Monday, 18 November 2013

narrative idea 2


My story has two arcs one where the character becomes cruel to save people but in turn becomes hated, this is based on the idea of doing something to help someone even if the feel like you are hurting them  (eg taking alcohol away from an alcoholic)
The second opposing arc has the character ignoring the evil so that they can live out a normal life however they are plagued by guilt though out this arc and reminders that they are being selfish and they will lose things they love because they were a coward.
Finally there is the easy way out options that take you to a completely different ending.


Key items I have thought of so far:
·         A gun called the easy way
·         Family picture
·         A amulet
·         Laptop 

Monday, 11 November 2013

narrative timetable

11th November 2013
To
30th November 2013
Come up with the basic idea of the story and decide which parts will go into which acts.
1st December 2013
To
20th December 2013
Plan out the structure of the narrative and how in my narrative the two story arcs interact with each other.
21st December 2013
To
5th January 2014
Do basic draft of the story ideas in corporation with the structure I have created for the narrative, this will give me a basic idea of how the final project will look when it’s completed.  
At this point I wont to have a basic lay out of the story but not in detail (example: the story arc but not key or side events fully polished)
6th December 2014
To
25th December 2014
Gather inspiration for detail and plot twists in the story; I will gather this inspiration from works of writing and pieces of art.  
·         Environment inspiration
·         Character design
·         Key object design
26th  December 2014
To
3rd February 2014
Write the full version of the narrative and place the correct parts of the narrative into the lay out structure.
4th February 2014                                            
To
9th February 2014
·         Spelling check
·         Making sure narrative makes sense
·         Make sure I’ve put the right parts of the narrative in the correct places.
      play test 

10th February 2014
Hand in day 4:30

Saturday, 9 November 2013

narrative structure analyses

i have been looking at narratives in text based games, the game i chose to map out and review was zork as i heard that it was a well known text adventure game. (a text adventure is a game that the  main game play is reading though lines of text that describe your environment and any obstetrical in the scene) 


first impressions of zork:
when i first started playing zork i got a clear idea of the location i was in and the directions i could go, as i began moving around the first environment it soon became clear to me that the area i was in was not small in size and was littered with secrets.
the first obstetrical the player runs into was the forest, the reason this was a obstetrical is because the similar surrounding makes you lose your path, when i lost my sense of direction i had no choice but to head back the way i had came to regain my bearings,
after this i proceeded to go north until i reached a white building, on examining the building i found that the front was barred shut so i tried going around the back, when i got to the back of the house i found that there was a slightly open window, i entered the window to enter the building and found my self in a kitchen.

in the kitchen i found a bag of food which i ate, after eating the lunch i moved into the adjoining living room where i found the following items a lantern and a sword.
once i had collected both these items i looked around the room until i noticed that the rug on the floor was out of place because it had a budge from a trapdoor underneath.
the fact that the room supplies you with the items required to further your quest makes the room the donor and the helper even though it is not a character as with out this room your character can go no further.

i opened the trap door and after trying to find the right command which was down i proceeded down into the cellar, this is where i came across my second obstetrical the dark (like the forest the dark stops the player by taking away their sense of direction also an enemy is described in the dark) to get rid of the dark i lit the lantern to illuminate my surrounding.

this is where i believe act one ends because we have gone from a safe environment to a environment rumored to have enemies and we also have a weapon to defend our selves.
(this sadly is when the internet crashed)

when i was able to get back on the game again i took another path, his time i when to the tallest tree in the forest and climbed to the top to collect an item first instead of going straight to the house, every path i took after this took me back to the house.

from text adventure i have found that yes a text adventure can have multiple paths and it is rather open world however this is always soothing that is slowly pushing the sorry forward or you will just keep going in loop, this is common in small scale RPG including two of my favorites the original Pokemon red and the final fantasy series up to 12.

is this real life or is this a fantasy? lesson notes


  • dreams are a link to the subconscious 
  • when we are born we are made aware of the world 
  • it is thought that the reason we don't remember our birth is because are brain has to handle with all of these new senses (violent memory) 
  • the first thing we see is our hands (takes baby few weeks to work out they have a body) 
  • we realise we have a body and work out that others have a body 
  • child becomes aware of relationship with there mother 
  • the ego is born when baby works out it is them in the mirror
  • projecting/ reflecting and self image 




  • desire is lead my society
  • once we reach are goal we are disappointed 
  •  no one has control of there destiny 



  • fantasy is a safe place