jump cuts

1998-06-15 Thread Jed Hartman
(tap tap. Hello? Is this thing on?) At a totally different level from recent discussion, here's a quick tip/trick I noticed in the Lost In Space game demo I saw somewhere or other: the interactor clicked a closed door, and the camera jump-cut to the far side of the door, showing the

(Fwd) Re: jump cuts

1998-06-15 Thread Jed Hartman
Forwarded from Cindy: Date: Tue, 31 Mar 1998 20:05:12 -0800 (PST) From: Cindy Reed-Ballreich [EMAIL PROTECTED] Subject: Re: jump cuts On Mar 31, 7:20pm, Jed Hartman wrote: Subject: jump cuts (tap tap. Hello? Is this thing on?) At a totally different level from recent discussion, here's

Limitations

1998-06-15 Thread Dennis McKenzie
Tedium and frustration sets in: As I plug along on my current project I am finding it very difficult to get things done. I am not talking about the technical limitations of VRML (although these play no small part), but about my personal limitations as a single content creator. While I enjoy

RE: Limitations

1998-06-15 Thread Bullard, Claude L (Len)
When we started IrishSpace, it was precisely that problem that made me call for help on the list. One of the things that I had worked out on my first worlds was that even with good tools, unless one was going eight or so hours a day, full time, doing a world was a task that could take

Re: Limitations

1998-06-15 Thread Dennis McKenzie
to "Net years," and the technology shifts so much under our feet that it may not be feasible to take a year to finish a project. Still, I think we may have to start thinking in the longer term. The shifting technoloy is a _major_ detriment to taking the long road. A year out seems like the

Re: Limitations

1998-06-15 Thread Bernie Roehl
Dennis McKenzie writes: (Anyone want to talk about the role of a "Producer" in recent VRML efforts? Len and Paul could speak to this directly. Also Bernie and Stephen although I'm sure they are both pretty busy right now :) yes. The organization of talents in a vrml production would

RE: Short stories

1998-06-15 Thread Bullard, Claude L (Len)
-Original Message- From: [EMAIL PROTECTED] [SMTP:[EMAIL PROTECTED]] "Hearing a familiar tale told with a different twist encourages children to consider how they would modify the story, which is one step closer to being able to create an original story themselves." --jed

Re: Short stories

1998-06-15 Thread Jed Hartman
Unfortunately "story arc" means two almost opposite things depending on context. In comic books and, I think, on somewhat older TV series like _Hill Street Blues_, "story arc" used to mean a short story running over the space of three or four episodes, threading through the ongoing continuity of

RE: Short stories

1998-06-15 Thread Bullard, Claude L (Len)
Thanks for the answers on arc. VRML series: we kicked this around a lot in the past. Given the technology coming out of VRMLDream, it may be doable. Getting the stock characters set up then having guests sounds a lot like stuff done on The Simpsons and The Flinstones. Putting together

Re: Short stories

1998-06-15 Thread Sandy Ressler
I would think that not only VRML series of all sorts but another opportunity for $$ might be the use of these real time VRML stories as rehearsals or live story boards. A bunch of movies (can't remember now) have in the past used Virtus Walkthrough, for scene/camera placement and theatrical

Re: VRML Dream?

1998-06-15 Thread Paul Hoffman
At 06:07 PM 4/27/98 -0700, Jed Hartman wrote: I was unfortunately unable to watch yesterday's premiere of VRML-Dream, ... ... one thing I've wondered about (in describing the project to others) is how interactive a live broadcast feels to the audience. I hope to find out for myself at some

Re: VRML Dream?

1998-06-15 Thread Bernie Roehl
Paul Hoffman writes: I'm the one who suggested that someone try to provide text narration to at least let those of us who were following the action know what was going on. Excellent idea. The narration can add a lot. *slight shudder at the thought of Mystery Science Theatre 3000 type

Re: VRML Dream?

1998-06-15 Thread Bernie Roehl
Len Bullard writes: The announcement that Cosmo will support RealMedia is good. Yes, agreed. Provided it becomes widely available, and is supported in WorldView as well. The good news is that we have IrishSpace and VRMLDream "in the can". That means as the functionality becomes

RE: VRML Dream?

1998-06-15 Thread Bullard, Claude L (Len)
I sat last night with the snippet of audio that Stephen posted and ran the MIDI behind it just for fun. Interesting. It made me think that for any future production, the script should be recorded at a table rehearsal (regardless of who does the speaking) so we can plan the music better. I

Re: VRML Dream?

