NOTE:
This doc is superseded by the writer’s team rough draft and subsequent docs.
You
are invited to a wedding. You find out from the groom that the bride for some
reason has fled the scene, and went into a surreal world on the other side of
the “looking glass”. You need to locate the bride and get her to come back to
the wedding. The groom is also looking and is a role player now in the virtual
world that Alice has gone into. Via information links (diary, notes, things
said by other people, etc) in the v-world you begin to understand the bride’s
issues with the groom and the wedding. You journey through several spaces
meeting object characters and the groom. Eventual you end up in the wedding in
the virtual world with Alice and ?
Groom
(represents realist) is a role player (a class avatar actor)
Alice
(represents dreamer) is represented though the story pieces she has left
around.
Additional
Characters – object characters with sound or web links
Create
a conflict between groom and bride
Interactors
naturally choose sides.
Interactors
go thru journey that affects the wedding outcome.
Invitation
|
Webpage
explaining the prestory
|
First
room (with the groom)
|
Second
room ( alices issues)
|
Third
room
|
Wedding
room (large chat space)
The space(s) is based on Surreal “Alice in
Wonderland”
Archetypal storyline and characters
to develop from.
Set design and narrative use alice
as a point of departure
A
journey plot style where the community (interactors) move through the narrative
landscape meeting characters and dealing with conflicts along the way. Wanting
to get to the end of the journey.
* each space should have:
a) something entertaining to do
b) a level 1 clue or issue
c) a level 2 clue or issue
* room ideas:
* Mad Hatter
* Chess Board
* Oracle (where interactors take the place of the Oracle; need
to
get someone to take
your place before you leave; then get your
picture and a quote in the oracle photo book)
What's important to remember
when designing the story:
* keep it pleasant and
enjoyable so that interactors don't leave; there's
no such thing as a "captive audience"
* have a goal they care
about; pertinent to their lives in some way
* have a main conversing
space (the wedding room)
* have reasons to hang out
in some of the rooms
* keep rooms alive without
actors (ie talking sprites)
* mythology; sense of past
* a wow moment at the end
* a chance to leave
something behind; an imprint (ie a hall of fame)
Story tools:
* use objects as actors
(they talk to interactors)
* an invisible character
* register interactors upon
entry so that we can use their info later
* spotlight individuals in
some way
* use the interactors html
field in their bio
* bulletin board html page
* photoalbum html page
Deep themes (how we dignify
the story):
* realist versus dreamer
* identity
* privacy
* meaning of life
* double identity (physical
and online)
* what is reality?
** value of escapism -- the
story as a mirror
Alice
in wonderland links:
http://www.cs.cmu.edu/Web/People/rgs/alice-ftitle.html
- original story
http://www.typographica.com/alice/
- original story in original page format w/ ill.
http://www.sabian.org/alice.htm -
through the looking glass
http://www.bugtown.com/alice/ - other drawings
http://www.the-office.com/bedtime-story/alice-background.htm
- background info of alice w/ images
http://www.exit109.com/~dnn/alice/ - other illustrators