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Digital Storytelling : A Creator's Guide to Interactive Entertainmen

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Preface<br />

xv<br />

pocket-sized wireless devices; and interactive cinema on full scale theatrical movie<br />

screens. These forms of entertainment would seem, at first glance, <strong>to</strong> be completely<br />

unalike, yet a closer investigation will reveal significant similarities.<br />

This book will examine all major forms of digital s<strong>to</strong>rytelling, examining how<br />

they are created; the unique development challenges each of them presents; and<br />

the special kinds of entertainment experiences they offer. It will look at what can<br />

be borrowed from each one and applied <strong>to</strong> other forms of digital s<strong>to</strong>rytelling.<br />

In addition, the book will study projects that combine multiple media and see<br />

how this cross media approach <strong>to</strong> production can be used <strong>to</strong> expand a s<strong>to</strong>ry<br />

universe and deepen the audience’s involvement with the narrative.<br />

SOURCES AND PERSPECTIVE<br />

The material in this book is drawn from a number of sources: interviews,<br />

conferences, information provided by industry groups, print and electronic<br />

publications, and material provided by software developers. It is also based on<br />

my own experiences working in interactive media. I have inevitably brought my<br />

own perspective <strong>to</strong> this subject, and it is that of a writer. My academic background<br />

is in English literature and journalism; my professional background includes<br />

screenwriting and work as a writer or writer-content designer on over three dozen<br />

interactive projects. These include entertainment, educational, informational, and<br />

training projects made for CD-ROMs, kiosks, the Web, smart <strong>to</strong>ys, and integrated<br />

media productions. In addition, researching this book called for many hours<br />

spent playing games, studying interactive movies and iTV shows, visiting websites,<br />

and interacting with smart <strong>to</strong>ys—hardly an onerous task, and one that deepened my<br />

understanding of interactive entertainment.<br />

The companies that produced the work for the case studies in this book<br />

are based not just in North America, but all over the globe: in Europe, in Asia,<br />

and in Africa. In gathering material, I interviewed a <strong>to</strong>tal of sixty people, many<br />

face <strong>to</strong> face, some by telephone, some by email, and a number by all three methods.<br />

They represent a range of professional positions, including developers, producers,<br />

designers, graphic artists, inven<strong>to</strong>rs, and writers. The organizations they work for<br />

include major Hollywood studios, TV networks, <strong>to</strong>y manufacturers, design firms,<br />

academic institutions, and their own small companies. Some of them work on a<br />

single medium or create a single genre of project; others are platform agnostic, finding<br />

ways <strong>to</strong> tell various kinds of digital s<strong>to</strong>ries across many media and platforms.<br />

My interview subjects include people responsible for some of the most popular<br />

interactive media projects ever developed; others have done immensely innovative<br />

work known only <strong>to</strong> a small circle of people. But whether well-known or obscure,<br />

valuable lessons can be learned from all of them.<br />

THE ORGANIZATION OF THE BOOK<br />

This book is organized in<strong>to</strong> four sections, each with a different function.<br />

. PART ONE: NEW TECHNOLOGIES, NEW CREATIVE OPPORTUNITIES<br />

puts digital s<strong>to</strong>rytelling in<strong>to</strong> a his<strong>to</strong>ric context, covers the development of<br />

digital media, and discusses the implications of convergence.

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