1998-06-15 Thread Bernie Roehl
Jed Hartman writes: Could (in some distant future production) have multiple chat channels -- one for actual script, several for people doing simultranslation into other languages, one for brief summaries of action ("Hermia rampages across the stage, destroying everything in her path"), one

Re: Production

1998-06-15 Thread Bernie Roehl
Len writes: A producer at this critical time of the medium is also the one who should be growing the community skill base. Yes, agreed 100%. The number of people who have been part of using this medium can currently be counted on the fingers of one hand (in binary, of course -- I figure

Audio clip problems

1998-06-15 Thread Maureen Stone
I just tried to listen to the Real Audio clip that is on the VRML Dream site, and got the error message: "Not a Real Audio Document" from my Real Audio player. I don't know much about Real Audio--could this be a version problem? I've got version 2.1.1.9. I downloaded the file to my local

Re: More on nonlinear storytelling

1998-06-15 Thread Dennis McKenzie
Great topic John! To me one that is at the heart of VR storytelling. However my basic philosophical problem with nonlinearity is that it is not nonlinear at all. It is parallel-linear (actually tree-shaped). No butterflys in Brazil causeing hurricans on Eastern Sea Fronts. You can set up the

RE: More on nonlinear storytelling

1998-06-15 Thread Bullard, Claude L (Len)
-Original Message- From: Kahuna [SMTP:[EMAIL PROTECTED]] That is correct, but my arguement is that it is a waste of the z coordinate to limit yourself to a non linear story. [Bullard, Claude L (Len)] Yes. It is essential to ask what the z-coordinate buys you

Re: More on nonlinear storytelling

1998-06-15 Thread Kahuna
A chart is a good idea. How about using an interface for common behaviors so authors can change behaviors from time to time? It goes without saying that all behaviors would be protoed for reuse. I thought we would use the psychcological profiles for each set of behaviors. The last time I took

Re: More on nonlinear storytelling

1998-06-15 Thread Sandy Ressler
First of all Good thread! Without digging up all the email and carefully cutting/pasting I recall Dennis I belive...asking the questions (to paraphrase) "Have you ever seen a non-linear story that was successfull" and he goes on to say he certainly does but is just taking it on faith. Also

Re: More on nonlinear storytelling

1998-06-15 Thread John D. DeCuir
Hi Sandy, At 10:41 PM 5/26/98 -0400, Sandy Ressler wrote: First of all Good thread! Yes -- everyone has had some great contributions to make. I think to get back to Dennis' observation I can't think of any good non-linear story that was simply a story not a game. I think there's an

Re: More on nonlinear storytelling

1998-06-15 Thread Kahuna
Good points Sandy, I believe if you really look closely you will see that most really good stories have the characteristics of a good game. When I was a kid I was totally into Sherlock Holmes by Sir Arthur Conan Doyle. I read them like a puzzle, trying to figure out who did what and when.

Re: More on nonlinear storytelling

1998-06-15 Thread Miriam English
I've seen non-linear stories which were good - not great perhaps, but they were written for young kids. Rose Estes' books from the Choose Your Own Adventure series of novels (should they be called novels? or perhaps branching short stories?). As for trying to make them come to a satisfying

FYI: old Infocom games

1998-06-15 Thread John D. DeCuir
By the way, if any of you hear all this talk about the old Infocom games (Zork, Deadline, etc.) and want to check them out (or if you're just nostalgic), Activision has a CD-ROM out called Masterpieces of Infocom text adventures (or somesuch title). I found a retailer selling it for $21.99.

Re: nonlinear storyboarding

1998-06-15 Thread Dennis McKenzie
At 10:55 AM 5/27/98 -0700, John D. DeCuir wrote: Another Thought-Provoking-Question (TM) for discussion: I would have liked to address this post earlier, but I've been busy and my ideas on it were half-baked. I'm less busy now, but I'm afraid my ideas are still half-baked. Here they are anyway.

Re: Truman space/time

1998-06-15 Thread John D. DeCuir
I'm glad someone else got the willies while watching this movie. After all, Truman's world is identical to that of a virtual world. Who are we to say that we aren't being god-like when we create virtual worlds (and bots, specifically)? All sorts of moral dilemmas pop up here, but I'm not sure