Monday, 31 October 2011

Final Storyline - Daniel Garton

After today's presentations and feedback, we have now come to a final storyline and aim of our installation's overall structure.

After guidance and taking into account the feedback given today, I propose on behalf of the group the following plot line:

The overall story will be about a fishing trip aboard a boat, and its safe return to harbour with the catch of fish afterwards. The user will be presented a selection of charms, 5 of which are directly relevant to the safety of the fishermen whilst out at sea, and 5 charms from the other groups. A simple introduction to each charm will be narrated as the user selects each one. The user is to select 5 charms from the 10, to take with them at sea, with the intention of having the relevant/correct charms with regards to their protective qualities.  The next part of the story will then be to set sail, and the user will be subjected to 5 occurances/scenarios where the user will have to select one of their 5 chosen charms in order to avoid drowing or other danger whilst out at sea. The user is given 3 lives/attempts and the aim is to have selected the best 5 in order to have survived the trip and return to harbour with a good catch. As the user uses each charm, there will be a small commentary as to why it was effective and other background information.  If the user has chosen a charm that isn't relevant to sea safety and therefore does not save them when selected, the user will lose a live and a small commentary will provide information as to why that charm is non effective against drowning/danger.

Hopefully I've described it as best to understand.

If everybody can have a read and confirm you're happy with it.

I will get to work on a voice over script to suit the new storyline.

7 comments:

  1. Just to add, the learning process of each charm takes place through a sort of trail and error process, and once the user has taken in the information as they are working their way through the installation, the user will be inclined to try again a second time, choosing more of the suitable charms based on the knowledge they'd been given the previous time, and so on until they reach the safe return to harbour

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  2. I assume you'll give some clues initially so that the choice is not totally blind?

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  3. Yeah, I should really have ellaborated on the introduction to each charm, but thats basically it yes, so as like you say, the user wont be totally blind. However at the same time, the user will not know enough until after the trial and error processes to be able to pick the correct 5 first time either, unless they're just plain lucky. This will mean that they do pick some of the wrong ones at first, aiding in the learning process.

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  4. Sounds fine. I suggest you publish the script once you have it so that we can feed back on that.

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  5. Overall, this works well and it is good to finally see this structure come together. I look forward to reading the script.

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  6. Just to add, I'm changing the 3 lives for 3 nets of fish, as the story is about re turning to harbour with a good (the best possible) catch

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  7. Another amendmant to the plotline:
    Instead of having 3 nets of fish to start with, we're going to have it so the user starts with no nets, and they will gain them through using the correct charm against the danger on the trip, this will give some incentive that the user is "winning". However if the user uses the wrong charm, they will loose a net of fish, unless they dont have any to loose, in which they just carry on, the final aim is still the same; to return to harbour with as bigger catch as possible.

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