Write/describe 3 ideas for an interactive narrative.
Time Machine
There is a researcher who is working in a national institute that develops a time machine. Most humans in her world are dead because of a certain accident. One day, she was given a mission of going back a year before the accident to prevent it from happening. In this story, the player can think possible effects of our actions on future generations and take responsibility for that.
Room escape
A man is kidnapped on his way home in the evening. When he opens his eyes, his hands are tied with ropes in a strange room. The kidnapper is roaming inside the building he’s pent. He has to avoid kidnapper’s notice and successfully escape. In this story, the players can feel the thrill of escaping from the rooms to avoid kidnappers.
Wizard Shop
A player went to a magic shop run by a frog and broke a very expensive item. So she has to pay it back by working there for three years. In this story, the player can experience things that happen in the story by running a story or store about magic.
Designing Branching Narrative
- List 5 possible world state variables for each of your 3 story ideas.
Time/ Places/ Prior quests completed/ Credibility of the organization
Items/ Time limit/ Skills/ NPC abilities/ Places
Date/ Places/ Weather/ NPC Friendship/ Money
- Create a simple graph for each of your story ideas
Time Machine

Room Escape

Wizard Shop

Andrew Stanton: The clues to a great story
- What promise do each of your story ideas make?
- What truth, from your experience, do each of your ideas express?
Time Machine Promise: If player resolve the cause in the past, she will make the world where the player from better. Truth: We need to think about the impact our actions can have on future generations and take responsibility. When I was a freshman in university, there was a room assigned to freshman in my major. We thought it was our own room, so we used it recklessly, threw away trash. The next year, a new freshmen should have cleaned up our trash. And we had to clean up the room that second graders had been spending all week. We also suffered from inconveniences because many objects were damaged by them.
Room Escape Promise: Player can live if you succeed to escape this building without being caught by kidnapper. Truth: You will be punished if you commit a crime. Every action has consequences.
Wizard Shop Promise: When player pays all her debts, she doesn’t have to work in the shop anymore. Truth: How relationships with people around us affect our lives. From my experience, a personal connection is important when we sell things. I once sold things at a high school festival and when one of my friend who’s very popular came to promote them, things were sold very quickly.
In-class Assignments
Spine
1. Orientation
Someone kidnapped him. When he opened his eyes, he was in a secret room and his hands were tied with ropes.
2. Crisis
He tried to escape from the room. He thinks there are other people who were also kidnapped like him in the building.
3. Escalation
The kidnapper roamed inside the building and found him trying to escape.
4. Discovery
Finally, he successfully escaped from the kidnapper.
5. Change
After escaping, he returned to his normal life. But he continued to wonder why he was kidnapped and went back to the abandoned building.
Consensus Decks
38. How will this experience make the world a better place?
a. Offer at least one suggestion, preferably more than one
Players will have a chance to think about how to survive kidnapping.
55. Is this experience addictive?
a. Why or why not?
If someone likes escape, survive or thrill, it will be addictive.