For thesis project I want to visualize create monsters for New York, because l observed a lot of unique scenes, characters, and emotions in New York. Part of the project will be a narrative music video, so I want to use this graph to quickly think how the plots in this video would be.
1. character is in a zone of comfort
2.But they want something
She wants to go home where it is comfortable and relaxing
3. They enter an unfamiliar situation
Ashly was on a Subway and she stares at flitting lights inside the tunnel, its so hypnotizing that she feels sleepy. When she doze of a bit and wake up she found the surroundings and passengers looking strange (Obvious color mode transition). she realize she is in a monsters' world.
4. Adapt to it
She wants to escape every weird situation but she keeps getting into another weird situation
5. Get what they wanted
She is so angry at the situations she encountered. The emotions turned her into a monster. She then tried to scared other monsters away as they scared her.
6. Pay a heavy price for it
She sees some little monsters and wanted to punch them. She sees the fear in their eyes and give up. Ashley becomes the monster that all the other monster in the world wants to avoid. She starts roaming on the land feeling lonely. It starts to rain, a big monster appear in the rain. That big monster seems sad but tried to hold a smile on its face when it saws Ashley. Ashly gives the big monster a hug.
7. return to their familiar situation
She wakes up on the train, knowing that everything is a dream
8. having changed
Ashly sees how people related to the monsters but now accepts people as they are. The sky starts to rain, she smiles a faint smile.
Designing, Branching Narrative
While in class we are playing each others twine. I played my partners twine for several times. He watched me making choices but didn't seem to satisfy with the routes I got. Then he directed me to the route he think is better. It makes me wonder why did he make those routes if he think they are not what he wanted user to experience? So I think it is important that as a designer, we designed the plots that we equally favored and equally meaningful.
Recently, I watched a lot of videos about Detroit : Become Human. There are so many choices that will direct to different scenes and ending. Is is amazing that I feel I learnt something through the choices and how the plots then leads to. There hare so many endings but they are equally interesting and well composed, moreover, players learnt the same message even though they got different ending.
Storytelling and Narrative in VR
After reading Designing, Branching Narrative, I think maybe the player's movement can become variables in the VR game. The article mentioned it is impossible to control player to look at where they shall be looking in a VR game, so they use sound or light to guide them. Is it possible that let the audiences' view to guide where thing happened? Or even where they are watching change the narrative of the game?