Interactive Narrative Design- Project 1
Huang jiaqi| 0373820
Interactive Narrative Design | Bachelor of Design in Creative Media
PROJECT 1: INTERACTIVE NARRATIVE PROPOSAL DEVELOPMENT
Table of Content
Module Information
Lecture
Class Activity
Project name:
Project 1 - Interactive Narrative Proposal Development
Current Progress:
Week 3, 20% weighting
Project Objective
To develop a creative proposal for an interactive narrative using the five elements of storytelling - character, setting, conflict, plot and theme.
You will start with a linear story idea and transform it into a non-linear interactive narrative where the audience's choices can influence the development and ending of the story.
Proposal Content Requirements
1. Title and Concept Overview
Propose a working title
Write a 3-5 sentence synopsis of the original linear story
Explain how it can be transformed into a non-linear structure (e.g., multi-branching, multiple endings, etc.)
2. Refinement of the Five Elements of Storytelling
Character: personality of the protagonist, motivations, and changes in the role in the different paths of action
Setting: when and where the story takes place, and the possible changes in the different paths of the story Setting: when and where the story takes place, and the environment that may change in different paths
Plot: the main plot + at least two key decision points, the plot diverges after the user's choice
Theme: the core theme of the story; how the user's choices lead to different interpretations
Conflict: the main conflicts and contradictions; how the conflicts in different paths may be resolved
3. Interaction
How the user interacts with the story (e.g. choosing a branch, choosing an ending, etc.) story (e.g., choosing branches, exploring scenes, dialogue options, switching perspectives)
Potential forms of distribution (e.g., interactive film, web narrative, interactive fiction, VR experience)
4. Visual/Ambient References
Provide at least 2-3 images, hand-drawn sketches, or mood boards that represent the style, tone, or worldview of the story
5 Submission Requirements
Format: PDF document
Type: written proposal (may be accompanied by images)
Project title
This week's task is to write and structure initial ideas for our upcoming Project 1 - Interactive Narrative Proposal. This project will account for 20% of the overall grade and is an important exercise that combines creativity, writing and logic.
Title: “The Dreamwalker: Arcana of the Soul”
Story concept:Dreamwalker is a traveller lost in a dream world who awakens in the Tower of Tarot and must go through each tarot card, entering the dreams of others and making key decisions in order to gradually piece together her true identity.
These dreams are not only projections of other people's lives, but also mirrors of the dreamwalker's heart. Each choice carries a moral weight and ultimately leads to three different destinies.
The core of this work is not about ‘predicting the future’, but about using the dreams of others to guide the player to ‘know himself’.
Story Elements:
Characters :
Protagonist: Dreamwalker - a wandering spirit who has lost his memory but has the ability to enter other people's dreams)
Motivation: To complete the entire tarot deck, to find himself, and to leave the dream world
Spur Characters (Tarot Card Representatives):
The Lovers card: a painter struggling between love and art
The Hermit card: a hermit who lives in an airy The Philosopher in the Library
The Fool card: a teenager who repeats his first step over and over again, unable to move forward
Setting :
The central space - the Tower of Tarot: the hub of the dream world with the glowing tarot cards suspended in it.
Dream Worlds:
Snowy Shore (Lovers)
Inverted Library (Hermit)
Floating Island in the Sky (Fool)
The state of the Tower changes according to the player's choices: brightened, shattered, or stabilised.
The plot structure (Plot)
The player is free to enter any of the 3-5 dream worlds of their choosing. Tarot Dreams
Each dream contains an important decision that affects the direction of the story and the inner growth of the dreamwalker.
Sample Decision Points:
Stay in love or choose the ideal (The Lovers)
Bravely step out into the unknown or stay put (The Fool)
Accumulated choices determine the final outcome (3 possibilities)
Themes :
Choices and Consequences
Self-Discovery
Meaning of Life and Beliefs
Each player's choice of paths reflects the player's subconscious values, and the ending shifts accordingly. Theme Choice and Consequences
Conflict :
The Dreamwalker faces not battles, but choices. Helping others with their problems is often the very part she herself avoids.
Each dream is a psychological reflection.
Interactive Mechanism Design:
Tarot card selection: free to choose the order of exploration
Branching paths: multiple choice points and shifting endings for each dream
Memory fragment system: unlocking hidden information about the dreamwalker's identity
Three main types of endings:
Ascension (free to be free)
Retrospection (to face the truth)
Cycle (to be lost again)
Realisation platform scenarios:
Web-based interactive novel
Graphic visual novel
Immersive VR experience
Visual & Atmospheric References:
Feedback
Feedback from the tutor:
The overall concept is deep and imaginative, and the setting of ‘dream + tarot’ is intriguing and philosophical.
It is recommended to strengthen the emotional tension of the characters, especially in the branching decisions, adding more inner struggles and dialogues will make the player feel more immersed in the game.
Peer Feedback:
Someone mentioned that ‘Dreamwalker's lack of a specific name or identity as a protagonist’ is very interesting, but it was also suggested that consideration be given to adding a bit more clues to her past to give the player a sense of purpose.
Everyone liked the variety of dream settings, but thought it would be richer to offer more different styles of dreams (e.g. brighter/geekier/futuristic).
One student suggested adding a ‘memory puzzle’ mechanic to make exploration more interesting, e.g. different choices would unlock different memory pieces to make a complete history.
Reflection
1. The complexity and fascination of a non-linear structure coexist
During the design process, I deeply appreciated that interactive narrative is not only about splitting the story into multiple endings, but also about constructing a multi-path structure that is internally logically unified and thematically consistent. Each dream branch needs to be able to stand on its own, but also serve the core of the main line of ‘self-discovery’, which is an intense thinking training for me. 2.
2. Every choice needs ‘emotional weight’
I realised that interactivity is not just about ‘clicking options’, but about ‘emotional involvement’. Therefore, when revising the story, I tried to make each choice carry an emotional conflict or philosophical dilemma, e.g., ‘freedom vs. stability,’ ‘love vs. ideals,’ "loneliness vs. connection. ". These decisions not only drive the plot, but also allow the player to shine a light on themselves.
3. Narrative and visuals must advance in tandem
While the story comes first, I find that the visual style is just as important as the form of interaction. Visual uniformity (colour palette, style, fonts) can help tell a more compelling story. I also hope that the next stages of production will allow the visuals, interaction and text to work together to create an immersive experience.
4. Receiving feedback is a growing process
I gained a lot of valuable suggestions from the lecturers and students, especially in character deepening and mechanism visualisation. I realised that I could have been more subtle in my handling of the characters' emotions and more intuitive and clear in my expression of the logical illustrations of the story.
Directions for future improvement:
Enhance the character dialogue and psychological description to improve the sense of empathy
Create an interaction flow chart to show the branching structure more intuitively
Further expand the diversity of dream styles to enhance the sense of immersion
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