactive theatre scripts.
Cons:
* You need to explain carefully how the interactivity will work in the script.
* You also need to consider how you wold manage interactivity with live audiences... who can be unpredictable!
* It's a bit harder to workshop such a script... but do-able.
* Of course, you could always try to write the script in [[Twine|YesTwine]]
Interactive theatre is an innovative genre, with no set rules and lots of possibility, so [[have fun|End]] breaking new ground!
Not sure you're up to write a script <i>and</i> make it interactive? Fair enough. Feel free to check out other [[media|Yes]].
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