Friday, October 15, 2010

Reflection on Creating the Interactive Story of Snow White

Here is the PPT:

http://dl.dropbox.com/u/13344385/The%20Interactive%20Story%20of%20Snow%20White.pptx

When I added the non-linear elements to the story, I wanted to motivate the reader by providing them with different types of experiences. According to Adams (1999), interactivity which relies on the player for motive power is almost the opposite of narrative which flows under the direction of the author. As compared to linear storytelling, readers could immerse themselves in the interactive story by taking more control in the development of the plot.

When I adapted the well known story of Snow White by the Brothers Grimm, I was aiming at offering readers opportunities to make choices in the storyline. I mainly let the readers make choices on two situations: 1) Do you think the seven Dwarfs would let Snow White stay with them? 2) Do you think Snow White would eat the poisonous apple? Although readers may be very familiar with the original storyline, their curiosity and fantasy can be aroused if they believe their choices will influence the fate of Snow White this time.

Reference
Ernest Adams (1999). Three Problems for Interactive Storytellers. Retrived from: http://www.designersnotebook.com/Columns/026_Three_Problems/026_three_problems.htm

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