(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
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
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
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
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
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
-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
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
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
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
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
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
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
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
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
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
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
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
-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
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
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
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
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.
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
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.
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.
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
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