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| ORANGE - the video game |
| Author(s): |
Joey Silayan |
| Instructor: |
Zurkow, Marina |
| Class: |
Final Project Seminar |
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| URL: |
http://www.orange.com.ph
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| My project translates a linear narrative -- a novel called ORANGE -- into a post-linear account -- a 3D video game. | How can I translate a linear narrative into a post-linear account, while remaining faithful to the overall storyline?
For my thesis, I will translate a linear narrative called Orange -- a novel I wrote -- into a post-linear interactive experience -- a 3D video game. The challenge in translating the narrative from a linear to post-linear format lies in the exposition of the actual narrative. Orange, read as a novel, follows a chronological flow of events, whereas a video game -- an interactive medium -- allows players to experience the story in several possible ways. I will remain faithful to Orange’s setting and overall plot, yet allow players to propel the narrative further based on the decisions they make throughout the game. As such, storyline experiences will vary depending on what decisions and actions players make as they interact within the game world. I will utilize Maya to model all 3D elements such as characters, buildings, and such, SoundForge for aural composition and manipulation, and Virtools for overall 3D environment interactivity, |
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| Personal Statement: | I. INSPIRATION
-- summer afternoon, graduation, coming of age vis-a-vis romance
-- summary of novel\'s development
II. A NOVEL. A VIDEO GAME
-- Orange (novel) and video games -- both of equal appeal to me.
-- translating linear (novel) to non-linear (new media) through avideo game | | Context: | CONTEXT
I. A NARRATIVE STRUCTURE
I.A. Introduction
I.B. Some Definitions of Linear Narrative
I.C From Linear to Post-Linear
II. MY VIEW ON NARRATIVE STRUCTURE
-- description of my opinion on post-linear structure
-- narrative flowcharts to exemplify my point
-- variables as narrative memory
III. NARRATIVE APPLICATION IN MY THESIS
-- summary of my post-linear approach in line w/ technical aspects | | Audience: | -- game developers
* 3D modelers, virtools developers
-- researchers / students on interactive narrative
* to get data on where I succeeded / fell short in my project
-- gamers (young adults)
-- readers of the novel | | Methodology: | I. System Description
-- 3D game, translated from linear narrative
-- using tools for 3D modeling and interactivity
II. Sources
-- using MAYA for 3D modeling
-- using VIRTOOLS for 3D interactivity
-- miscellaneous software (photoshop, soundforge, etc.) for audio/visual enhancements
III. Method
-- show timetable
IV. Results
-- work is currently in progress |
| Sources: | The Poetics, Aristotle
Backwards and Forwards, David Ball
Story, Robert McKee
Reception Theory, http://www.press.jhu.edu/books/hopkins_guide_to_literary_theory/reader-response_theory_and_criticism.html
The Quintessence of Ibsenism, by George Bernard Shaw
Allan Kaprow -- http://www.geocities.com/Athens/Acropolis/5422/kaprow.html
Narratives As Virtual Reality -- Marie-Laure Ryan | | Conclusions: | n/a |
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