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moreBrendan Dawes, creative director of MacneticNorth, talked about the ways in which his early experience of technology has affected his approach to interactive media and of the seismic shift that has taken place in recent years in how people use technology. more
Simon Waterfall, creative director at Poke and former digital chair of D&AD, began the day with a series of questions and observations about the aspects of online media he found frightening and disturbing. more
The Y Design Awards (YDA), part of London Design Festival, is now open for entries. Covering nine categories, the awards recognise excellence in the UK’s digital creative industries at a designer level. more
We’re delighted to say that Tuesday’s iDesign conference went down a treat. If you wanted to know where exactly this country is up to with interactive design,and where it’s going, then we think the Dynamo team nailed it with this event. more
Our world is increasingly filled with wild and wonderful gadgets, new technologies, ground breaking digital services, but what does this really mean for the individual? more
The creative challenges of developing interactive narrative content.
The evening began with an introduction by Stephen about the various emerging digital platforms, which we are all destined to experience. He took a brief look at the defining features and the potential that they have. All examples, such as interactive TV and web-enabled games, highlighted the opportunity for high levels of interactive experience. Stephen pointed out how we should expect to see a massive shift in lifestyle habits and used Interactive TV as an example of how a viewer would receive a more personalised, non-linear experience. The whole notion of fixed programming and scheduling would diminish. In response to these changing roles we would expect to be targeted by programme makers, advertisers and commissioners in a more direct and intelligent way.
Stephen proceeded to talk more generally about interactivity and how it has existed long before the advent of digital platforms. Traditional broadcast has enabled the audience to interact in ways that range from emotional to voluntary interaction on the viewer’s part. Stephen finished his talk by giving a brief introduction on interactive fiction. He believed that interactive fiction introduced three emerging genres:
Tom provided a visual demonstration of Online Caroline. This proved to be a useful tool, as it led the audience easily through his talk. He took the audience through the drama, explaining its design and how it worked with its audience. Online Caroline proved to be a genuine interactive personal experience from the start. This is seen through the continuous exchange of emails between the viewer and Caroline. During the course of viewing the audience are often parting with personal details, which are used in this communication. This interaction would allow the viewer to believe that they are truly interacting with the character and the story. The talk stimulated lively debate, covering issues such as data protection and funding.
Simon Rose was next on the panel, with his company responsible for the online film Running Time. Again it allows the audience to make decisions that will ultimately decide on the direction of the film. Running Time adopts a different approach to Online Caroline in terms of involving the audience. Unlike Online Caroline, the outcome is decided by a majority vote. A message board is provided in an attempt to involve all those who voted, including the viewers whose vote was not part of the final outcome. As well as introducing the concept behind Running Time, Simon also expressed his concerns regarding the industry. Included in these were his frustrations regarding the slow progress made in certain technologies such as broadband.
Jason Kingsley of Rebellion Games was the last to speak. He took us through his experiences of interactive mediums starting with an interactive book that he wrote at the age of 18. Jason began by telling the audience about the problems he came across in terms of the number of choices that could be made by a reader. His solution was to guide them through different paths, but ultimately leading them to the one ending. He proceeded to take the audience through his growing fascination with interactive fiction, which eventually lead him to computer games. He believed that game makers don’t make the story, rather, it is up to the player to interact and lead. Jason regarded the game maker’s role as simply providing the tools for an alternative fantasy world in which people can fully immerse themselves.
The talk generated a series of questions and comments from the floor, ranging from the future of advertising to the changing role of story telling. The general consensus lay with the idea of great changes in terms of lifestyle. Industries such as advertising would have to become more engaging and start providing a more personal experience. In terms of interactive fictions, as they become more popular the audience becomes more involved in the way the story is told and the way it finishes. As with a lot of this new technology, the consumers are allowed to immerse themselves into a unique experience that is tailored to their own personal needs.
Tom Harvey, XPT
Tom Harvey is Managing Director of XPT, one of the first
independent digital media companies in the UK to dedicate itself
exclusively to interactive entertainment. XPT's products
include the online drama www.onlinecaroline.com
and the forthcoming Mount Kristos, an online Greek Island
holiday. Tom began his career in the film and television
industry where his career spanned a range of genre including
films, documentary arts series and pop promos. He ran the
Edinburgh International Television Festival for three years
before working in senior management at the BBC.
Jason Kingsley,
Interacta Ltd
Simon was the film critic of the Daily Mirror for four years
before leaving to become a full-time screenwriter, winning the
2000 Orange Screenwriting Prize. Together with Simon Beaufoy, he
set up the Interactive Motion Picture Corporation to produce
cutting-edge interactive drama. The company's first
production was the thriller Running Time, in which the audience
drove the drama by voting on what they wanted to happen next.
The second production, the surreal comedy Get a Life Harry, took
the interactive concept still further by letting the audience
contribute to the hero's character development.
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