This week Ben Mackenzie came into our class and spoke to us about his work in Pop Up Playground. He explained how he creates virtual games, he talked about these ‘immersive reactive situations’ he creates and they sounded so cool, I can imagine how exciting they would be to play, you would feel as though you were in a different place, like you’re a character in a movie.
He talked about the planning that goes into creating these games, there is so much more work than you even think about, the planning is so intricate, with so many variables having to be accounted for.
He also spoke to us in our group about the benefit of real life attributes to our narratives, finding left over pieces of evidence or going to a café our character was at, adds an element of excitement for audiences that they don’t get just by reading online.
One piece of advice he gave was to make the options equally risky and rewarding, he told us about primary school children who would give the options to go investigate the case or go home and go to sleep – the right choice is obvious.
This reminded me of the Sims, sometimes in the game when your sim would be at work, a situation would come up and you would have to choose between a few options that would either end in a promotion, extra cash, or losing their job. In it, you had to choose one of the options or you couldn’t continue the game, that was the incentive to choose. You also put some thought into it so you could benefit. I think in a narrative you want the audience to interact with, you need to have an incentive. If they were really interested in the narrative the incentive would be that they want to find the clues, just like in the The Dark Knight viral marketing campaign. In our story, because it is not a known blockbuster movie with a fan base already made, we might have to work on a better incentive to persuade the audience to interact in the story.